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/**
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* Pulse animation illumination shader
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*/
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class PulseIlluminationShader extends AdaptiveIlluminationShader {
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static fragmentShader = `
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${this.SHADER_HEADER}
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${this.PERCEIVED_BRIGHTNESS}
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void main() {
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${this.FRAGMENT_BEGIN}
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float fading = pow(abs(1.0 - dist * dist), 1.01 - ratio);
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${this.TRANSITION}
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finalColor *= fading;
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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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/* -------------------------------------------- */
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/**
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* Pulse animation coloration shader
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*/
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class PulseColorationShader extends AdaptiveColorationShader {
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static fragmentShader = `
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${this.SHADER_HEADER}
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${this.PERCEIVED_BRIGHTNESS}
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float pfade(in float dist, in float pulse) {
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return 1.0 - smoothstep(pulse * 0.5, 1.0, dist);
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}
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void main() {
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${this.FRAGMENT_BEGIN}
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finalColor = color * pfade(dist, pulse) * colorationAlpha;
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${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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/** @inheritdoc */
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static defaultUniforms = ({...super.defaultUniforms, pulse: 0});
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}
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