using clang-format-16
and a bit more comments and a minor adjustment
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@@ -31,15 +31,15 @@
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// void setOutputColor(vec4 outColor)
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// The width of the fading effect is loaded from the settings.
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// uniform float uFadeWidth;
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uniform float uWT;
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uniform float uXpos;
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uniform float uYpos;
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uniform float uSparkleRot;
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uniform float uSparkleSize;
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uniform bool uWinRot;
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uniform vec2 uSeed;
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//variables
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uniform float uWT; //window time ... how we split the time between the window and the sparkle/star
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uniform float uXpos; // the Xposition of the star
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uniform float uYpos; // the Yposition of the star
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uniform float uSparkleRot; //the rotation of the star
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uniform float uSparkleSize; // the size of the star
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uniform bool uWinRot; //window rotation... but it's more of a warp
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uniform vec2 uSeed; // and random numbers
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//use to scale the window
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vec2 scaleUV(vec2 uv, vec2 scale, vec2 centerOffset)
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@@ -54,7 +54,6 @@ vec2 scaleUV(vec2 uv, vec2 scale, vec2 centerOffset)
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// scale from center
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uv = uv * 0.5 + 0.5;
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return uv;
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}
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