using clang-format-16
and a bit more comments and a minor adjustment
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@@ -32,15 +32,16 @@
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// The width of the fading effect is loaded from the settings.
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uniform float uSparkCount;
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uniform vec2 uSparkStartEnd;
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uniform float uSparkOffset;
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uniform float uStarCount;
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uniform float uStarRot;
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uniform float uStarSize;
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uniform vec2 uStarStartEnd;
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uniform float uBlurQuality;
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uniform float uSeed;
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//variables
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uniform float uSparkCount; //number of sparkles
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uniform vec2 uSparkStartEnd; // the start and end of the sparkles
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uniform float uSparkOffset; //how much the sparkles can be offset
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uniform float uStarCount; //number of Stars
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uniform float uStarRot; // how much the stars rotate
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uniform float uStarSize; // the size of the stars
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uniform vec2 uStarStartEnd; //start and end of the star's movement
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uniform float uBlurQuality; // blurquality for the window
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uniform float uSeed; // a random number
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//particle colors
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@@ -517,5 +518,6 @@ void main() {
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oColor = alphaOver(oColor, getStars(mix(0.0001,0.999,ioSine)));
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}
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//output
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setOutputColor(oColor);
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}
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