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								shader_type canvas_item;
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								#include "res://addons/rokojori_action_library/Runtime/Shading/Library/Math.gdshaderinc"
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								#include "res://addons/rokojori_action_library/Runtime/Shading/Library/Transform.gdshaderinc"
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								uniform float wipeState:hint_range(0,1) = 0;
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								uniform vec2 outputViewSize = vec2(1920,1080);
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								uniform sampler2D wipeTexture : source_color, filter_linear_mipmap, repeat_enable;
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								uniform vec2 wipeTextureSize = vec2( 1,1 );
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								uniform vec4 wipeTextureTint : source_color = vec4(0,0,0,1);
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								uniform float uvRotation = 0;
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								uniform vec2 uvRotationCenter = vec2(0 ,0);
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								uniform float uvScale = 1;
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								uniform vec2 uvScaleCenter = vec2(0 ,0);
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								uniform vec2 uvTranslation = vec2(0,0);
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								varying vec2 textureUV;
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								varying vec4 animatedTint;
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								void vertex()
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								{
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								  mat3 matrix = identity_m3();
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								  float textureAspect = wipeTextureSize.x / wipeTextureSize.y;
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								  float viewAspect = outputViewSize.x / outputViewSize.y;
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								  float viewRatio = viewAspect / textureAspect;
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								  matrix *= rotatePivotAspect_m3( uvRotation * DegreesToRadians , uvRotationCenter, textureAspect * viewRatio );
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								  vec2 rotatedScaleCenter = applyMatrix_m3v2( rotatePivot_m3( uvRotation, vec2( 0.5,0.5)), uvScaleCenter );
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								  matrix *= scalePivot_m3( uvScale * vec2( viewRatio,1), rotatedScaleCenter );
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								  matrix *= translate_m3( applyMatrixBase_m3v2( matrix, -uvTranslation ) );
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								  vec2 uv = applyMatrix_m3v2( matrix, UV );
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								  textureUV = uv;
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								  animatedTint = wipeTextureTint;
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								  animatedTint.a *= wipeState;
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								}
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								void fragment()
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								{
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								  COLOR = texture( wipeTexture, textureUV ) * animatedTint;
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								}
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