Merge "Avoid accidental shadowing in AGSL code." into main
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d053371e10
@ -109,9 +109,8 @@ final class RippleShader extends RuntimeShader {
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+ " float alpha = min(fadeIn, 1. - fadeOutNoise);\n"
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+ " vec2 uv = p * in_resolutionScale;\n"
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+ " vec2 densityUv = uv - mod(uv, in_noiseScale);\n"
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+ " float turbulence = turbulence(uv, in_turbulencePhase);\n"
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+ " float sparkleAlpha = sparkles(densityUv, in_noisePhase) * ring * alpha "
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+ "* turbulence;\n"
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+ " float turb = turbulence(uv, in_turbulencePhase);\n"
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+ " float sparkleAlpha = sparkles(densityUv, in_noisePhase) * ring * alpha * turb;\n"
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+ " float fade = min(fadeIn, 1. - fadeOutRipple);\n"
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+ " float waveAlpha = softCircle(p, center, in_maxRadius * scaleIn, 1.) * fade "
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+ "* in_color.a;\n"
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