Improved antialiasing / Improved outlines
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@@ -3,7 +3,8 @@ precision mediump float;
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precision mediump int;
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#endif
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#define SPACE 2.0
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#define SPACE 1.0
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#define RADIUS 3.0
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uniform sampler2D u_texture;
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@@ -20,25 +21,16 @@ void main() {
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vec4 c = texture2D(u_texture, v_texCoord.xy);
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float spacing = SPACE * u_scl;
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gl_FragColor = mix(c * v_color, u_color,
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(1.0-step(0.001, texture2D(u_texture, v_texCoord.xy).a)) *
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step(0.001,
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//cardinals
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texture2D(u_texture, v_texCoord.xy + vec2(0, spacing) * v).a +
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texture2D(u_texture, v_texCoord.xy + vec2(0, -spacing) * v).a +
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texture2D(u_texture, v_texCoord.xy + vec2(spacing, 0) * v).a +
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texture2D(u_texture, v_texCoord.xy + vec2(-spacing, 0) * v).a +
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//cardinal edges
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texture2D(u_texture, v_texCoord.xy + vec2(spacing, spacing) * v).a +
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texture2D(u_texture, v_texCoord.xy + vec2(spacing, -spacing) * v).a +
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texture2D(u_texture, v_texCoord.xy + vec2(-spacing, spacing) * v).a +
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texture2D(u_texture, v_texCoord.xy + vec2(-spacing, -spacing) * v).a +
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//cardinals * 2
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texture2D(u_texture, v_texCoord.xy + vec2(0, spacing) * v*2.0).a +
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texture2D(u_texture, v_texCoord.xy + vec2(0, -spacing) * v*2.0).a +
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texture2D(u_texture, v_texCoord.xy + vec2(spacing, 0) * v*2.0).a +
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texture2D(u_texture, v_texCoord.xy + vec2(-spacing, 0) * v*2.0).a
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));
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if(c.a >= 0.001){
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gl_FragColor = c * v_color;
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}else{
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for(float cx = -RADIUS; cx <= RADIUS; cx ++){
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for(float cy = -RADIUS; cy <= RADIUS; cy ++){
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if(texture2D(u_texture, v_texCoord.xy + vec2(cx, cy) * v * spacing).a >= 0.001){
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gl_FragColor = u_color;
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return;
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}
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}
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}
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}
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}
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@@ -3,7 +3,8 @@ precision mediump float;
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precision mediump int;
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#endif
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#define SPACE 2.0
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#define SPACE 0.75
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#define RADIUS 5.0
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uniform sampler2D u_texture;
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@@ -20,25 +21,16 @@ void main() {
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vec4 c = texture2D(u_texture, v_texCoord.xy);
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float spacing = SPACE * u_scl;
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gl_FragColor = mix(vec4(0.0, 0.0, 0.0, min(c.a, u_color.a)), u_color,
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(1.0-step(0.001, texture2D(u_texture, v_texCoord.xy).a)) *
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step(0.001,
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//cardinals
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texture2D(u_texture, v_texCoord.xy + vec2(0, spacing) * v).a +
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texture2D(u_texture, v_texCoord.xy + vec2(0, -spacing) * v).a +
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texture2D(u_texture, v_texCoord.xy + vec2(spacing, 0) * v).a +
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texture2D(u_texture, v_texCoord.xy + vec2(-spacing, 0) * v).a +
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//cardinal edges
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texture2D(u_texture, v_texCoord.xy + vec2(spacing, spacing) * v).a +
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texture2D(u_texture, v_texCoord.xy + vec2(spacing, -spacing) * v).a +
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texture2D(u_texture, v_texCoord.xy + vec2(-spacing, spacing) * v).a +
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texture2D(u_texture, v_texCoord.xy + vec2(-spacing, -spacing) * v).a +
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//cardinals * 2
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texture2D(u_texture, v_texCoord.xy + vec2(0, spacing) * v*2.0).a +
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texture2D(u_texture, v_texCoord.xy + vec2(0, -spacing) * v*2.0).a +
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texture2D(u_texture, v_texCoord.xy + vec2(spacing, 0) * v*2.0).a +
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texture2D(u_texture, v_texCoord.xy + vec2(-spacing, 0) * v*2.0).a
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));
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if(c.a >= 0.001){
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gl_FragColor = c * v_color;
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}else{
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for(float cx = -RADIUS; cx <= RADIUS; cx ++){
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for(float cy = -RADIUS; cy <= RADIUS; cy ++){
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if(cx*cx + cy*cy <= RADIUS * RADIUS && texture2D(u_texture, v_texCoord.xy + vec2(cx, cy) * v * spacing).a >= 0.001){
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gl_FragColor = u_color;
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return;
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}
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}
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}
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}
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}
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@@ -256,16 +256,13 @@ public class Renderer implements ApplicationListener{
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drawAndInterpolate(unitGroups[team.ordinal()], u -> u.isFlying() == flying && !u.isDead(), Unit::drawUnder);
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drawAndInterpolate(playerGroup, p -> p.isFlying() == flying && p.getTeam() == team && !p.isDead(), Unit::drawUnder);
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Shaders.outline.color.set(team.color);
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Shaders.mix.color.set(Color.WHITE);
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//Graphics.beginShaders(Shaders.outline);
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Draw.shader(Shaders.mix, true);
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drawAndInterpolate(unitGroups[team.ordinal()], u -> u.isFlying() == flying && !u.isDead(), Unit::drawAll);
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drawAndInterpolate(playerGroup, p -> p.isFlying() == flying && p.getTeam() == team, Unit::drawAll);
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Draw.shader();
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blocks.drawTeamBlocks(Layer.turret, team);
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//Graphics.endShaders();
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drawAndInterpolate(unitGroups[team.ordinal()], u -> u.isFlying() == flying && !u.isDead(), Unit::drawOver);
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drawAndInterpolate(playerGroup, p -> p.isFlying() == flying && p.getTeam() == team, Unit::drawOver);
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@@ -29,8 +29,6 @@ public class OverlayRenderer{
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if(!input.isDrawing() || player.isDead()) continue;
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Shaders.outline.color.set(Pal.accent);
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input.drawOutlined();
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}
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}
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@@ -8,7 +8,6 @@ import io.anuke.arc.scene.ui.layout.Unit;
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import io.anuke.arc.util.Time;
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public class Shaders{
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public static Outline outline;
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public static Shadow shadow;
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public static BlockBuild blockbuild;
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public static BlockPreview blockpreview;
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@@ -20,7 +19,6 @@ public class Shaders{
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public static MenuShader menu;
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public static void init(){
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outline = new Outline();
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shadow = new Shadow();
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blockbuild = new BlockBuild();
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blockpreview = new BlockPreview();
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@@ -91,23 +89,6 @@ public class Shaders{
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}
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}
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public static class Outline extends LoadShader{
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public Color color = new Color();
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public TextureRegion region = new TextureRegion();
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public float scl;
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public Outline(){
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super("outline", "default");
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}
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@Override
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public void apply(){
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setUniformf("u_color", color);
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setUniformf("u_scl", scl);
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setUniformf("u_texsize", region.getTexture().getWidth(), region.getTexture().getHeight());
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}
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}
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public static class Shadow extends LoadShader{
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public Color color = new Color();
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public TextureRegion region = new TextureRegion();
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@@ -24,7 +24,9 @@ def antialias = {File file ->
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}
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def color = new Color()
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def color2 = new Color()
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def sum = new Color()
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def suma = new Color()
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for (int x = 0; x < image.getWidth(); x++){
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for(int y = 0; y < image.getHeight(); y++){
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@@ -50,18 +52,30 @@ def antialias = {File file ->
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if ((F==H && F!=B && H!=D && E!=G) || (H==D && H!=F && D!=B && E!=I)) p8=H
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if (F==H && F!=B && H!=D) p9=F
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int total = 0
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suma.set(0)
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[p1, p2, p3, p4, p5, p6, p7, p8, p9].each{ val ->
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Color.argb8888ToColor(color, val)
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suma.r += color.r*color.a
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suma.g += color.g*color.a
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suma.b += color.b*color.a
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suma.a += color.a
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}
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if(color.a > 0.05){
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sum.r += color.r
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sum.g += color.g
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sum.b += color.b
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sum.a += color.a
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total++
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}
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suma.mul(suma.a <= 0.001f ? 0f : (float)(1f / suma.a))
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float total = 0
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sum.set(0)
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[p1, p2, p3, p4, p5, p6, p7, p8, p9].each{ val ->
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Color.argb8888ToColor(color, val)
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float a = color.a
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color.lerp(suma, (float)(1f - a))
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sum.r += color.r
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sum.g += color.g
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sum.b += color.b
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sum.a += a
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total += 1f
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}
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sum.mul((float)(1f / total))
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@@ -73,7 +87,6 @@ def antialias = {File file ->
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ImageIO.write(out, "png", file)
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}
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task swapColors(){
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doLast{
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if (project.hasProperty("colors")) {
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