Работа в процессе. Исчезает сектор
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18
shaders/bip.gdshader
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18
shaders/bip.gdshader
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shader_type canvas_item;
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uniform vec4 color: source_color = vec4(1, 1, 1, 1);
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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 по неведомой причине это не так
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const float radius = 0.125 - ds * 2.0; // Радиус должен быть 0.5, но по неведомой причине это не так
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const float rate = 10.0;
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float smooth_px(float r, float R)
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{
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return 1.0 - smoothstep(R - ds, R + ds, r);
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}
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void fragment()
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{
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COLOR = vec4(1.0, 1.0, 1.0, 1.);
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COLOR = color * smooth_px(length(UV - center), radius);
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}
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41
shaders/sector.gdshader
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41
shaders/sector.gdshader
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shader_type canvas_item;
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uniform vec4 color: source_color = vec4(1, 1, 1, 1);
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uniform float width: hint_range(0.0, 360.0, 0.1) = 45.0;
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uniform float inner_radius: hint_range(0.0, 0.125, 0.0001) = 0.1;
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uniform float outer_radius: hint_range(0.0, 0.125, 0.0001) = 0.125;
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const vec2 center = vec2(0.125, 0.125); // Центр должен быть в (0.5, 0.5) но по неведомой причине это не так
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const float dsa = 0.0025; // Относительное расстояние на котором выполняется сглаживание краёв
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const float dsr = 0.00025; // Относительное расстояние на котором выполняется сглаживание краёв
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float smooth_px(float r, float R, float ds)
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{
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return 1.0 - smoothstep(R - ds, R + ds, r);
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}
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void sector(inout vec4 uv_color, vec2 uv_pos, float r0, float r1, float w, vec4 c)
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{
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vec2 d = uv_pos - center;
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float theta = atan(d.x, d.y);
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w = radians(w / 2.0);
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float l = distance(center, uv_pos);
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float vr = smooth_px(r0, l, dsr) - smooth_px(r1, l, dsr);
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float va = smooth_px(-w, theta, dsa) - smooth_px(w, theta, dsa);
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uv_color *= sqrt(va * vr) * c;
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}
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void rotate_vertex(inout vec2 vert, float a)
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{
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vert *= mat2(vec2(cos(a), sin(a)), vec2(-sin(a), cos(a)));
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}
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void fragment()
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{
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COLOR = vec4(1.0, 1.0, 1.0, 1.0);
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sector(COLOR, UV, inner_radius, outer_radius, width, color);
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}
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@@ -9,11 +9,11 @@ uniform vec2 pc2;
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uniform vec2 tr0;
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uniform vec2 tr1;
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uniform vec2 tr2;
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uniform float sec_var = 0.0;
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uniform float ap_ant_w = 12.0;
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uniform vec4 ap_ant_col;
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uniform float strob_dir = 0.0;
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uniform float strob_dir_width = 12.0;
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uniform vec4 strob_color;
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#define ANTENNAS_GRID_SIZE 7
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const float ANTENNAS_GRID_SIZE = 7.0;
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const float line_width = 2.0;
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const float ant_band_count_0 = 2.0;
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@@ -40,10 +40,9 @@ const float ant_band_r1_4 = 450.0;
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const float ant_band_r1_5 = 500.0;
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const float ant_band_r1_6 = 550.0;
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const float d4 = 90.0;
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const float ap_ant_alpha = 0.3;
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const vec4 blue0 = vec4(0.38, 0.47, 0.51, 1.0);
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const vec4 blue1 = vec4(0.39, 0.44, 0.50, 1.0);
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const vec4 blue0 = vec4(0.38, 0.47, 0.51, 0.4);
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const vec4 blue1 = vec4(0.39, 0.44, 0.50, 0.4);
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float SMOOTH(float r, float R)
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@@ -52,7 +51,7 @@ float SMOOTH(float r, float R)
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}
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void sector(inout vec3 c, vec2 uv, vec2 center, float a, float da, float r0, float r1, vec3 color, float alpha)
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void sector(inout vec4 c, vec2 uv, vec2 center, float a, float da, float r0, float r1, vec4 color)
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{
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float l = distance(center, uv);
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vec2 d = uv - center;
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@@ -63,24 +62,18 @@ void sector(inout vec3 c, vec2 uv, vec2 center, float a, float da, float r0, flo
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float a1 = radians(a + da);
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float va = SMOOTH(a0 * sf, theta) - SMOOTH(a1 * sf, theta);
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float vr = SMOOTH(r0, l) - SMOOTH(r1, l);
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c += color * sqrt(va * vr) * alpha;
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c.rgb += color.rgb * sqrt(va * vr) * color.a;
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}
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void bip1(inout vec3 color, vec2 uv, vec2 center, float r, vec3 c, float a)
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{
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color += c * SMOOTH(length(uv - center), r) * a;
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}
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void antenas(inout vec3 c, vec2 uv, vec2 p0, float cnt, float r0, float r1, vec3 c0, vec3 c1, float a)
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void antenas(inout vec4 c, vec2 uv, vec2 p0, float cnt, float r0, float r1, vec4 c0, vec4 c1)
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{
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float da = 180.0f / float(cnt);
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for (int i = int(-cnt); i <= int(cnt); i ++)
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{
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float v = float(i & 1);
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vec3 col = v * c0 + (1.0f - v) * c1;
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sector(c, uv, p0, float(i) * da, da, r0, r1, col, a);
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vec4 col = v * c0 + (1.0f - v) * c1;
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sector(c, uv, p0, float(i) * da, da, r0, r1, col);
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}
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}
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@@ -94,12 +87,12 @@ void circle_thin(inout vec3 color, vec2 uv, vec2 p, float r, float w, vec3 c, fl
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}
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void line_r(inout vec3 color, vec2 uv, vec2 center, float theta0, float radius, vec3 c, float a)
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void line_r(inout vec4 color, vec2 uv, vec2 center, float theta0, float radius, vec4 c)
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{
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vec2 d = uv - center;
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vec2 p = radius * vec2(cos(theta0 * PI / 180.0), - sin(theta0 * PI / 180.0));
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float l = length(d - p * clamp(dot(d, p) / dot(p, p), 0.0, 1.0));
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color += c * SMOOTH(l, 1.0);
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color.rgb += c.rgb * SMOOTH(l, 1.0) * c.a;
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}
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@@ -121,30 +114,14 @@ void fragment()
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vec2 uv = UV * vec2(float(isz.x), float(isz.y)); // координаты текущей точки в пикселях
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COLOR = vec4(0, 0, 0, 1.0); //texture(TEXTURE, UV); // Цвет текущей точки
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// Сектор направления
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sector(COLOR.rgb, uv, pc0, get_ang_atack(450.0 - sec_var), ap_ant_w, float(ant_band_r0_0), float(ant_band_r1_6), ap_ant_col.rgb, ap_ant_alpha);
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// Сетка антенн
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antenas(COLOR.rgb, uv, pc0, ant_band_count_0, ant_band_r0_0, ant_band_r1_0, blue1.rgb, blue0.rgb, 0.4);
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antenas(COLOR.rgb, uv, pc0, ant_band_count_1, ant_band_r0_1, ant_band_r1_1, blue0.rgb, blue1.rgb, 0.4);
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antenas(COLOR.rgb, uv, pc0, ant_band_count_2, ant_band_r0_2, ant_band_r1_2, blue1.rgb, blue0.rgb, 0.4);
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antenas(COLOR.rgb, uv, pc0, ant_band_count_3, ant_band_r0_3, ant_band_r1_3, blue0.rgb, blue1.rgb, 0.4);
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antenas(COLOR.rgb, uv, pc0, ant_band_count_4, ant_band_r0_4, ant_band_r1_4, blue1.rgb, blue0.rgb, 0.4);
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antenas(COLOR.rgb, uv, pc0, ant_band_count_5, ant_band_r0_5, ant_band_r1_5, blue0.rgb, blue1.rgb, 0.4);
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antenas(COLOR.rgb, uv, pc0, ant_band_count_6, ant_band_r0_6, ant_band_r1_6, blue1.rgb, blue0.rgb, 0.4);
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// Цели
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bip1(COLOR.rgb, uv, tr0, 13.0, blue1.rgb, 1.0);
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bip1(COLOR.rgb, uv, tr1, 13.0, blue1.rgb, 1.0);
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bip1(COLOR.rgb, uv, tr2, 13.0, blue1.rgb, 1.0);
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// Качка
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circle_thin(COLOR.rgb, uv, pc1, d4, line_width, blue1.rgb, 1.0);
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line_r(COLOR.rgb, uv, pc1, 0, d4, blue1.rgb, 1.0);
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line_r(COLOR.rgb, uv, pc1, 90, d4, blue1.rgb, 1.0);
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line_r(COLOR.rgb, uv, pc1, 180, d4, blue1.rgb, 1.0);
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line_r(COLOR.rgb, uv, pc1, 270, d4, blue1.rgb, 1.0);
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bip1(COLOR.rgb, uv, pc2, 13.0, blue1.rgb, 1.0);
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antenas(COLOR, uv, pc0, ant_band_count_0, ant_band_r0_0, ant_band_r1_0, blue1, blue0);
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antenas(COLOR, uv, pc0, ant_band_count_1, ant_band_r0_1, ant_band_r1_1, blue0, blue1);
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antenas(COLOR, uv, pc0, ant_band_count_2, ant_band_r0_2, ant_band_r1_2, blue1, blue0);
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antenas(COLOR, uv, pc0, ant_band_count_3, ant_band_r0_3, ant_band_r1_3, blue0, blue1);
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antenas(COLOR, uv, pc0, ant_band_count_4, ant_band_r0_4, ant_band_r1_4, blue1, blue0);
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antenas(COLOR, uv, pc0, ant_band_count_5, ant_band_r0_5, ant_band_r1_5, blue0, blue1);
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antenas(COLOR, uv, pc0, ant_band_count_6, ant_band_r0_6, ant_band_r1_6, blue1, blue0);
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}
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"
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@@ -156,6 +133,6 @@ shader_parameter/pc2 = Vector2(100, 1065)
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shader_parameter/tr0 = Vector2(600, 1000)
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shader_parameter/tr1 = Vector2(1000, 600)
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shader_parameter/tr2 = Vector2(300, 400)
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shader_parameter/sec_var = 0.0
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shader_parameter/ap_ant_w = 12.0
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shader_parameter/ap_ant_col = null
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shader_parameter/strob_dir = 0.0
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shader_parameter/strob_dir_width = 12.0
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shader_parameter/strob_color = null
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