466 lines
13 KiB
GLSL
466 lines
13 KiB
GLSL
//////////////////////////////////////////////////////////////////////////////////////////
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// ) ( //
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// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
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// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
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// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
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// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
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// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
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// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
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// |__/ //
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//////////////////////////////////////////////////////////////////////////////////////////
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// SPDX-FileCopyrightText: Justin Garza JGarza9788@gmail.com
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// SPDX-License-Identifier: GPL-3.0-or-later
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// The content from common.glsl is automatically prepended to each shader effect. This
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// provides the standard input:
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// vec2 iTexCoord: Texture coordinates for retrieving the window input color.
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// bool uIsFullscreen: True if the window is maximized or in fullscreen mode.
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// bool uForOpening: True if a window-open animation is ongoing, false otherwise.
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// float uProgress: A value which transitions from 0 to 1 during the animation.
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// float uDuration: The duration of the current animation in seconds.
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// vec2 uSize: The size of uTexture in pixels.
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// float uPadding: The empty area around the actual window (e.g. where the shadow
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// is drawn). For now, this will only be set on GNOME.
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// Furthermore, there are two global methods for reading the window input color and
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// setting the shader output color. Both methods assume straight alpha:
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// vec4 getInputColor(vec2 coords)
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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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// use 8BitStyle or not (sliding scale)
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uniform float uScaleStyle;
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//these are for the sparks
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uniform float uSparkCount;
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uniform vec4 uSparkColor;
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uniform float uSparkRotation;
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//these are for the Rays
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uniform vec4 uRaysColor;
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//these are for the stars
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uniform float uRingCount;
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uniform float uRingRotation;
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uniform float uStarCount;
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// and the colors they change over time
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uniform vec4 uStarColor0;
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uniform vec4 uStarColor1;
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uniform vec4 uStarColor2;
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uniform vec4 uStarColor3;
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uniform vec4 uStarColor4;
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uniform vec4 uStarColor5;
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//seed
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uniform vec2 uSeed;
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//helps to find the angle
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vec3 getPosByAngle(float angle)
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{
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return vec3(cos(angle), sin(angle), 0);
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}
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//gets the mask of a Star
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float getStar(vec2 uv, vec2 center, float npoints, float radiusRatio, float size, float rotation)
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{
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float radiusMax = 1.0;
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float radiusMin = radiusMax * radiusRatio;
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float PI = 3.1415926;
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float starangle = 2.0 * PI / npoints; // Angle between points on the star
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// Offset rotation to ensure one point is always up when rotation = 0
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rotation += PI / 2.0 - starangle / 1.0;
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// Define the positions for the outer and inner points of the star's initial angle, rotated by `rotation`
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vec3 p0 = (radiusMax * size) * getPosByAngle(rotation); // Outer point, rotated by `rotation`
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vec3 p1 = (radiusMin * size) * getPosByAngle(starangle + rotation); // Inner point, also rotated
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// Calculate the position of the current fragment relative to the star's center
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vec2 curPosuv = (uv - center); // Center UV coordinates, then scale to fit the star size
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float curRadius = length(curPosuv); // Radius from center, no need to scale further
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float curPosAngle = atan(curPosuv.y, curPosuv.x) - rotation; // Calculate angle and adjust by `rotation`
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// Determine the fractional position within the current star segment
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float a = fract(curPosAngle / starangle); // Fractional angle position within one segment
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if (a >= 0.5)
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a = 1.0 - a; // Ensure we are within the first half of the segment (symmetry)
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// Calculate the current point on the star segment, applying rotation
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a = a * starangle; // Actual angle for this position on the segment
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vec3 curPos = curRadius * getPosByAngle(a + rotation); // Final position, rotated
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// Calculate directions for edge detection using cross product
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vec3 dir0 = p1 - p0; // Vector from outer to inner point
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vec3 dir1 = curPos - p0; // Vector from outer point to current position
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// Use cross product to determine if `curPos` is inside the star's edge
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return step(0.0, cross(dir0, dir1).z); // Returns 1.0 if inside, 0.0 if outside (solid edge)
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}
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//use to scale the window
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vec2 scaleUV(vec2 uv, vec2 scale)
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{
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// Put texture coordinate origin to center of window.
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uv = uv * 2.0 - 1.0;
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//scale
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uv /= mix(vec2(1.0,1.0), vec2(0.0,0.0), scale);
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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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//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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{
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brightness = clamp(brightness,0.001,1.0);
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size = clamp(size,0.001,1.0);
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float bn = mix(0.0,0.07,brightness); //recalculate size
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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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//this is basically the brightness
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float p = mix(-1.0,1000.0,easeInExpo(bn));
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float m = mix(
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0.0,
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1.0,
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clamp(
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pow(abs(uv.x-0.5)*2.0,p) + pow(abs(uv.y-0.5)*2.0,p),0.0,1.0
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)
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);
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float mask = easeInSine(1.0 - (m - bn)) - 0.004 ;
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mask = clamp(mask,0.0,1.0);
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return mask;
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}
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//returns the star's color
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vec4 getStarColor(float v, float alpha) {
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// Clamp v to ensure it's in [0.0, 1.0]
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v = clamp(v, 0.0, 1.0);
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// Define steps for color interpolation
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float steps[6];
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steps[0] = 0.0;
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steps[1] = 0.1666;
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steps[2] = 0.3332;
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steps[3] = 0.4998;
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steps[4] = 0.6664;
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steps[5] = 0.8330;
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// Define color values
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vec4 colors[6];
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colors[0] = uStarColor0;
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colors[1] = uStarColor1;
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colors[2] = uStarColor2;
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colors[3] = uStarColor3;
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colors[4] = uStarColor4;
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colors[5] = uStarColor5;
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// Assign alpha values
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for (int i = 0; i < 6; ++i) {
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colors[i].a = alpha * colors[i].a;
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}
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// Handle edge cases
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if (v <= steps[0]) {
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return colors[0];
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}
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if (v >= steps[5]) {
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return colors[5];
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}
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// Find the correct interpolation segment
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for (int i = 0; i < 5; ++i) {
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if (v <= steps[i + 1]) {
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float t = (v - steps[i]) / (steps[i + 1] - steps[i]);
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return mix(colors[i], colors[i + 1], t);
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}
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}
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// Fallback (should never be reached)
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return vec4(0.0, 0.0, 0.0, 1.0);
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}
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// 1| __________
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// | / \
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// | / \
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// | / \
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// |/ \
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// 0|0.................1
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/*
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graph above ... where t is close to 0, or 1 the result will fade to zero
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i.e. this is just the function of power(x,p) shifted
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where x is time, and p is 2.0,4.0,8.0,10.0 ... or any positive even number
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*/
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float zeroStartEnd(float t, float max_size, float power)
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{
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float s = -1.0 * pow((t-0.5)/(0.5),power)+1.0;
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s = clamp(s,0.0,1.0) * max_size;
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return s;
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}
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//this gives us the jerky 8bit growth effect.
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float eightBitScale(float progress)
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{
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float scale = 1.0;
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if (progress <= 0.1)
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{
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scale = 0.25;
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}
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else if (progress <= 0.2)
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{
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scale = 0.5;
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}
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else if (progress <= 0.3)
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{
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scale = 0.25;
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}
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else if (progress <= 0.4)
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{
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scale = 0.5;
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}
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else if (progress <= 0.5)
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{
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scale = 0.25;
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}
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else if (progress <= 0.6)
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{
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scale = 0.5;
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}
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else if (progress <= 0.7)
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{
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scale = 1.0;
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}
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else if (progress <= 0.8)
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{
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scale = 0.25;
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}
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else if (progress <= 0.9)
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{
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scale = 0.5;
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}
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return scale;
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}
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//gets all the sparks
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vec4 getSparks(float progress)
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{
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//the UV for this function
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float aspect = uSize.x / uSize.y;
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vec2 uv = iTexCoord.st * vec2(aspect,1.0);
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//this will be the result to return
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vec4 result = vec4(0.0);
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// 0 at the edges
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float xEdge = -1.0 * pow((uv.x-(aspect*0.5))/(aspect*0.5),8.0)+1.0;
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xEdge = clamp(xEdge,0.0,1.0);
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//declare some variables before the loop
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vec2 h = vec2(0.0);
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float y = 0.0;
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float x = 0.0;
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//loop for each spart
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for (float xusp = 0.0; xusp < uSparkCount; ++xusp)
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{
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//calculate some variables
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h = hash21(xusp + uSeed.x);
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y = mix( 0.0 - h.y , 1.0+(1.0-h.y) , progress);
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y = clamp(y,0.0,1.0);
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x = 0.66 * sin(h.x * 6.28) ;
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x += 0.5 * aspect;
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//here we get the mask for the spark
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float a4ps = getSpark(
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uv,
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vec2( x , y), //position (x, y)
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zeroStartEnd(y,1.0 ,4.0) * xEdge ,//Brightness
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zeroStartEnd(y,0.5 ,4.0) * xEdge,//Size
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progress * 6.28 * float(uSparkRotation) //rotation
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);
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//set it to the results
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result = alphaOver(
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result,
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vec4(uSparkColor.r,uSparkColor.g,uSparkColor.b,uSparkColor.a * a4ps)
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);
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}
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// and we are returning the result
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return result;
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}
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//gets the Rays
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vec4 getRays(float progress)
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{
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//create the UV for it
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vec2 rayUV = iTexCoord.st;
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rayUV *= vec2(10.0,0.5);
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rayUV.y += progress * -1.0;
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rayUV.x += uSeed.y;
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//gets the ray
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float ray = simplex2D(rayUV);
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//0 around the edges
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ray *= zeroStartEnd(iTexCoord.t,1.0,8.0);
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ray *= zeroStartEnd(iTexCoord.s,1.0,8.0);
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// 0 at the begining and end of the animation
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ray *= zeroStartEnd(progress,1.0,8.0);
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//adjust the numbers and clamp
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ray = remap(
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ray * 1.10,
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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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//return
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return vec4(uRaysColor.r,uRaysColor.g,uRaysColor.b,uRaysColor.a * ray);
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}
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//returns the stars
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vec4 getStars(vec2 starUV, float aspect, float progress, float oColorAlpha)
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{
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//this will be the result to return
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vec4 result = vec4(0.0);
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vec2 h = vec2(0.0);
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float y = 0.0;
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//for each ring
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for (float r = 0.0; r < uRingCount; ++r)
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{
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float spread = r*(1.0/uRingCount);
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y = mix( 0.0 - spread , 1.0+(1.0-spread) , 1.0 - progress);
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y = clamp(y,0.00001,0.99999);
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//each star in each ring
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for (float s = 0.0; s < uStarCount; ++s)
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{
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float a5ps = getStar(
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starUV,
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vec2( sin(progress * uRingRotation * 6.28 + (s*(6.28/uStarCount))) * aspect * 0.33 , y), //position (x, y)
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5.0, //nPoints
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0.5, //radiusRatio
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zeroStartEnd(y,0.1,2.0), //Size
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0.0 //rotation
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);
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a5ps = clamp(a5ps,0.0,1.0);
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// //put the star in back or the front of the window
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float depth = cos(progress * uRingRotation * 6.28 + (s*(6.28/uStarCount)) );
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if (depth < 0.0)
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{
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result = alphaOver(result,getStarColor(y,a5ps));
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}
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else
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{
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result = alphaOver(getStarColor(y,a5ps) * (1.0 - oColorAlpha),result);
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}
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}
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}
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// and we are returning the result
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return result;
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}
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void main() {
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// Calculate the animation progress, flipping direction if opening
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// 'uProgress' varies from 0 to 1, depending on the animation phase
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float progress = uForOpening ? 1.0 - uProgress : uProgress;
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// Initialize the output color to fully transparent black
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vec4 oColor = vec4(0.0, 0.0, 0.0, 0.0);
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//get scales
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float scale8bit = eightBitScale(progress);
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vec2 scaleV2 = vec2(easeInOutSine(progress), easeInQuad(progress));
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vec2 fscale = mix(vec2(scale8bit),scaleV2,uScaleStyle);
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// Fetch the color based on the scaled texture coordinates
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oColor = getInputColor(
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scaleUV(iTexCoord.st, fscale)
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);
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// Store the alpha value of the fetched color for later use
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float oColorAlpha = oColor.a;
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// Calculate the aspect ratio of the render area
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float aspect = uSize.x / uSize.y;
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// Transform UV coordinates for star effects
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// starUV.x [-0.5 , 0.5]
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// starUV.y [1.0 , 0.0]
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vec2 starUV = vec2(iTexCoord.s - 0.5, 1.0 - iTexCoord.t) * vec2(aspect, 1.0);
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// If four-point stars are enabled, overlay them on the current color
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if (uSparkCount > 0.0)
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{
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oColor = alphaOver(oColor, getSparks(progress));
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}
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// If rays are enabled, overlay them on the current color
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if (uRaysColor.a > 0.0)
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{
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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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oColor = alphaOver(oColor, getStars(starUV, aspect, progress, oColorAlpha));
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}
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// Set the final output color to the computed value
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setOutputColor(oColor);
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}
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