imported shader example
This commit is contained in:
@@ -12,5 +12,6 @@ simple-stopwatch="0.1.4"
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ncollide2d = "0.19.1"
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ncollide2d = "0.19.1"
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nalgebra = "0.18.0"
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nalgebra = "0.18.0"
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image = "0.21.2"
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image = "0.21.2"
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rand = "0.6.5"
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BIN
resources/background.jpg
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BIN
resources/background.jpg
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After Width: | Height: | Size: 52 KiB |
BIN
resources/devices.png
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resources/devices.png
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After Width: | Height: | Size: 50 KiB |
32
resources/edge.frag
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32
resources/edge.frag
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@@ -0,0 +1,32 @@
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uniform sampler2D texture;
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uniform float edge_threshold;
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void main()
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{
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const float offset = 1.0 / 512.0;
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vec2 offx = vec2(offset, 0.0);
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vec2 offy = vec2(0.0, offset);
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vec4 hEdge = texture2D(texture, gl_TexCoord[0].xy - offy) * -2.0 +
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texture2D(texture, gl_TexCoord[0].xy + offy) * 2.0 +
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texture2D(texture, gl_TexCoord[0].xy - offx - offy) * -1.0 +
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texture2D(texture, gl_TexCoord[0].xy - offx + offy) * 1.0 +
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texture2D(texture, gl_TexCoord[0].xy + offx - offy) * -1.0 +
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texture2D(texture, gl_TexCoord[0].xy + offx + offy) * 1.0;
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vec4 vEdge = texture2D(texture, gl_TexCoord[0].xy - offx) * 2.0 +
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texture2D(texture, gl_TexCoord[0].xy + offx) * -2.0 +
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texture2D(texture, gl_TexCoord[0].xy - offx - offy) * 1.0 +
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texture2D(texture, gl_TexCoord[0].xy - offx + offy) * -1.0 +
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texture2D(texture, gl_TexCoord[0].xy + offx - offy) * 1.0 +
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texture2D(texture, gl_TexCoord[0].xy + offx + offy) * -1.0;
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vec3 result = sqrt(hEdge.rgb * hEdge.rgb + vEdge.rgb * vEdge.rgb);
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float edge = length(result);
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vec4 pixel = gl_Color * texture2D(texture, gl_TexCoord[0].xy);
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if (edge > (edge_threshold * 8.0))
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pixel.rgb = vec3(0.0, 0.0, 0.0);
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else
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pixel.a = edge_threshold;
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gl_FragColor = pixel;
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}
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BIN
resources/sansation.ttf
Executable file
BIN
resources/sansation.ttf
Executable file
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BIN
resources/sfml.png
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resources/sfml.png
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After Width: | Height: | Size: 25 KiB |
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resources/text-background.png
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resources/text-background.png
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After Width: | Height: | Size: 745 B |
111
src/main.rs
111
src/main.rs
@@ -6,12 +6,17 @@ extern crate quick_xml;
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extern crate sfml;
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extern crate sfml;
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extern crate cgmath;
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extern crate cgmath;
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extern crate image;
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extern crate image;
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extern crate rand;
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mod slider;
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mod slider;
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mod timer;
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mod timer;
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mod input;
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mod input;
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mod util;
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mod util;
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use sfml::graphics::*;
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use sfml::system::*;
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use sfml::window::*;
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use crate::timer::Timer;
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use crate::timer::Timer;
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use crate::input::Input;
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use crate::input::Input;
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use crate::slider::Slider;
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use crate::slider::Slider;
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@@ -26,6 +31,87 @@ use sfml::graphics::{
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use sfml::window::{ Event, Key, Style};
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use sfml::window::{ Event, Key, Style};
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use sfml::system::Vector2 as sfVec2;
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use sfml::system::Vector2 as sfVec2;
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// The container trait for all the shaders
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trait Effect: Drawable {
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fn update(&mut self, t: f32, x: f32, y: f32);
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fn name(&self) -> &str;
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fn as_drawable(&self) -> &Drawable;
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}
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// ======= LARGE MULTISPRITE SHADER DEMO ===========
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struct Edge<'t> {
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surface: RenderTexture,
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bg_sprite: Sprite<'t>,
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entities: Vec<Sprite<'t>>,
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shader: Shader<'static>,
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}
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impl<'t> Edge<'t> {
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fn new(bg_texture: &'t Texture, entity_texture: &'t Texture) -> Self {
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let mut surface = RenderTexture::new(800, 600, false).unwrap();
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surface.set_smooth(true);
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let mut bg_sprite = Sprite::with_texture(bg_texture);
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bg_sprite.set_position((135., 100.));
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let mut entities = Vec::new();
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for i in 0..6 {
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let mut entity = Sprite::with_texture(entity_texture);
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entity.set_texture_rect(&IntRect::new(96 * i, 0, 96, 96));
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entities.push(entity);
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}
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let mut shader = Shader::from_file(None, None, Some("resources/edge.frag")).unwrap();
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shader.set_uniform_current_texture("texture");
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Self {
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surface,
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bg_sprite,
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entities,
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shader,
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}
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}
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}
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impl<'t> Drawable for Edge<'t> {
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fn draw<'a: 'shader, 'texture, 'shader, 'shader_texture>(
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&'a self,
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target: &mut RenderTarget,
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mut states: RenderStates<'texture, 'shader, 'shader_texture>,
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) {
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states.shader = Some(&self.shader);
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target.draw_with_renderstates(&Sprite::with_texture(self.surface.texture()), states);
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}
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}
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impl<'t> Effect for Edge<'t> {
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fn update(&mut self, t: f32, x: f32, y: f32) {
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self.shader
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.set_uniform_float("edge_threshold", 1. - (x + y) / 2.);
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let entities_len = self.entities.len() as f32;
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for (i, en) in self.entities.iter_mut().enumerate() {
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let pos = (
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(0.25 * (t * i as f32 + (entities_len - i as f32))).cos() * 300. + 350.,
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(0.25 * (t * (entities_len - i as f32) + i as f32)).cos() * 200. + 250.,
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);
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en.set_position(pos);
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}
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self.surface.clear(&Color::WHITE);
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self.surface.draw(&self.bg_sprite);
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for en in &self.entities {
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self.surface.draw(en);
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}
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self.surface.display();
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}
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fn as_drawable(&self) -> &Drawable {
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self
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}
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fn name(&self) -> &str {
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"edge post-effect"
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}
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}
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fn surrounding_pixels(x: u32, y: u32, img: &DynamicImage) -> Vec<image::Rgba<u8>> {
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fn surrounding_pixels(x: u32, y: u32, img: &DynamicImage) -> Vec<image::Rgba<u8>> {
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let mut pixels: Vec<image::Rgba<u8>> = Vec::new();
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let mut pixels: Vec<image::Rgba<u8>> = Vec::new();
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@@ -96,6 +182,26 @@ fn main() {
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let mut timer = Timer::new();
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let mut timer = Timer::new();
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let mut input = Input::new();
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let mut input = Input::new();
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//==========================================
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let font = Font::from_file("resources/sansation.ttf").unwrap();
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let mut bg_texture = Texture::from_file("resources/sfml.png").unwrap();
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bg_texture.set_smooth(true);
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let mut entity_texture = Texture::from_file("resources/devices.png").unwrap();
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entity_texture.set_smooth(true);
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let mut effects: [Box<Effect>; 1] = [
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Box::new(Edge::new(&bg_texture, &entity_texture)),
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];
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let mut current = 0;
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let text_bg_texture = Texture::from_file("resources/text-background.png").unwrap();
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let mut text_bg = Sprite::with_texture(&text_bg_texture);
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text_bg.set_position((0., 520.));
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text_bg.set_color(&Color::rgba(255, 255, 255, 200));
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//==========================================
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let mut slider = Slider::new(40.0, None);
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let mut slider = Slider::new(40.0, None);
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@@ -141,8 +247,13 @@ fn main() {
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accumulator_time -= step_size;
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accumulator_time -= step_size;
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}
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}
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let x = window.mouse_position().x as f32 / window.size().x as f32;
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let y = window.mouse_position().y as f32 / window.size().y as f32;
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effects[current].update(elapsed_time*1000.0, x, y);
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window.clear(&Color::BLACK);
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window.clear(&Color::BLACK);
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window.draw(effects[current].as_drawable());
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window.draw(&slider);
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window.draw(&slider);
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window.display();
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window.display();
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