style: reduce curve strength
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@@ -24,7 +24,7 @@ float taper = 1.0 - taperFactor * 0.6; // Width goes from 1.0 to 0.4 at tip
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transformed.x *= taper;
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transformed.z *= taper;
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float curveStrength = 5.0 + noiseVal * 2.0;
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float curveStrength = 3.0 + noiseVal * 2.0;
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float curveAmount = uv.y * uv.y * curveStrength;
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vec2 curveDir = normalize(vec2(noiseVal, fbm(vec2(worldZ, worldX))) - 0.5); // Randomize curve direction
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