Get rid of a bunch of unused code
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1 changed files with 0 additions and 32 deletions
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@ -62,11 +62,9 @@ float sampleAtPoint(float2, constant Ball*, int);
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#pragma mark - Color Samplers
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float4 singleColor(float, float, float, float4);
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float4 gradient2(float, float, float, float, float4, float4);
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#pragma mark - Helpers
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float mapValueFromRangeOntoRange(float, float, float, float, float);
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float4 averageTwoColors(float, float4, float4);
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#pragma mark - Fragment
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@ -142,19 +140,6 @@ singleColor(float sample,
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return out;
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}
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float4
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gradient2(float sample,
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float target,
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float feather,
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float normalizedBlend,
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float4 fromColor,
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float4 toColor)
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{
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float4 blendedColor = mix(fromColor, toColor, normalizedBlend);
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float4 out = singleColor(sample, target, feather, blendedColor);
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return out;
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}
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float
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mapValueFromRangeOntoRange(float value,
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float inputStart,
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@ -166,20 +151,3 @@ mapValueFromRangeOntoRange(float value,
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float output = outputStart + slope * (value - inputStart);
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return output;
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}
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/// Compute the color at a given point along a 1-dimensional gradient. This averages the two colors. This function doesn't treat alpha. The returned color will have an alpha of 1.
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/// @param coordinate A value between 0 and 1, a point along the gradient.
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/// @param leftColor The color at the extreme left of the gradient.
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/// @param rightColor The color at the extreme right of the gradient.
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/// @return A color, a blend of `leftColor` and `rightColor` at the given point along the axis.
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float4
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averageTwoColors(float coordinate,
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float4 leftColor,
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float4 rightColor)
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{
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const float invCoordinate = 1.0 - coordinate;
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const float r = (coordinate * leftColor.x + invCoordinate * rightColor.x) / 2.0;
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const float g = (coordinate * leftColor.y + invCoordinate * rightColor.y) / 2.0;
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const float b = (coordinate * leftColor.z + invCoordinate * rightColor.z) / 2.0;
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return float4(r, g, b, 1.0);
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}
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