a little polishing
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@@ -121,16 +121,6 @@ vec2 scaleUV(vec2 uv, vec2 scale)
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return uv;
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}
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//rotates the UV
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//needs to use this once since it rotates around the middle (i.e. 0.5)
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vec2 rotateUV(vec2 uv, float rotation)
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{
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float mid = 0.5;
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return vec2(
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cos(rotation) * (uv.x - mid) + sin(rotation) * (uv.y - mid) + mid,
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cos(rotation) * (uv.y - mid) - sin(rotation) * (uv.x - mid) + mid
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);
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}
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//this returns the Spark
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float getSpark(vec2 uv, vec2 center, float brightness, float size, float rotation)
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@@ -142,7 +132,7 @@ float getSpark(vec2 uv, vec2 center, float brightness, float size, float rotatio
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uv = (uv + vec2(0.5)) ;
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uv = (uv - center) ;//Center UV coordinates, then scale to fit the star size
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uv = scaleUV(uv, vec2(1.0 - size));
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uv = rotateUV(uv, rotation); //rotate the UV
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uv = rotate(uv, rotation, vec2(0.5)); //rotate the UV
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//this is basically the brightness
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float p = mix(-1.0,1000.0,easeInExpo(bn));
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@@ -349,10 +339,11 @@ vec4 getRays(float progress)
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0.0,1.0,
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-5.0,1.0
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);
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ray = clamp(ray,0.0,1.0);
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float alpha = clamp(uRaysColor.a * ray,0.0,1.0);
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//return
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return vec4(uRaysColor.r,uRaysColor.g,uRaysColor.b,uRaysColor.a * ray);
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return vec4(uRaysColor.r,uRaysColor.g,uRaysColor.b,alpha);
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}
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@@ -452,6 +443,7 @@ void main() {
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oColor = alphaOver(oColor, getRays(progress));
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}
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// If five-point stars are enabled, overlay them using stored alpha
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if (uRingCount > 0.0 && uStarCount > 0.0)
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{
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