Merge "Fix sparkle alpha blending" into sc-dev
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@@ -113,10 +113,11 @@ final class RippleShader extends RuntimeShader {
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+ " float sparkle = sparkles(densityUv, in_noisePhase) * ring * alpha "
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+ " float sparkle = sparkles(densityUv, in_noisePhase) * ring * alpha "
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+ "* turbulence;\n"
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+ "* turbulence;\n"
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+ " float fade = min(fadeIn, 1. - fadeOutRipple);\n"
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+ " float fade = min(fadeIn, 1. - fadeOutRipple);\n"
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+ " vec4 circle = in_color * (softCircle(p, center, in_maxRadius "
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+ " float circleAlpha = softCircle(p, center, in_maxRadius * scaleIn, 0.2) * fade;\n"
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+ " * scaleIn, 0.2) * fade);\n"
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+ " vec3 color = mix(in_color.rgb, in_sparkleColor.rgb, sparkle);\n"
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+ " float mask = in_hasMask == 1. ? sample(in_shader, p).a > 0. ? 1. : 0. : 1.;\n"
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+ " float mask = in_hasMask == 1. ? sample(in_shader, p).a > 0. ? 1. : 0. : 1.;\n"
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+ " return mix(circle, in_sparkleColor, sparkle) * mask;\n"
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+ " float a = (in_color.a * circleAlpha + in_sparkleColor.a * sparkle) * mask;\n"
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+ " return vec4(color * a, a);\n"
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+ "}";
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+ "}";
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private static final String SHADER = SHADER_UNIFORMS + SHADER_LIB + SHADER_MAIN;
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private static final String SHADER = SHADER_UNIFORMS + SHADER_LIB + SHADER_MAIN;
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private static final double PI_ROTATE_RIGHT = Math.PI * 0.0078125;
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private static final double PI_ROTATE_RIGHT = Math.PI * 0.0078125;
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