Some fixes.
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@ -6450,10 +6450,10 @@ static const char *_data_FX_MODE_MIDNOISE PROGMEM = "Midnoise ♪@Fade rate,Maxi
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//////////////////////
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// I am the god of hellfire. . . Volume (only) reactive fire routine. Oh, look how short this is.
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uint16_t mode_noisefire(void) { // Noisefire. By Andrew Tuline.
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SEGPALETTE = CRGBPalette16(CHSV(0,255,2), CHSV(0,255,4), CHSV(0,255,8), CHSV(0, 255, 8), // Fire palette definition. Lower value = darker.
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CHSV(0, 255, 16), CRGB::Red, CRGB::Red, CRGB::Red,
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CRGB::DarkOrange,CRGB::DarkOrange, CRGB::Orange, CRGB::Orange,
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CRGB::Yellow, CRGB::Orange, CRGB::Yellow, CRGB::Yellow);
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CRGBPalette16 myPal = CRGBPalette16(CHSV(0,255,2), CHSV(0,255,4), CHSV(0,255,8), CHSV(0, 255, 8), // Fire palette definition. Lower value = darker.
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CHSV(0, 255, 16), CRGB::Red, CRGB::Red, CRGB::Red,
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CRGB::DarkOrange, CRGB::DarkOrange, CRGB::Orange, CRGB::Orange,
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CRGB::Yellow, CRGB::Orange, CRGB::Yellow, CRGB::Yellow);
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um_data_t *um_data;
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if (!usermods.getUMData(&um_data, USERMOD_ID_AUDIOREACTIVE)) {
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@ -6464,13 +6464,15 @@ uint16_t mode_noisefire(void) { // Noisefire. By Andrew Tuline.
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uint8_t soundAgc = *(uint8_t*)um_data->u_data[1];
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float sampleAgc = *(float*) um_data->u_data[2];
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if (SEGENV.call == 0) SEGMENT.fill(BLACK);
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for (int i = 0; i < SEGLEN; i++) {
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uint16_t index = inoise8(i*SEGMENT.speed/64,millis()*SEGMENT.speed/64*SEGLEN/255); // X location is constant, but we move along the Y at the rate of millis(). By Andrew Tuline.
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index = (255 - i*256/SEGLEN) * index/(256-SEGMENT.intensity); // Now we need to scale index so that it gets blacker as we get close to one of the ends.
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// This is a simple y=mx+b equation that's been scaled. index/128 is another scaling.
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uint8_t tmpSound = (soundAgc) ? sampleAgc : sampleAvg;
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CRGB color = ColorFromPalette(SEGPALETTE, index, tmpSound*2, LINEARBLEND); // Use the my own palette.
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CRGB color = ColorFromPalette(myPal, index, tmpSound*2, LINEARBLEND); // Use the my own palette.
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SEGMENT.setPixelColor(i, color);
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}
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@ -6582,7 +6584,7 @@ uint16_t mode_plasmoid(void) { // Plasmoid. By Andrew Tuline.
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uint8_t soundAgc = *(uint8_t*)um_data->u_data[1];
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float sampleAgc = *(float*) um_data->u_data[2];
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SEGMENT.fadeToBlackBy(64);
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SEGMENT.fadeToBlackBy(leds, 64);
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plasmoip->thisphase += beatsin8(6,-4,4); // You can change direction and speed individually.
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plasmoip->thatphase += beatsin8(7,-4,4); // Two phase values to make a complex pattern. By Andrew Tuline.
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@ -6602,7 +6604,7 @@ uint16_t mode_plasmoid(void) { // Plasmoid. By Andrew Tuline.
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return FRAMETIME;
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} // mode_plasmoid()
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static const char *_data_FX_MODE_PLASMOID PROGMEM = "Plasmoid ♪@Phase=128,# of pixels=128;,!;!;mp12=0,ssim=0"; // Pixels, Beatsin
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static const char *_data_FX_MODE_PLASMOID PROGMEM = "Plasmoid ♪@Phase=128,# of pixels=128;!,!;!;mp12=0,ssim=0"; // Pixels, Beatsin
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///////////////////////
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@ -6723,6 +6725,11 @@ static const char *_data_FX_MODE_PIXELS PROGMEM = "Pixels ♪@Fade rate,# of pix
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// ** Blurz //
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//////////////////////
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uint16_t mode_blurz(void) { // Blurz. By Andrew Tuline.
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// even with 1D effect we have to take logic for 2D segments for allocation as fill_solid() fills whole segment
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const uint16_t dataSize = sizeof(CRGB) * SEGMENT.length(); // using width*height prevents reallocation if mirroring is enabled
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if (!SEGENV.allocateData(dataSize)) return mode_static(); //allocation failed
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CRGB *leds = reinterpret_cast<CRGB*>(SEGENV.data);
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um_data_t *um_data;
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if (!usermods.getUMData(&um_data, USERMOD_ID_AUDIOREACTIVE)) {
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// add support for no audio data
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@ -6732,17 +6739,24 @@ uint16_t mode_blurz(void) { // Blurz. By Andrew Tuline.
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if (!fftResult) return mode_static();
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if (SEGENV.call == 0) {
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SEGMENT.fill(BLACK);
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SEGMENT.fill_solid(leds, CRGB::Black);
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SEGMENT.fill(BLACK); // clear canvas
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SEGENV.aux0 = 0;
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}
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SEGMENT.fade_out(SEGMENT.speed);
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SEGMENT.fade_out(SEGMENT.speed); // do not fade leds[] but only canvas
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uint16_t segLoc = random16(SEGLEN);
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SEGMENT.setPixelColor(segLoc, color_blend(SEGCOLOR(1), SEGMENT.color_from_palette(fftResult[SEGENV.aux0], false, PALETTE_SOLID_WRAP, 0), 2*fftResult[SEGENV.aux0]));
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++(SEGENV.aux0) %= 16; // make sure it doesn't cross 16
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SEGENV.step += FRAMETIME;
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if (SEGENV.step > SPEED_FORMULA_L) {
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uint16_t segLoc = random16(SEGLEN);
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leds[segLoc] = color_blend(SEGCOLOR(1), SEGMENT.color_from_palette(2*fftResult[SEGENV.aux0%16]*240/(SEGLEN-1), false, PALETTE_SOLID_WRAP, 0), 2*fftResult[SEGENV.aux0%16]);
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++(SEGENV.aux0) %= 16; // make sure it doesn't cross 16
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SEGMENT.blur(SEGMENT.intensity);
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SEGENV.step = 1;
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if (SEGMENT.is2D()) SEGMENT.blur2d(leds, SEGMENT.intensity);
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else SEGMENT.blur1d(leds, SEGMENT.intensity);
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for (int i=0; i<SEGLEN; i++) SEGMENT.setPixelColor(i, leds[i]);
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}
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return FRAMETIME;
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} // mode_blurz()
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@ -6947,6 +6961,8 @@ uint16_t mode_freqwave(void) { // Freqwave. By Andreas Pleschun
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float sampleAgc = *(float*) um_data->u_data[2];
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float FFT_MajorPeak = *(float*) um_data->u_data[6];
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if (SEGENV.call == 0) SEGMENT.fill(BLACK);
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uint8_t secondHand = micros()/(256-SEGMENT.speed)/500 % 16;
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if(SEGENV.aux0 != secondHand) {
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SEGENV.aux0 = secondHand;
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@ -7092,7 +7108,7 @@ uint16_t mode_rocktaves(void) { // Rocktaves. Same note from eac
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float FFT_Magnitude = *(float*) um_data->u_data[7];
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float multAgc = *(float*) um_data->u_data[11];
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SEGMENT.fadeToBlackBy(64); // Just in case something doesn't get faded.
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SEGMENT.fadeToBlackBy(leds, 64); // Just in case something doesn't get faded.
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float frTemp = FFT_MajorPeak;
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uint8_t octCount = 0; // Octave counter.
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@ -266,22 +266,22 @@ CRGBPalette16 &Segment::loadPalette(CRGBPalette16 &targetPalette, uint8_t pal) {
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_lastPaletteChange = millis();
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} break;}
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case 2: {//primary color only
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CRGB prim = CRGB(strip.gammaCorrectCol ? gamma32(colors[0]) : colors[0]);
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CRGB prim = strip.gammaCorrectCol ? gamma32(colors[0]) : colors[0];
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targetPalette = CRGBPalette16(prim); break;}
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case 3: {//primary + secondary
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CRGB prim = CRGB(strip.gammaCorrectCol ? gamma32(colors[0]) : colors[0]);
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CRGB sec = CRGB(strip.gammaCorrectCol ? gamma32(colors[1]) : colors[1]);
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CRGB prim = strip.gammaCorrectCol ? gamma32(colors[0]) : colors[0];
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CRGB sec = strip.gammaCorrectCol ? gamma32(colors[1]) : colors[1];
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targetPalette = CRGBPalette16(prim,prim,sec,sec); break;}
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case 4: {//primary + secondary + tertiary
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CRGB prim = CRGB(strip.gammaCorrectCol ? gamma32(colors[0]) : colors[0]);
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CRGB sec = CRGB(strip.gammaCorrectCol ? gamma32(colors[1]) : colors[1]);
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CRGB ter = CRGB(strip.gammaCorrectCol ? gamma32(colors[2]) : colors[2]);
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CRGB prim = strip.gammaCorrectCol ? gamma32(colors[0]) : colors[0];
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CRGB sec = strip.gammaCorrectCol ? gamma32(colors[1]) : colors[1];
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CRGB ter = strip.gammaCorrectCol ? gamma32(colors[2]) : colors[2];
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targetPalette = CRGBPalette16(ter,sec,prim); break;}
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case 5: {//primary + secondary (+tert if not off), more distinct
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CRGB prim = CRGB(strip.gammaCorrectCol ? gamma32(colors[0]) : colors[0]);
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CRGB sec = CRGB(strip.gammaCorrectCol ? gamma32(colors[1]) : colors[1]);
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CRGB prim = strip.gammaCorrectCol ? gamma32(colors[0]) : colors[0];
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CRGB sec = strip.gammaCorrectCol ? gamma32(colors[1]) : colors[1];
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if (colors[2]) {
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CRGB ter = CRGB(strip.gammaCorrectCol ? gamma32(colors[2]) : colors[2]);
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CRGB ter = strip.gammaCorrectCol ? gamma32(colors[2]) : colors[2];
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targetPalette = CRGBPalette16(prim,prim,prim,prim,prim,sec,sec,sec,sec,sec,ter,ter,ter,ter,ter,prim);
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} else {
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targetPalette = CRGBPalette16(prim,prim,prim,prim,prim,prim,prim,prim,sec,sec,sec,sec,sec,sec,sec,sec);
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@ -358,6 +358,7 @@ uint8_t gamma8(uint8_t b)
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uint32_t gamma32(uint32_t color)
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{
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//if (!strip.gammaCorrectCol) return color;
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uint8_t w = W(color);
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uint8_t r = R(color);
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uint8_t g = G(color);
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@ -390,10 +390,10 @@ button {
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.filter {
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background-color: var(--c-4);
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box-shadow: 0px 0px 6px 6px var(--c-1);
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/*box-shadow: 0px 0px 6px 6px var(--c-1);*/
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border-radius: 26px;
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height: 26px;
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margin: 0 auto 4px; /* 8px if you want space */
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margin: 0 auto; /* add 4-8px if you want space at the bottom */
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padding: 8px 2px;
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position: relative;
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/*width: 260px;*/
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2963
wled00/html_ui.h
2963
wled00/html_ui.h
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