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										 |  |  | const float DegreesToRadians = PI/180.0; | 
					
						
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										 |  |  | float clamp01( float value ) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |   return clamp( value, 0.0, 1.0 ); | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | vec4 clamp01_v4( vec4 value ) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |   value.r = clamp01( value.r ); | 
					
						
							|  |  |  |   value.g = clamp01( value.g ); | 
					
						
							|  |  |  |   value.b = clamp01( value.b ); | 
					
						
							|  |  |  |   value.a = clamp01( value.a ); | 
					
						
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							|  |  |  |   return value; | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | float normalizeToRange( float value, float min, float max ) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |   return ( value - min ) / ( max - min ); | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | float normalizeToRange01( float value, float min, float max ) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |   return clamp01( normalizeToRange( value, min, max ) ); | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | float map( float value, float inMin, float inMax, float outMin, float outMax ) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |   return mix( outMin, outMax, normalizeToRange( value, inMin, inMax ) ); | 
					
						
							|  |  |  | } | 
					
						
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										 |  |  | vec2 map_v2( vec2 value, vec2 inMin, vec2 inMax, vec2 outMin, vec2 outMax ) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |   float x = map( value.x, inMin.x, inMax.x, outMin.x, outMax.x ); | 
					
						
							|  |  |  |   float y = map( value.y, inMin.y, inMax.y, outMin.y, outMax.y );  | 
					
						
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							|  |  |  |   return vec2( x, y ); | 
					
						
							|  |  |  | } | 
					
						
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										 |  |  | float mapClamped( float value, float inMin, float inMax, float outMin, float outMax ) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |   return mix( outMin, outMax, normalizeToRange01( value, inMin, inMax ) ); | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | float triangle( float value ) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |   float inverted = 1.0 - value; | 
					
						
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							|  |  |  |   return min( value, inverted ) * 2.0; | 
					
						
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										 |  |  | } | 
					
						
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							|  |  |  | vec2 onCircle( float angle ) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |   return vec2( cos( angle ), sin( angle ) ); | 
					
						
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										 |  |  | } |