polished lake generation
This commit is contained in:
+96
-59
@@ -44,82 +44,112 @@ func (pq *priorityQueue) Pop() interface{} {
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return item
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}
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// GenerateLakes creates a specific number of lakes, each covering a specific percentage of the total image area.
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// It uses a priority-based growth algorithm to ensure each lake is a single continuous component with organic edges.
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func GenerateLakes(width, height, numLakes int, lakeSize float64) (image.Image, []image.Point) {
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// GenerateLakes creates a specific number of lakes by dividing the image into chunks and placing one lake per chunk.
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func GenerateLakes(width, height, numLakes int, lakeSizeLower, lakeSizeUpper float64, heightmap image.Image) (image.Image, []image.Point) {
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canvas := image.NewRGBA(image.Rect(0, 0, width, height))
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draw.Draw(canvas, canvas.Bounds(), image.NewUniform(color.White), image.Point{}, draw.Src)
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// Global map to track which pixels are already water to prevent duplicate darkening
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isWater := make(map[image.Point]bool)
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var allLakePixels []image.Point
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if numLakes <= 0 || lakeSize <= 0 {
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return canvas, allLakePixels
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if numLakes <= 0 || lakeSizeLower <= 0 {
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return canvas, nil
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}
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var allLakePixels []image.Point
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randSrc := rand.New(rand.NewSource(time.Now().UnixNano()))
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// 1. Divide the image into a grid
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gridDim := int(math.Ceil(math.Sqrt(float64(numLakes))))
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if gridDim == 0 {
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return canvas, nil
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}
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chunkWidth := width / gridDim
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chunkHeight := height / gridDim
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if chunkWidth == 0 || chunkHeight == 0 {
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return canvas, nil
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}
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// 2. Create a list of chunk indices and shuffle them to randomize lake placement
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chunkIndices := make([]int, gridDim*gridDim)
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for i := range chunkIndices {
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chunkIndices[i] = i
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}
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randSrc.Shuffle(len(chunkIndices), func(i, j int) {
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chunkIndices[i], chunkIndices[j] = chunkIndices[j], chunkIndices[i]
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})
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totalArea := float64(width * height)
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targetPixelsPerLake := int(math.Round(totalArea * (lakeSize / 100.0)))
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if targetPixelsPerLake <= 0 {
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targetPixelsPerLake = 1
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}
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r := rand.New(rand.NewSource(time.Now().UnixNano()))
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// One octave for maximum smoothness (no fractal detail that creates islands)
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p := perlin.NewPerlin(2.0, 2.0, 1, r.Int63())
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p := perlin.NewPerlin(2.0, 2.0, 1, randSrc.Int63())
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// 3. Generate a lake in a subset of the chunks
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for i := 0; i < numLakes; i++ {
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// Unique seed for this specific lake
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seedX := r.Float64() * 10000.0
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seedY := r.Float64() * 10000.0
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if i >= len(chunkIndices) {
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break
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}
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// Choose a random seed point
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startPt := image.Point{X: r.Intn(width), Y: r.Intn(height)}
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// Each lake gets a random size within the defined range
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lakeSize := lakeSizeLower
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if lakeSizeUpper > lakeSizeLower {
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lakeSize = lakeSizeLower + randSrc.Float64()*(lakeSizeUpper-lakeSizeLower)
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}
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targetPixelsPerLake := int(math.Round(totalArea*(lakeSize/100.0))) / 2
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if targetPixelsPerLake <= 0 {
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targetPixelsPerLake = 1
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}
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chunkIndex := chunkIndices[i]
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chunkGridX := chunkIndex % gridDim
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chunkGridY := chunkIndex / gridDim
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chunkRect := image.Rect(
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chunkGridX*chunkWidth,
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chunkGridY*chunkHeight,
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(chunkGridX+1)*chunkWidth,
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(chunkGridY+1)*chunkHeight,
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)
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// Use the growth algorithm within the chunk
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pq := &priorityQueue{}
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heap.Init(pq)
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// track pixels already considered for THIS lake
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visited := make(map[image.Point]bool)
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// Scale noise relative to expected lake size to maintain look
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// Start near the center of the chunk
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startPt := image.Point{
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X: chunkRect.Min.X + chunkWidth/2,
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Y: chunkRect.Min.Y + chunkHeight/2,
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}
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// just in case the center is out of bounds
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if !startPt.In(chunkRect) {
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continue
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}
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seedX := randSrc.Float64() * 10000.0
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seedY := randSrc.Float64() * 10000.0
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radius := math.Sqrt(float64(targetPixelsPerLake) / math.Pi)
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// Much lower frequency to avoid islands and thin peninsulas
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noiseFreq := 0.01 + (0.2 / (radius + 1.0))
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// Helper to calculate score
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getScore := func(pt image.Point) float64 {
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dx, dy := pt.X-startPt.X, pt.Y-startPt.Y
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dist := math.Sqrt(float64(dx*dx + dy*dy))
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// Noise component
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noise := p.Noise2D(seedX+float64(dx)*noiseFreq, seedY+float64(dy)*noiseFreq)
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// Non-linear distance penalty: very low near center, increases rapidly at edge
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// This makes the center much more "solid"
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distPenalty := math.Pow(dist/radius, 2.0)
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return noise - distPenalty
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distPenalty := math.Pow(dist/radius, 3.0)
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luma, _, _, _ := heightmap.At(pt.X, pt.Y).RGBA()
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heightmapVal := float64(luma) / 65535.0
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heightmapEffect := (0.5 - heightmapVal) * 1.5
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return noise - distPenalty + heightmapEffect
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}
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// Push starting point
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heap.Push(pq, &lakePixel{point: startPt, score: getScore(startPt)})
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visited[startPt] = true
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lakeCount := 0
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for pq.Len() > 0 && lakeCount < targetPixelsPerLake {
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// Pop the highest scoring frontier pixel
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current := heap.Pop(pq).(*lakePixel)
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// Add to canvas and global list
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// The pixel is valid, claim it.
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canvas.Set(current.point.X, current.point.Y, color.RGBA{R: 0, G: 0, B: 255, A: 255})
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if !isWater[current.point] {
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isWater[current.point] = true
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allLakePixels = append(allLakePixels, current.point)
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}
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allLakePixels = append(allLakePixels, current.point)
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lakeCount++
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// Add neighbors to frontier
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// Add neighbors, constrained to the chunk rectangle
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for dy := -1; dy <= 1; dy++ {
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for dx := -1; dx <= 1; dx++ {
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if dx == 0 && dy == 0 {
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@@ -127,18 +157,15 @@ func GenerateLakes(width, height, numLakes int, lakeSize float64) (image.Image,
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}
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neighbor := image.Point{X: current.point.X + dx, Y: current.point.Y + dy}
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// Bounds check
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if neighbor.X < 0 || neighbor.X >= width || neighbor.Y < 0 || neighbor.Y >= height {
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if !neighbor.In(chunkRect) || visited[neighbor] {
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continue
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}
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if !visited[neighbor] {
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visited[neighbor] = true
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heap.Push(pq, &lakePixel{
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point: neighbor,
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score: getScore(neighbor),
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})
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}
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visited[neighbor] = true
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heap.Push(pq, &lakePixel{
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point: neighbor,
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score: getScore(neighbor),
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})
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}
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}
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}
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@@ -153,14 +180,24 @@ func DarkenLakeAreas(heightmap image.Image, lakePixels []image.Point) image.Imag
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composite := image.NewRGBA(bounds)
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draw.Draw(composite, bounds, heightmap, image.Point{}, draw.Src)
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// Create a map for quick lookup of lake pixels
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isLake := make(map[image.Point]bool)
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for _, p := range lakePixels {
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c := composite.At(p.X, p.Y)
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r, g, b, a := c.RGBA()
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// Darken by 15%
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r = uint32(float64(r) * 0.85)
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g = uint32(float64(g) * 0.85)
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b = uint32(float64(b) * 0.85)
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composite.Set(p.X, p.Y, color.RGBA64{R: uint16(r), G: uint16(g), B: uint16(b), A: uint16(a)})
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isLake[p] = true
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}
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for y := bounds.Min.Y; y < bounds.Max.Y; y++ {
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for x := bounds.Min.X; x < bounds.Max.X; x++ {
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if !isLake[image.Point{X: x, Y: y}] {
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c := composite.At(x, y)
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r, g, b, a := c.RGBA()
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// Darken by 15%
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r = uint32(float64(r) * 0.85)
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g = uint32(float64(g) * 0.85)
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b = uint32(float64(b) * 0.85)
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composite.Set(x, y, color.RGBA64{R: uint16(r), G: uint16(g), B: uint16(b), A: uint16(a)})
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}
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}
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}
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return composite
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