Merge "Make ripple sparkles less prominent" into sc-dev
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@@ -41,6 +41,7 @@ final class RippleShader extends RuntimeShader {
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+ " return fract(xy * 95.4307) + fract(xy * 75.04961) - 1.0;\n"
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+ " return fract(xy * 95.4307) + fract(xy * 75.04961) - 1.0;\n"
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+ "}"
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+ "}"
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+ "const float PI = 3.1415926535897932384626;\n"
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+ "const float PI = 3.1415926535897932384626;\n"
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+ "const float SPARKLE_OPACITY = 0.55;\n"
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+ "\n"
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+ "\n"
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+ "float sparkles(vec2 uv, float t) {\n"
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+ "float sparkles(vec2 uv, float t) {\n"
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+ " float n = triangleNoise(uv);\n"
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+ " float n = triangleNoise(uv);\n"
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@@ -52,7 +53,7 @@ final class RippleShader extends RuntimeShader {
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+ " o *= abs(sin(PI * o * (t + 0.55 * i)));\n"
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+ " o *= abs(sin(PI * o * (t + 0.55 * i)));\n"
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+ " s += o;\n"
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+ " s += o;\n"
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+ " }\n"
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+ " }\n"
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+ " return saturate(s);\n"
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+ " return saturate(s) * SPARKLE_OPACITY;\n"
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+ "}\n"
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+ "}\n"
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+ "\n"
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+ "\n"
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+ "float softCircle(vec2 uv, vec2 xy, float radius, float blur) {\n"
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+ "float softCircle(vec2 uv, vec2 xy, float radius, float blur) {\n"
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