mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-03-25 22:23:42 +08:00
[libgdx] Fixed RGB2 and RGBA2 timeline flicker.
Also the `alpha != 1 && blend == setup` was incorrect. related EsotericSoftware/spine-editor#931
This commit is contained in:
parent
1cef1397c0
commit
604a09b3fb
@ -1072,21 +1072,18 @@ public class Animation {
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if (time < frames[0]) {
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Color setup = slot.data.setup.color;
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switch (blend) {
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case setup -> {
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case setup:
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color.r = setup.r;
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color.g = setup.g;
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color.b = setup.b;
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// Fall through.
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default:
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return;
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}
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case first -> {
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case first:
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r = color.r + (setup.r - color.r) * alpha;
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g = color.g + (setup.g - color.g) * alpha;
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b = color.b + (setup.b - color.b) * alpha;
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}
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default -> {
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return;
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}
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}
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} else {
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int i = search(frames, time, ENTRIES), curveType = (int)curves[i >> 2];
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switch (curveType) {
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@ -1156,14 +1153,13 @@ public class Animation {
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if (time < frames[0]) {
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Color setup = slot.data.setup.color;
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switch (blend) {
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case setup -> {
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case setup:
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color.a = setup.a;
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// Fall through.
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default:
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return;
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}
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case first -> a = color.a + (setup.a - color.a) * alpha;
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default -> {
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return;
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}
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case first:
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a = color.a + (setup.a - color.a) * alpha;
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}
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} else {
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a = getCurveValue(time);
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@ -1211,89 +1207,91 @@ public class Animation {
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}
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protected void apply (Slot slot, SlotPose pose, float time, float alpha, MixBlend blend) {
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float[] frames = this.frames;
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Color light = pose.color, dark = pose.darkColor;
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float r2, g2, b2;
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float[] frames = this.frames;
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if (time < frames[0]) {
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SlotPose setup = slot.data.setup;
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Color setupLight = setup.color, setupDark = setup.darkColor;
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switch (blend) {
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case setup -> {
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case setup:
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light.set(setupLight);
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dark.r = setupDark.r;
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dark.g = setupDark.g;
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dark.b = setupDark.b;
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}
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case first -> {
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// Fall through.
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default:
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return;
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case first:
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light.add((setupLight.r - light.r) * alpha, (setupLight.g - light.g) * alpha, (setupLight.b - light.b) * alpha,
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(setupLight.a - light.a) * alpha);
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dark.r += (setupDark.r - dark.r) * alpha;
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dark.g += (setupDark.g - dark.g) * alpha;
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dark.b += (setupDark.b - dark.b) * alpha;
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r2 = dark.r + (setupDark.r - dark.r) * alpha;
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g2 = dark.g + (setupDark.g - dark.g) * alpha;
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b2 = dark.b + (setupDark.b - dark.b) * alpha;
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}
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}
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return;
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}
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float r, g, b, a, r2, g2, b2;
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int i = search(frames, time, ENTRIES), curveType = (int)curves[i >> 3];
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switch (curveType) {
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case LINEAR -> {
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float before = frames[i];
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r = frames[i + R];
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g = frames[i + G];
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b = frames[i + B];
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a = frames[i + A];
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r2 = frames[i + R2];
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g2 = frames[i + G2];
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b2 = frames[i + B2];
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float t = (time - before) / (frames[i + ENTRIES] - before);
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r += (frames[i + ENTRIES + R] - r) * t;
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g += (frames[i + ENTRIES + G] - g) * t;
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b += (frames[i + ENTRIES + B] - b) * t;
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a += (frames[i + ENTRIES + A] - a) * t;
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r2 += (frames[i + ENTRIES + R2] - r2) * t;
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g2 += (frames[i + ENTRIES + G2] - g2) * t;
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b2 += (frames[i + ENTRIES + B2] - b2) * t;
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}
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case STEPPED -> {
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r = frames[i + R];
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g = frames[i + G];
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b = frames[i + B];
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a = frames[i + A];
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r2 = frames[i + R2];
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g2 = frames[i + G2];
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b2 = frames[i + B2];
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}
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default -> {
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r = getBezierValue(time, i, R, curveType - BEZIER);
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g = getBezierValue(time, i, G, curveType + BEZIER_SIZE - BEZIER);
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b = getBezierValue(time, i, B, curveType + BEZIER_SIZE * 2 - BEZIER);
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a = getBezierValue(time, i, A, curveType + BEZIER_SIZE * 3 - BEZIER);
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r2 = getBezierValue(time, i, R2, curveType + BEZIER_SIZE * 4 - BEZIER);
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g2 = getBezierValue(time, i, G2, curveType + BEZIER_SIZE * 5 - BEZIER);
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b2 = getBezierValue(time, i, B2, curveType + BEZIER_SIZE * 6 - BEZIER);
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}
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}
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if (alpha == 1) {
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light.set(r, g, b, a);
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dark.r = r2;
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dark.g = g2;
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dark.b = b2;
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} else {
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if (blend == setup) {
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SlotPose setup = slot.data.setup;
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light.set(setup.color);
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Color setupDark = setup.darkColor;
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dark.r = setupDark.r;
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dark.g = setupDark.g;
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dark.b = setupDark.b;
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float r, g, b, a;
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int i = search(frames, time, ENTRIES), curveType = (int)curves[i >> 3];
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switch (curveType) {
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case LINEAR -> {
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float before = frames[i];
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r = frames[i + R];
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g = frames[i + G];
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b = frames[i + B];
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a = frames[i + A];
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r2 = frames[i + R2];
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g2 = frames[i + G2];
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b2 = frames[i + B2];
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float t = (time - before) / (frames[i + ENTRIES] - before);
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r += (frames[i + ENTRIES + R] - r) * t;
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g += (frames[i + ENTRIES + G] - g) * t;
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b += (frames[i + ENTRIES + B] - b) * t;
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a += (frames[i + ENTRIES + A] - a) * t;
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r2 += (frames[i + ENTRIES + R2] - r2) * t;
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g2 += (frames[i + ENTRIES + G2] - g2) * t;
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b2 += (frames[i + ENTRIES + B2] - b2) * t;
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}
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case STEPPED -> {
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r = frames[i + R];
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g = frames[i + G];
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b = frames[i + B];
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a = frames[i + A];
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r2 = frames[i + R2];
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g2 = frames[i + G2];
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b2 = frames[i + B2];
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}
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default -> {
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r = getBezierValue(time, i, R, curveType - BEZIER);
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g = getBezierValue(time, i, G, curveType + BEZIER_SIZE - BEZIER);
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b = getBezierValue(time, i, B, curveType + BEZIER_SIZE * 2 - BEZIER);
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a = getBezierValue(time, i, A, curveType + BEZIER_SIZE * 3 - BEZIER);
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r2 = getBezierValue(time, i, R2, curveType + BEZIER_SIZE * 4 - BEZIER);
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g2 = getBezierValue(time, i, G2, curveType + BEZIER_SIZE * 5 - BEZIER);
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b2 = getBezierValue(time, i, B2, curveType + BEZIER_SIZE * 6 - BEZIER);
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}
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}
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if (alpha == 1)
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light.set(r, g, b, a);
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else if (blend == setup) {
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SlotPose setupPose = slot.data.setup;
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Color setup = setupPose.color;
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light.set(setup.r + (r - setup.r) * alpha, setup.g + (g - setup.g) * alpha, setup.b + (b - setup.b) * alpha,
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setup.a + (a - setup.a) * alpha);
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setup = setupPose.darkColor;
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r2 = setup.r + (r2 - setup.r) * alpha;
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g2 = setup.g + (g2 - setup.g) * alpha;
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b2 = setup.b + (b2 - setup.b) * alpha;
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} else {
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light.add((r - light.r) * alpha, (g - light.g) * alpha, (b - light.b) * alpha, (a - light.a) * alpha);
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r2 = dark.r + (r2 - dark.r) * alpha;
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g2 = dark.g + (g2 - dark.g) * alpha;
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b2 = dark.b + (b2 - dark.b) * alpha;
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}
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light.add((r - light.r) * alpha, (g - light.g) * alpha, (b - light.b) * alpha, (a - light.a) * alpha);
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dark.r += (r2 - dark.r) * alpha;
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dark.g += (g2 - dark.g) * alpha;
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dark.b += (b2 - dark.b) * alpha;
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}
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dark.r = r2 < 0 ? 0 : (r2 > 1 ? 1 : r2);
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dark.g = g2 < 0 ? 0 : (g2 > 1 ? 1 : g2);
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dark.b = b2 < 0 ? 0 : (b2 > 1 ? 1 : b2);
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}
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}
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@ -1327,94 +1325,95 @@ public class Animation {
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}
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protected void apply (Slot slot, SlotPose pose, float time, float alpha, MixBlend blend) {
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float[] frames = this.frames;
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Color light = pose.color, dark = pose.darkColor;
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float r, g, b, r2, g2, b2;
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float[] frames = this.frames;
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if (time < frames[0]) {
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SlotPose setup = slot.data.setup;
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Color setupLight = setup.color, setupDark = setup.darkColor;
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switch (blend) {
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case setup -> {
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case setup:
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light.r = setupLight.r;
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light.g = setupLight.g;
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light.b = setupLight.b;
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dark.r = setupDark.r;
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dark.g = setupDark.g;
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dark.b = setupDark.b;
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// Fall through.
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default:
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return;
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case first:
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r = light.r + (setupLight.r - light.r) * alpha;
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g = light.g + (setupLight.g - light.g) * alpha;
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b = light.b + (setupLight.b - light.b) * alpha;
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r2 = dark.r + (setupDark.r - dark.r) * alpha;
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g2 = dark.g + (setupDark.g - dark.g) * alpha;
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b2 = dark.b + (setupDark.b - dark.b) * alpha;
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}
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case first -> {
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light.r += (setupLight.r - light.r) * alpha;
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light.g += (setupLight.g - light.g) * alpha;
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light.b += (setupLight.b - light.b) * alpha;
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dark.r += (setupDark.r - dark.r) * alpha;
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dark.g += (setupDark.g - dark.g) * alpha;
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dark.b += (setupDark.b - dark.b) * alpha;
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}
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}
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return;
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}
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float r, g, b, r2, g2, b2;
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int i = search(frames, time, ENTRIES), curveType = (int)curves[i / ENTRIES];
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switch (curveType) {
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case LINEAR -> {
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float before = frames[i];
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r = frames[i + R];
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g = frames[i + G];
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b = frames[i + B];
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r2 = frames[i + R2];
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g2 = frames[i + G2];
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b2 = frames[i + B2];
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float t = (time - before) / (frames[i + ENTRIES] - before);
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r += (frames[i + ENTRIES + R] - r) * t;
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g += (frames[i + ENTRIES + G] - g) * t;
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b += (frames[i + ENTRIES + B] - b) * t;
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r2 += (frames[i + ENTRIES + R2] - r2) * t;
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g2 += (frames[i + ENTRIES + G2] - g2) * t;
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b2 += (frames[i + ENTRIES + B2] - b2) * t;
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}
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case STEPPED -> {
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r = frames[i + R];
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g = frames[i + G];
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b = frames[i + B];
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r2 = frames[i + R2];
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g2 = frames[i + G2];
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b2 = frames[i + B2];
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}
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default -> {
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r = getBezierValue(time, i, R, curveType - BEZIER);
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g = getBezierValue(time, i, G, curveType + BEZIER_SIZE - BEZIER);
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b = getBezierValue(time, i, B, curveType + BEZIER_SIZE * 2 - BEZIER);
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r2 = getBezierValue(time, i, R2, curveType + BEZIER_SIZE * 3 - BEZIER);
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g2 = getBezierValue(time, i, G2, curveType + BEZIER_SIZE * 4 - BEZIER);
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b2 = getBezierValue(time, i, B2, curveType + BEZIER_SIZE * 5 - BEZIER);
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}
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}
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if (alpha == 1) {
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light.r = r;
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light.g = g;
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light.b = b;
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dark.r = r2;
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dark.g = g2;
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dark.b = b2;
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} else {
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if (blend == setup) {
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SlotPose setup = slot.data.setup;
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Color setupLight = setup.color, setupDark = setup.darkColor;
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light.r = setupLight.r;
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light.g = setupLight.g;
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light.b = setupLight.b;
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dark.r = setupDark.r;
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dark.g = setupDark.g;
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dark.b = setupDark.b;
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int i = search(frames, time, ENTRIES), curveType = (int)curves[i / ENTRIES];
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switch (curveType) {
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case LINEAR -> {
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float before = frames[i];
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r = frames[i + R];
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g = frames[i + G];
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b = frames[i + B];
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r2 = frames[i + R2];
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g2 = frames[i + G2];
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b2 = frames[i + B2];
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float t = (time - before) / (frames[i + ENTRIES] - before);
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r += (frames[i + ENTRIES + R] - r) * t;
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g += (frames[i + ENTRIES + G] - g) * t;
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b += (frames[i + ENTRIES + B] - b) * t;
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r2 += (frames[i + ENTRIES + R2] - r2) * t;
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g2 += (frames[i + ENTRIES + G2] - g2) * t;
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b2 += (frames[i + ENTRIES + B2] - b2) * t;
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}
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case STEPPED -> {
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r = frames[i + R];
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g = frames[i + G];
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b = frames[i + B];
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r2 = frames[i + R2];
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g2 = frames[i + G2];
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b2 = frames[i + B2];
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}
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default -> {
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r = getBezierValue(time, i, R, curveType - BEZIER);
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g = getBezierValue(time, i, G, curveType + BEZIER_SIZE - BEZIER);
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b = getBezierValue(time, i, B, curveType + BEZIER_SIZE * 2 - BEZIER);
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r2 = getBezierValue(time, i, R2, curveType + BEZIER_SIZE * 3 - BEZIER);
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g2 = getBezierValue(time, i, G2, curveType + BEZIER_SIZE * 4 - BEZIER);
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b2 = getBezierValue(time, i, B2, curveType + BEZIER_SIZE * 5 - BEZIER);
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}
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}
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if (alpha != 1) {
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if (blend == setup) {
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SlotPose setupPose = slot.data.setup;
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Color setup = setupPose.color;
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r = setup.r + (r - setup.r) * alpha;
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g = setup.g + (g - setup.g) * alpha;
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b = setup.b + (b - setup.b) * alpha;
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setup = setupPose.darkColor;
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r2 = setup.r + (r2 - setup.r) * alpha;
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g2 = setup.g + (g2 - setup.g) * alpha;
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b2 = setup.b + (b2 - setup.b) * alpha;
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} else {
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r = light.r + (r - light.r) * alpha;
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g = light.g + (g - light.g) * alpha;
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b = light.b + (b - light.b) * alpha;
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r2 = dark.r + (r2 - dark.r) * alpha;
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g2 = dark.g + (g2 - dark.g) * alpha;
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b2 = dark.b + (b2 - dark.b) * alpha;
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}
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}
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light.r += (r - light.r) * alpha;
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light.g += (g - light.g) * alpha;
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light.b += (b - light.b) * alpha;
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dark.r += (r2 - dark.r) * alpha;
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dark.g += (g2 - dark.g) * alpha;
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dark.b += (b2 - dark.b) * alpha;
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}
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light.r = r < 0 ? 0 : (r > 1 ? 1 : r);
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light.g = g < 0 ? 0 : (g > 1 ? 1 : g);
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light.b = b < 0 ? 0 : (b > 1 ? 1 : b);
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dark.r = r2 < 0 ? 0 : (r2 > 1 ? 1 : r2);
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dark.g = g2 < 0 ? 0 : (g2 > 1 ? 1 : g2);
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dark.b = b2 < 0 ? 0 : (b2 > 1 ? 1 : b2);
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}
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}
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