🎉 🎉 Mushroom and AuraGlow ... in my main
placed both the Mushroom and AuraGlow in my main
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@@ -202,6 +202,119 @@ float easeOutBack(float x, float e) {
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return p * p * ((e + 1.0) * p + e) + 1.0;
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}
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// https://easings.net/
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/*
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Easing functions define the rate of change of a parameter over time, commonly used in animations, UI transitions, and game development. They provide a way to make movements more natural or visually appealing rather than linear and mechanical. Popular categories of easing functions include:
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Linear: Constant speed from start to finish.
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Quadratic (Ease In, Ease Out, Ease In Out): Changes at varying rates, with smoother starts or stops.
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Cubic: Similar to quadratic but allows for even more nuanced transitions.
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Exponential: Drastic changes at the start or end, often used for dramatic effects.
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Bounce: Mimics a bouncing object with oscillations.
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Elastic: Simulates the behavior of a spring, with overshooting and oscillations.
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Below are text-based "graphs" of some easing functions, where the horizontal axis represents time and the vertical axis represents progress.
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*/
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// Quadratic Easing
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// Smooth acceleration and deceleration using quadratic (t^2) curves.
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float easeInOutQuad(float t) {
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// Accelerates for the first half, decelerates for the second half.
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return t < 0.5 ? 2.0 * t * t : -1.0 + (4.0 - 2.0 * t) * t;
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}
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// Cubic Easing
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// Smoother transitions compared to quadratic easing using cubic (t^3) curves.
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float easeInCubic(float t) {
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// Starts slow and accelerates as t increases.
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return t * t * t;
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}
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float easeOutCubic(float t) {
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// Starts fast and decelerates as t approaches 1.0.
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float f = t - 1.0;
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return f * f * f + 1.0;
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}
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float easeInOutCubic(float t) {
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// Combines easeIn and easeOut cubic behavior for smooth transitions.
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return t < 0.5 ? 4.0 * t * t * t : (t - 1.0) * (2.0 * t - 2.0) * (2.0 * t - 2.0) + 1.0;
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}
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// Quartic Easing
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// Even smoother transitions than cubic, using quartic (t^4) curves.
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float easeInQuart(float t) {
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// Starts very slow and accelerates steeply.
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return t * t * t * t;
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}
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float easeOutQuart(float t) {
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// Starts steeply and slows down dramatically.
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float f = t - 1.0;
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return 1.0 - f * f * f * f;
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}
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float easeInOutQuart(float t) {
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// Combines easeIn and easeOut quartic behavior for very smooth transitions.
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return t < 0.5 ? 8.0 * t * t * t * t : 1.0 - 8.0 * (t - 1.0) * (t - 1.0) * (t - 1.0) * (t - 1.0);
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}
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// Sine Easing
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// Smooth, wave-like acceleration and deceleration using sine curves.
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float easeInSine(float t) {
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// Starts very slow, following a sine wave curve.
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return 1.0 - cos((t * 3.141592653589793) / 2.0);
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}
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float easeOutSine(float t) {
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// Starts fast and slows down following a sine wave curve.
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return sin((t * 3.141592653589793) / 2.0);
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}
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float easeInOutSine(float t) {
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// Smooth start and end, mimicking half a sine wave.
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return -0.5 * (cos(3.141592653589793 * t) - 1.0);
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}
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// Exponential Easing
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// Sharp transitions with rapid acceleration and deceleration.
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float easeInExpo(float t) {
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// Very slow start, accelerates exponentially.
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return t == 0.0 ? 0.0 : pow(2.0, 10.0 * (t - 1.0));
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}
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float easeOutExpo(float t) {
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// Starts fast and slows down exponentially.
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return t == 1.0 ? 1.0 : 1.0 - pow(2.0, -10.0 * t);
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}
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float easeInOutExpo(float t) {
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// Combines easeIn and easeOut exponential for sharp transitions.
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if (t == 0.0) return 0.0;
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if (t == 1.0) return 1.0;
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return t < 0.5 ? 0.5 * pow(2.0, 20.0 * t - 10.0) : 1.0 - 0.5 * pow(2.0, -20.0 * t + 10.0);
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}
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// Back Easing
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// Creates an overshooting effect for more dynamic animations.
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float easeInOutBack(float t) {
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// Uses constants to define the overshooting magnitude.
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const float c1 = 1.70158;
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const float c2 = c1 * 1.525;
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return t < 0.5
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? (pow(2.0 * t, 2.0) * ((c2 + 1.0) * 2.0 * t - c2)) / 2.0
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: (pow(2.0 * t - 2.0, 2.0) * ((c2 + 1.0) * (t * 2.0 - 2.0) + c2) + 2.0) / 2.0;
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}
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// --------------------------------------------------------------------- edge mask helpers
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// This method returns a mask which smoothly transitions towards zero when approaching
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@@ -470,3 +583,53 @@ float simplex3DFractal(vec3 m) {
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return 0.5333333 * simplex3D(m * rot1) + 0.2666667 * simplex3D(2.0 * m * rot2) +
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0.1333333 * simplex3D(4.0 * m * rot3) + 0.0666667 * simplex3D(8.0 * m);
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}
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// --------------------------------------------------------------------------------- remap
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/*
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These functions remap a given value from one range to another.
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The remap operation is particularly useful in shader programming
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to scale or normalize data, ensuring compatibility across various
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input ranges. Each version of the remap function supports a
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different data type:
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1. float: Remap a single scalar value.
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2. vec2: Remap a 2D vector.
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3. vec3: Remap a 3D vector.
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4. vec4: Remap a 4D vector.
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The general formula used is:
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newMin + (value - oldMin) * (newMax - newMin) / (oldMax - oldMin)
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This ensures a linear transformation from the old range to the new range.
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*/
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// Remap for float
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// Maps a float value from one range [oldMin, oldMax] to another range [newMin, newMax].
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// This is useful for normalizing or scaling scalar values to fit within a desired range.
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float remap(float value, float oldMin, float oldMax, float newMin, float newMax) {
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return newMin + (value - oldMin) * (newMax - newMin) / (oldMax - oldMin);
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}
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// Remap for vec2
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// Maps a 2D vector (vec2) from one range [oldMin, oldMax] to another range [newMin, newMax].
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// Each component of the vec2 is individually scaled and transformed.
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vec2 remap(vec2 value, vec2 oldMin, vec2 oldMax, vec2 newMin, vec2 newMax) {
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return newMin + (value - oldMin) * (newMax - newMin) / (oldMax - oldMin);
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}
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// Remap for vec3
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// Maps a 3D vector (vec3) from one range [oldMin, oldMax] to another range [newMin, newMax].
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// Each component of the vec3 is individually scaled and transformed.
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vec3 remap(vec3 value, vec3 oldMin, vec3 oldMax, vec3 newMin, vec3 newMax) {
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return newMin + (value - oldMin) * (newMax - newMin) / (oldMax - oldMin);
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}
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// Remap for vec4
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// Maps a 4D vector (vec4) from one range [oldMin, oldMax] to another range [newMin, newMax].
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// Each component of the vec4 is individually scaled and transformed.
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vec4 remap(vec4 value, vec4 oldMin, vec4 oldMax, vec4 newMin, vec4 newMax) {
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return newMin + (value - oldMin) * (newMax - newMin) / (oldMax - oldMin);
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}
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