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Guaranteed gap-free rendering of waves background
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@@ -141,16 +141,17 @@ public:
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for (int n = 0; n < steps; n++) {
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float x = (float)n * step;
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float nextX = (float)(n + 1) * step;
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float i = x * 1280 / bounds.w;
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float wave0 = sin(i*0.005+t*0.8)*0.05 + sin(i*0.002+t*0.25)*0.02 + sin(i*0.001+t*0.3)*0.03 + 0.625;
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float wave1 = sin(i*0.0044+t*0.4)*0.07 + sin(i*0.003+t*0.1)*0.02 + sin(i*0.001+t*0.3)*0.01 + 0.625;
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dc.Draw()->RectVGradient(x, wave0*bounds.h, step, (1.0-wave0)*bounds.h, color, 0x00000000);
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dc.Draw()->RectVGradient(x, wave1*bounds.h, step, (1.0-wave1)*bounds.h, color, 0x00000000);
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dc.Draw()->RectVGradient(x, wave0*bounds.h, nextX, bounds.h, color, 0x00000000);
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dc.Draw()->RectVGradient(x, wave1*bounds.h, nextX, bounds.h, color, 0x00000000);
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// Add some "antialiasing"
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dc.Draw()->RectVGradient(x, wave0*bounds.h-3.0f * g_display.pixel_in_dps_y, step, 3.0f * g_display.pixel_in_dps_y, 0x00000000, color);
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dc.Draw()->RectVGradient(x, wave1*bounds.h-3.0f * g_display.pixel_in_dps_y, step, 3.0f * g_display.pixel_in_dps_y, 0x00000000, color);
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dc.Draw()->RectVGradient(x, wave0*bounds.h-3.0f * g_display.pixel_in_dps_y, nextX, wave0 * bounds.h, 0x00000000, color);
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dc.Draw()->RectVGradient(x, wave1*bounds.h-3.0f * g_display.pixel_in_dps_y, nextX, wave1 * bounds.h, 0x00000000, color);
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}
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dc.Flush();
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