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EllipseFlareBase
GDShaderInclude Colors<>():GDShaderInclude
GDShaderInclude Math<>():GDShaderInclude
GDShaderInclude Transform<>():GDShaderInclude
GDShaderInclude Depth<>():GDShaderInclude
sampler2D depthTexture<>():sampler2D
vec4 color<>():vec4
float alphaScale<>():float
float circleAmount<>():float
float circleDistortion<>():float
float ellipseAmount<>():float
float ellipseDistortion<>():float
vec2 ellipseScale<>():vec2
float add_vs_max<>():float
vec4 centerHSL<>():vec4
vec4 centerColor<>():vec4
vec4 outsideHSL<>():vec4
vec4 outsideColor<>():vec4
float sizeX<>():float
float sizeY<>():float
float scaleAll<>():float
float worldSize_vs_screenSize<>():float
vec2 stretch<>():vec2
bool usSpectralsNoise<>():bool
vec3 spectralsAmount<>():vec3
float nonSpectralAmount<>():float
vec3 spectralsSize<>():vec3
vec3 spectralsSharpness<>():vec3
vec3 spectralsFrequency<>():vec3
vec3 spectralsSpeed<>():vec3
sampler2D fading<>():sampler2D
sampler2D sizeXfading<>():sampler2D
sampler2D sizeYfading<>():sampler2D
bool useQuickOcclusionTest<>():bool
float occlusionZOffset<>():float
int occlusionTestMaxSteps<>():int
float occlusionTestStepStride<>():float
float occlusionTest_ViewDependingScaleAmount<>():float
float occlusionTest_ViewDependingDistance<>():float
float occlusionAlpha<>():float
void vertex<>():void
float psin<>(
float x=,
x:float=,
float power=,
power:float=,
):float
void fragment<>():void












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