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/**
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* Fog animation coloration shader
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*/
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class FogColorationShader 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.PRNG}
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${this.NOISE}
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${this.FBM(4, 1.0)}
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${this.PERCEIVED_BRIGHTNESS}
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vec3 fog() {
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// constructing the palette
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vec3 c1 = color * 0.60;
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vec3 c2 = color * 0.95;
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vec3 c3 = color * 0.50;
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vec3 c4 = color * 0.75;
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vec3 c5 = vec3(0.3);
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vec3 c6 = color;
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// creating the deformation
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vec2 uv = vUvs;
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vec2 p = uv.xy * 8.0;
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// time motion fbm and palette mixing
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float q = fbm(p - time * 0.1);
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vec2 r = vec2(fbm(p + q - time * 0.5 - p.x - p.y),
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fbm(p + q - time * 0.3));
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vec3 c = clamp(mix(c1,
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c2,
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fbm(p + r)) + mix(c3, c4, r.x)
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- mix(c5, c6, r.y),
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vec3(0.0), vec3(1.0));
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// returning the color
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return c;
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}
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void main() {
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${this.FRAGMENT_BEGIN}
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float intens = intensity * 0.2;
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// applying fog
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finalColor = fog() * intens * 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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