Доработка. Цвет отдельно для каждого экземпляра отметки
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BIN
data/bip.png
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data/bip.png
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data/bip.png.import
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data/bip.png.import
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://cp4bv6lh8w83k"
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path="res://.godot/imported/bip.png-6f0fd2c953cace8aaed57abe6fd7518e.ctex"
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metadata={
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"vram_texture": false
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}
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[deps]
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source_file="res://data/bip.png"
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dest_files=["res://.godot/imported/bip.png-6f0fd2c953cace8aaed57abe6fd7518e.ctex"]
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[params]
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compress/mode=0
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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mipmaps/generate=false
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=1
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BIN
data/подкладка.png
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data/подкладка.png
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34
data/подкладка.png.import
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34
data/подкладка.png.import
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://o4qqx5cl0m52"
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path="res://.godot/imported/подкладка.png-7dcb2892e7adf1f58496d92f942515b9.ctex"
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metadata={
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"vram_texture": false
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}
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[deps]
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source_file="res://data/подкладка.png"
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dest_files=["res://.godot/imported/подкладка.png-7dcb2892e7adf1f58496d92f942515b9.ctex"]
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[params]
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compress/mode=0
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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mipmaps/generate=false
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=1
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@@ -10,11 +10,15 @@ func set_track_visible(value: bool): $track.visible = value
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func set_ecm_visible(value: bool): $ecm_done.visible = value
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func update(): $bip.material.set('shader_parameter/tick_update', float(Time.get_ticks_msec()/1000))
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func update(tick_ms: int = 0): pass
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## Задаёт цвет для всех экземпляров
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func set_color(color: Color): $bip.material.set('shader_parameter/color', Vector3(color.r, color.g, color.b))
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## Задаёт цвет
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func set_color(color: Color): $bip.self_modulate = color
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## Возвращает цвет
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func get_color(): return $bip.self_modulate
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## Функция присваивает заданое значение видимости селектору.
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@@ -1,16 +1,9 @@
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[gd_scene load_steps=14 format=3 uid="uid://nl1vklubr5kr"]
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[gd_scene load_steps=12 format=3 uid="uid://nl1vklubr5kr"]
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[ext_resource type="Script" path="res://scenes/bip/bip.gd" id="1_h7l70"]
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[ext_resource type="Shader" path="res://shaders/bip.gdshader" id="2_rt0la"]
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[ext_resource type="Texture2D" uid="uid://cp4bv6lh8w83k" path="res://data/bip.png" id="2_yjvg0"]
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[ext_resource type="Shader" path="res://shaders/tracked.gdshader" id="3_2a1qb"]
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_2dulj"]
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shader = ExtResource("2_rt0la")
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shader_parameter/tick_update = 0.0
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shader_parameter/color = Color(0.972549, 0.12549, 0.411765, 1)
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[sub_resource type="PlaceholderTexture2D" id="PlaceholderTexture2D_w5pye"]
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[sub_resource type="Shader" id="Shader_60ho7"]
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code = "shader_type canvas_item;
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@@ -223,38 +216,36 @@ shader_parameter/speed = 71.0
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[node name="threat" type="Control"]
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layout_mode = 3
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anchors_preset = 0
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offset_right = 20.0
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offset_bottom = 20.0
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script = ExtResource("1_h7l70")
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[node name="bip" type="TextureButton" parent="."]
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material = SubResource("ShaderMaterial_2dulj")
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layout_direction = 1
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layout_mode = 0
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offset_right = 1.0
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offset_bottom = 1.0
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scale = Vector2(20, 20)
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offset_left = 10.0
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offset_top = 10.0
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offset_right = 10.0
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offset_bottom = 10.0
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scale = Vector2(0.4, 0.4)
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action_mode = 0
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button_mask = 3
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texture_normal = SubResource("PlaceholderTexture2D_w5pye")
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texture_normal = ExtResource("2_yjvg0")
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ignore_texture_size = true
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stretch_mode = 3
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[node name="selector" type="Sprite2D" parent="."]
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visible = false
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material = SubResource("ShaderMaterial_fkqwb")
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scale = Vector2(20, 20)
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texture = SubResource("PlaceholderTexture2D_hqs6j")
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centered = false
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[node name="recomendation" type="Sprite2D" parent="."]
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visible = false
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material = SubResource("ShaderMaterial_lpmq6")
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scale = Vector2(20, 20)
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texture = SubResource("PlaceholderTexture2D_hqs6j")
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centered = false
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metadata/_edit_lock_ = true
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[node name="ecm_done" type="Sprite2D" parent="."]
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visible = false
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material = SubResource("ShaderMaterial_h3oo7")
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position = Vector2(-5, -5)
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scale = Vector2(30, 30)
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@@ -262,7 +253,6 @@ texture = SubResource("PlaceholderTexture2D_hqs6j")
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centered = false
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[node name="track" type="Sprite2D" parent="."]
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visible = false
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material = SubResource("ShaderMaterial_lkrha")
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position = Vector2(10, 10)
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scale = Vector2(26, 26)
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34
scenes/bip/подкладка.png.import
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34
scenes/bip/подкладка.png.import
Normal file
@@ -0,0 +1,34 @@
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://bcro5nt0as20n"
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path="res://.godot/imported/подкладка.png-34c60261f5f8370acd285881dd35a7b0.ctex"
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metadata={
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"vram_texture": false
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}
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[deps]
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source_file="res://scenes/bip/подкладка.png"
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dest_files=["res://.godot/imported/подкладка.png-34c60261f5f8370acd285881dd35a7b0.ctex"]
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[params]
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compress/mode=0
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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mipmaps/generate=false
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=1
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@@ -4,7 +4,6 @@ shader_type canvas_item;
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/* Закрашенная окружность */
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uniform float tick_update = 0.0; /* Время последнего обновления, мс */
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uniform vec3 color : source_color = vec3(1.0, 1.0, 1.0);
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const float time_delta = 0.5; /* Время вспышки при обновлении, c */
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const float ds = 0.01; /* Относительное расстояние на котором выполняется сглаживание краёв */
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const vec2 center = vec2(0.125, 0.125); /* Центр должен быть в (0.5, 0.5), но это не так */
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@@ -19,5 +18,6 @@ void fragment()
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{
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alpha = time_delta - (TIME - tick_update) * alpha_offset;
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}
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COLOR = vec4(color, alpha_main - alpha) * smooth_px(length(UV - center), radius, ds);
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COLOR = texture(TEXTURE, UV);
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COLOR.a = (alpha_main - alpha) * smooth_px(length(UV - center), radius, ds);
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}
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