Add LumaOpacity, StackRepeat filters, fix LumaMap, add bicubic filtering
This commit is contained in:
32
orx-fx/src/main/kotlin/color/LumaOpacity.kt
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32
orx-fx/src/main/kotlin/color/LumaOpacity.kt
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package org.openrndr.extra.fx.color
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import org.openrndr.color.ColorRGBa
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import org.openrndr.draw.Filter
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import org.openrndr.draw.Shader
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import org.openrndr.extra.fx.filterFragmentCode
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import org.openrndr.extra.parameters.BooleanParameter
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import org.openrndr.extra.parameters.ColorParameter
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import org.openrndr.extra.parameters.Description
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import org.openrndr.extra.parameters.DoubleParameter
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@Description("Luma map ")
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class LumaOpacity : Filter(Shader.createFromCode(Filter.filterVertexCode, filterFragmentCode("color/luma-opacity.frag"))) {
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@DoubleParameter("foreground luma",0.0, 1.0)
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var foregroundLuma: Double by parameters
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@DoubleParameter("background luma", 0.0,1.0)
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var backgroundLuma: Double by parameters
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@DoubleParameter("background opacity", 0.0, 1.0, order = 0)
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var backgroundOpacity: Double by parameters
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@DoubleParameter("foreground opacity", 0.0, 1.0, order = 1)
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var foregroundOpacity: Double by parameters
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init {
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foregroundLuma = 1.0
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backgroundLuma = 0.0
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foregroundOpacity = 1.0
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backgroundOpacity = 0.0
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}
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}
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@@ -6,7 +6,7 @@ import org.openrndr.extra.fx.filterFragmentCode
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import org.openrndr.extra.parameters.Description
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import org.openrndr.extra.parameters.DoubleParameter
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@Description("Horizontal wave")
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@Description("Block repeat")
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class BlockRepeat : Filter(Shader.createFromCode(filterVertexCode, filterFragmentCode("distort/block-repeat.frag"))) {
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@DoubleParameter("block width", 0.0, 1.0, order = 0)
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var blockWidth: Double by parameters
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48
orx-fx/src/main/kotlin/distort/StackRepeat.kt
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48
orx-fx/src/main/kotlin/distort/StackRepeat.kt
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package org.openrndr.extra.fx.distort
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import org.openrndr.draw.*
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import org.openrndr.extra.fx.filterFragmentCode
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import org.openrndr.extra.parameters.Description
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import org.openrndr.extra.parameters.DoubleParameter
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import org.openrndr.extra.parameters.IntParameter
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@Description("Stack repeat")
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class StackRepeat : Filter(Shader.createFromCode(filterVertexCode, filterFragmentCode("distort/stack-repeat.frag"))) {
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@DoubleParameter("zoom", -1.0, 1.0, order = 0)
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var zoom: Double by parameters
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@DoubleParameter("x-origin", -1.0, 1.0, order = 1)
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var xOrigin: Double by parameters
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@DoubleParameter("y-origin", -1.0, 1.0, order = 2)
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var yOrigin: Double by parameters
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@DoubleParameter("x-offset", -1.0, 1.0, order = 3)
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var xOffset: Double by parameters
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@DoubleParameter("y-offset", -1.0, 1.0, order = 4)
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var yOffset: Double by parameters
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@DoubleParameter("rotation", -180.0, 180.0, order = 5)
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var rotation: Double by parameters
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@IntParameter("repeats", 0, 16, order = 6)
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var repeats: Int by parameters
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init {
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zoom = 0.0
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repeats = 2
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xOffset = 0.0
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yOffset = 0.0
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xOrigin = 0.0
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yOrigin = 0.0
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rotation = 0.0
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}
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var bicubicFiltering = true
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override fun apply(source: Array<ColorBuffer>, target: Array<ColorBuffer>) {
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if (bicubicFiltering && source.isNotEmpty()) {
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source[0].generateMipmaps()
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source[0].filter(MinifyingFilter.LINEAR_MIPMAP_LINEAR, MagnifyingFilter.LINEAR)
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}
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super.apply(source, target)
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}
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}
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@@ -1,7 +1,6 @@
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package org.openrndr.extra.fx.distort
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import org.openrndr.draw.Filter
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import org.openrndr.draw.Shader
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import org.openrndr.draw.*
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import org.openrndr.extra.fx.filterFragmentCode
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import org.openrndr.extra.parameters.Description
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import org.openrndr.extra.parameters.DoubleParameter
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@@ -22,6 +21,15 @@ class HorizontalWave : Filter(Shader.createFromCode(filterVertexCode, filterFrag
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amplitude = 0.1
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phase = 0.0
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}
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var bicubicFiltering = true
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override fun apply(source: Array<ColorBuffer>, target: Array<ColorBuffer>) {
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if (bicubicFiltering && source.isNotEmpty()) {
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source[0].generateMipmaps()
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source[0].filter(MinifyingFilter.LINEAR_MIPMAP_LINEAR, MagnifyingFilter.LINEAR)
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}
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super.apply(source, target)
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}
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}
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@Description("Vertical wave")
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@@ -40,5 +48,13 @@ class VerticalWave : Filter(Shader.createFromCode(filterVertexCode, filterFragme
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amplitude = 0.1
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phase = 0.0
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}
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var bicubicFiltering = true
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override fun apply(source: Array<ColorBuffer>, target: Array<ColorBuffer>) {
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if (bicubicFiltering && source.isNotEmpty()) {
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source[0].generateMipmaps()
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source[0].filter(MinifyingFilter.LINEAR_MIPMAP_LINEAR, MagnifyingFilter.LINEAR)
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}
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super.apply(source, target)
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}
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}
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@@ -6,7 +6,6 @@ uniform vec4 foreground;
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uniform vec4 background;
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uniform float foregroundOpacity;
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uniform float backgroundOpacity;
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uniform float threshold;
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out vec4 o_color;
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void main() {
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@@ -14,5 +13,5 @@ void main() {
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vec4 fgc = foreground * foregroundOpacity;
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vec4 bgc = background * backgroundOpacity;
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float luma = dot( (c.a> 0.0? c.rgb/c.a : vec3(0.0)), vec3(1.0/3.0));
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o_color = mix(bgc, fgc, step(threshold, luma )) * c.a;
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o_color = mix(bgc, fgc, luma) * c.a;
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}
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@@ -0,0 +1,17 @@
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#version 330 core
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in vec2 v_texCoord0;
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uniform sampler2D tex0; // input
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uniform float foregroundLuma;
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uniform float backgroundLuma;
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uniform float foregroundOpacity;
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uniform float backgroundOpacity;
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out vec4 o_color;
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void main() {
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vec4 c = texture(tex0, v_texCoord0);
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float l = dot( (c.a> 0.0? c.rgb/c.a : vec3(0.0)), vec3(1.0/3.0));
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float mf = smoothstep(backgroundLuma, foregroundLuma, l);
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float o = mix(backgroundOpacity, foregroundOpacity, mf);
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o_color = c * o;
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}
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#version 330 core
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in vec2 v_texCoord0;
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uniform sampler2D tex0;// input
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uniform int repeats;
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uniform float zoom;
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uniform float xOrigin;
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uniform float yOrigin;
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uniform float xOffset;
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uniform float yOffset;
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uniform float rotation;
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out vec4 o_color;
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void main() {
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vec2 origin = vec2((xOrigin+1.0)/2.0, (yOrigin+1.0)/2.0);
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vec2 ts = textureSize(tex0, 0);
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float r = ts.x/ts.y;
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vec2 offset = vec2(1.0, r) * vec2(xOffset, yOffset);
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vec2 uv = v_texCoord0 - vec2(origin);
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float rad = (rotation/180) * 3.1415926535;
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vec2 cs0 = vec2(cos(rad), -sin(rad));
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vec2 cs1 = vec2(sin(rad), cos(rad));
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mat2 rotStep = mat2(cs0, cs1);
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mat2 rot = rotStep;
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vec4 c = texture(tex0, v_texCoord0);
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for (int i = 1; i <= repeats; ++i) {
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//vec2 s = (uv * (1.0 + zoom) * i) + vec2(0.5);
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vec2 s = (rot * uv * pow(1.0 + zoom,i*1.0) )+ vec2(origin) + vec2(offset) * i;
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float f = s.x >= 0.0 && s.y > 0.0 && s.x < 1.0 && s.y < 1.0? 1.0 : 0.0;
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vec4 sc = texture(tex0, s) * f;
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c = c * (1.0-sc.a) + sc;
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if (c.a > 1.0) {
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c.a = 1.0;
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}
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rot *= rotStep;
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}
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o_color = c;
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}
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