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feat(ugc): glitter flecks still by default
Glitter plastic has its flecks set in it; they catch the light as the view moves, which LEGO-AnimUV can't do (it can only slide the texture). Drifting flecks read as something flowing over the brick, so glitter_speed defaults to 0: still flecks and no controllers. 1 and up still drift. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -121,7 +121,7 @@ namespace {
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settings.shaders.glitter = std::min(Setting<uint32_t>("shader_glitter", 21), 9999u);
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settings.shaders.glitterParams.tile = std::clamp(Setting<float>("glitter_size", 1.6f), 0.1f, 100.0f);
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settings.shaders.glitterParams.flecks = std::min(Setting<uint32_t>("glitter_density", 50), 2000u);
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settings.shaders.glitterParams.speed = std::clamp(Setting<float>("glitter_speed", 1.0f), 0.0f, 100.0f);
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settings.shaders.glitterParams.speed = std::clamp(Setting<float>("glitter_speed", 0.0f), 0.0f, 100.0f);
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// Which Materials.xml MaterialTypes are metal, brushed steel and glitter
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for (const auto& [key, look] : { std::pair{ "metal_material_types", UgcModel::eLook::METAL }, std::pair{ "brushed_material_types", UgcModel::eLook::BRUSHED },
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std::pair{ "glitter_material_types", UgcModel::eLook::GLITTER } }) {
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