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let add (amount : float) (trauma : float) : float = Float.min 1. (trauma +. amount)
let decay ?(per_second = 1.) ~(dt : float) (trauma : float) : float = Float.max 0. (trauma -. (per_second *. dt))
let shake (trauma : float) : float = trauma *. trauma
let noise ~(seed : int) (x : float) : float =
let i = Float.to_int (Float.floor x) in
Tween.lerp (Hash.hash ~seed i) (Hash.hash ~seed (i + 1)) (Ease.smoothstep (x -. Float.floor x))
let jitter ~(seed : int) (x : float) : float = Hash.hash ~seed (Float.to_int (Float.floor x))
type offset = { dx : float; dy : float; angle : float }
let offset ?(smooth = true) ?(max_offset = 40.) ?(max_angle = 5.) ~(seed : int) ~(trauma : float) (time : float) :
offset =
let s = shake trauma in
let read k = if smooth then noise ~seed:(seed + k) (time *. 25.) else jitter ~seed:(seed + k) (time *. 60.) in
{ dx = max_offset *. s *. read 0; dy = max_offset *. s *. read 1; angle = max_angle *. s *. read 2 }