Introduce dynamic opacity support for Image and Svg
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parent
38cf87cb45
commit
fa9e1d96ea
18 changed files with 142 additions and 33 deletions
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@ -137,16 +137,18 @@ impl Pipeline {
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0 => Float32x2,
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// Center
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1 => Float32x2,
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// Image size
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// Scale
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2 => Float32x2,
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// Rotation
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3 => Float32,
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// Opacity
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4 => Float32,
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// Atlas position
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4 => Float32x2,
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// Atlas scale
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5 => Float32x2,
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// Atlas scale
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6 => Float32x2,
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// Layer
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6 => Sint32,
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7 => Sint32,
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),
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}],
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},
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@ -229,6 +231,7 @@ impl Pipeline {
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filter_method,
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bounds,
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rotation,
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opacity,
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} => {
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if let Some(atlas_entry) =
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cache.upload_raster(device, encoder, handle)
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@ -237,6 +240,7 @@ impl Pipeline {
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[bounds.x, bounds.y],
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[bounds.width, bounds.height],
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f32::from(*rotation),
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*opacity,
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atlas_entry,
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match filter_method {
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crate::core::image::FilterMethod::Nearest => {
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@ -258,6 +262,7 @@ impl Pipeline {
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color,
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bounds,
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rotation,
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opacity,
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} => {
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let size = [bounds.width, bounds.height];
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@ -268,6 +273,7 @@ impl Pipeline {
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[bounds.x, bounds.y],
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size,
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f32::from(*rotation),
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*opacity,
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atlas_entry,
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nearest_instances,
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);
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@ -498,6 +504,7 @@ struct Instance {
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_center: [f32; 2],
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_size: [f32; 2],
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_rotation: f32,
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_opacity: f32,
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_position_in_atlas: [f32; 2],
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_size_in_atlas: [f32; 2],
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_layer: u32,
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@ -517,6 +524,7 @@ fn add_instances(
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image_position: [f32; 2],
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image_size: [f32; 2],
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rotation: f32,
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opacity: f32,
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entry: &atlas::Entry,
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instances: &mut Vec<Instance>,
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) {
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@ -532,6 +540,7 @@ fn add_instances(
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center,
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image_size,
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rotation,
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opacity,
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allocation,
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instances,
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);
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@ -561,7 +570,8 @@ fn add_instances(
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];
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add_instance(
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position, center, size, rotation, allocation, instances,
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position, center, size, rotation, opacity, allocation,
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instances,
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);
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}
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}
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@ -574,6 +584,7 @@ fn add_instance(
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center: [f32; 2],
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size: [f32; 2],
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rotation: f32,
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opacity: f32,
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allocation: &atlas::Allocation,
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instances: &mut Vec<Instance>,
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) {
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@ -586,6 +597,7 @@ fn add_instance(
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_center: center,
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_size: size,
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_rotation: rotation,
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_opacity: opacity,
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_position_in_atlas: [
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(x as f32 + 0.5) / atlas::SIZE as f32,
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(y as f32 + 0.5) / atlas::SIZE as f32,
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@ -119,12 +119,14 @@ impl Layer {
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bounds: Rectangle,
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transformation: Transformation,
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rotation: Radians,
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opacity: f32,
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) {
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let image = Image::Raster {
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handle,
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filter_method,
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bounds: bounds * transformation,
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rotation,
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opacity,
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};
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self.images.push(image);
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@ -137,12 +139,14 @@ impl Layer {
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bounds: Rectangle,
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transformation: Transformation,
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rotation: Radians,
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opacity: f32,
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) {
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let svg = Image::Vector {
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handle,
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color,
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bounds: bounds * transformation,
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rotation,
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opacity,
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};
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self.images.push(svg);
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@ -518,6 +518,7 @@ impl core::image::Renderer for Renderer {
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filter_method: core::image::FilterMethod,
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bounds: Rectangle,
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rotation: core::Radians,
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opacity: f32,
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) {
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let (layer, transformation) = self.layers.current_mut();
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layer.draw_image(
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@ -526,6 +527,7 @@ impl core::image::Renderer for Renderer {
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bounds,
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transformation,
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rotation,
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opacity,
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);
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}
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}
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@ -542,9 +544,17 @@ impl core::svg::Renderer for Renderer {
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color_filter: Option<Color>,
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bounds: Rectangle,
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rotation: core::Radians,
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opacity: f32,
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) {
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let (layer, transformation) = self.layers.current_mut();
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layer.draw_svg(handle, color_filter, bounds, transformation, rotation);
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layer.draw_svg(
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handle,
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color_filter,
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bounds,
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transformation,
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rotation,
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opacity,
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);
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}
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}
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@ -12,15 +12,17 @@ struct VertexInput {
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@location(1) center: vec2<f32>,
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@location(2) scale: vec2<f32>,
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@location(3) rotation: f32,
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@location(4) atlas_pos: vec2<f32>,
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@location(5) atlas_scale: vec2<f32>,
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@location(6) layer: i32,
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@location(4) opacity: f32,
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@location(5) atlas_pos: vec2<f32>,
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@location(6) atlas_scale: vec2<f32>,
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@location(7) layer: i32,
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}
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struct VertexOutput {
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@builtin(position) position: vec4<f32>,
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@location(0) uv: vec2<f32>,
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@location(1) layer: f32, // this should be an i32, but naga currently reads that as requiring interpolation.
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@location(2) opacity: f32,
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}
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@vertex
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@ -33,6 +35,7 @@ fn vs_main(input: VertexInput) -> VertexOutput {
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// Map the vertex position to the atlas texture.
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out.uv = vec2<f32>(v_pos * input.atlas_scale + input.atlas_pos);
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out.layer = f32(input.layer);
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out.opacity = input.opacity;
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// Calculate the vertex position and move the center to the origin
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v_pos = input.pos + v_pos * input.scale - input.center;
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@ -56,5 +59,5 @@ fn vs_main(input: VertexInput) -> VertexOutput {
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@fragment
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fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
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// Sample the texture at the given UV coordinate and layer.
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return textureSample(u_texture, u_sampler, input.uv, i32(input.layer));
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return textureSample(u_texture, u_sampler, input.uv, i32(input.layer)) * vec4<f32>(1.0, 1.0, 1.0, input.opacity);
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}
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