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adding more named and explicit imports (#1909)
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@@ -2,8 +2,8 @@
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// Use of this source code is governed by a BSD-style license that can be
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// found in the LICENSE file.
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import 'dart:math';
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import 'dart:ui';
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import 'dart:math' as math;
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import 'dart:ui' as ui;
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import 'package:flutter/material.dart';
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import 'package:vector_math/vector_math_64.dart' as v64;
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@@ -18,7 +18,7 @@ class OrbShaderPainter extends CustomPainter {
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required this.mousePos,
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required this.energy,
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});
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final FragmentShader shader;
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final ui.FragmentShader shader;
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final OrbShaderConfig config;
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final double time;
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final Offset mousePos;
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@@ -26,7 +26,8 @@ class OrbShaderPainter extends CustomPainter {
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@override
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void paint(Canvas canvas, Size size) {
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double fov = v64.mix(pi / 4.3, pi / 2.0, config.zoom.clamp(0.0, 1.0));
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double fov =
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v64.mix(math.pi / 4.3, math.pi / 2.0, config.zoom.clamp(0.0, 1.0));
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v64.Vector3 colorToVector3(Color c) =>
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v64.Vector3(
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@@ -37,16 +38,16 @@ class OrbShaderPainter extends CustomPainter {
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255.0;
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v64.Vector3 lightLumP = colorToVector3(config.lightColor).normalized() *
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max(0.0, config.lightBrightness);
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math.max(0.0, config.lightBrightness);
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v64.Vector3 albedo = colorToVector3(config.materialColor);
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v64.Vector3 ambientLight = colorToVector3(config.ambientLightColor) *
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max(0.0, config.ambientLightBrightness);
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math.max(0.0, config.ambientLightBrightness);
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shader.setFloat(0, size.width);
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shader.setFloat(1, size.height);
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shader.setFloat(2, time);
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shader.setFloat(3, max(0.0, config.exposure));
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shader.setFloat(3, math.max(0.0, config.exposure));
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shader.setFloat(4, fov);
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shader.setFloat(5, config.roughness.clamp(0.0, 1.0));
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shader.setFloat(6, config.metalness.clamp(0.0, 1.0));
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@@ -3,8 +3,8 @@
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// found in the LICENSE file.
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import 'dart:async';
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import 'dart:math';
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import 'dart:ui';
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import 'dart:math' as math;
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import 'dart:ui' as ui;
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import 'package:flutter/material.dart';
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import 'package:flutter_animate/flutter_animate.dart';
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@@ -95,13 +95,13 @@ class OrbShaderWidgetState extends State<OrbShaderWidget>
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widget.mousePos)
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.distance;
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final hitSize = size.shortestSide * .5;
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energyLevel = 1 - min(1, (d / hitSize));
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energyLevel = 1 - math.min(1, (d / hitSize));
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scheduleMicrotask(
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() => widget.onUpdate?.call(energyLevel));
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}
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energyLevel +=
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(1.3 - energyLevel) * heartbeatEnergy * 0.1;
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energyLevel = lerpDouble(minEnergy, 1, energyLevel)!;
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energyLevel = ui.lerpDouble(minEnergy, 1, energyLevel)!;
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return CustomPaint(
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size: size,
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painter: OrbShaderPainter(
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