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Hello,

The random noise in the glow can be removed by changing one line in the glow() function of the shader:

Before: vec2 texel = gold_noise(uv * 1000.0, u_random_seed) * u_glow_spread / u_game_size;

After: vec2 texel = 0.5 * u_glow_spread / u_game_size;

This should give you the result you're looking for