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/**
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* Emanation animation coloration shader
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*/
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class EmanationColorationShader extends AdaptiveColorationShader {
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/** @override */
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static forceDefaultColor = true;
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/** @override */
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static fragmentShader = `
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${this.SHADER_HEADER}
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${this.PERCEIVED_BRIGHTNESS}
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// Create an emanation composed of n beams, n = intensity
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vec3 beamsEmanation(in vec2 uv, in float dist) {
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float angle = atan(uv.x, uv.y) * INVTWOPI;
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// create the beams
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float beams = fract( angle * intensity + sin(dist * 10.0 - time));
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// compose the final beams with max, to get a nice gradient on EACH side of the beams.
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beams = max(beams, 1.0 - beams);
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// creating the effect : applying color and color correction. saturate the entire output color.
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return smoothstep( 0.0, 1.0, beams * color);
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}
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void main() {
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${this.FRAGMENT_BEGIN}
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vec2 uvs = (2.0 * vUvs) - 1.0;
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// apply beams emanation, fade and alpha
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finalColor = beamsEmanation(uvs, dist) * colorationAlpha;
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${this.COLORATION_TECHNIQUES}
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${this.ADJUSTMENTS}
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${this.FALLOFF}
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${this.FRAGMENT_END}
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}`;
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}
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