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if ((ripple > 0) && (previousBarHeight[pos.x] > 0) && (previousBarHeight[pos.x] < layerV->size.y)) // WLEDMM avoid "overshooting" into other segments
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layerV->setLight(intToCoord3D(pos.x, layerV->size.y - previousBarHeight[pos.x], 0), (CRGB)CHSV( millis()/50, 255, 255)); // take millis()/50 color for the time being
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layerV->setRGB(intToCoord3D(pos.x, layerV->size.y - previousBarHeight[pos.x], 0), (CRGB)CHSV( millis()/50, 255, 255)); // take millis()/50 color for the time being
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if (rippleTime && previousBarHeight[pos.x]>0) previousBarHeight[pos.x]--; //delay/ripple effect
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@@ -604,7 +604,7 @@ class RandomEffect: public Node {
if (nodeClass->hasModifier || nodeClass->hasLayout) { //nodeClass->on && //if class has modifier, run the layout (if on) - which uses all the modifiers ...
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