text: #ifndef effectsSottNick_h
  #define effectsSottNick_h
  #include <stdint.h>
  //#include "effects/LEDraw/LEDraw_2d.h"
  //#include "chronometer.h"
  
  static uint8_t spirotheta1 = 0;
  static uint8_t spirotheta2 = 0;
  static uint8_t spirosteps = WIDTH_steps;
  
  static uint16_t _dri_phase;
  
  // ============= CODELOCK / КОДОВЫЙ ЗАМОК =============== (c) SottNick
  // v1.0 - Original by SottNick 23.05.2020
  // v1.1 - Updating for GuverLamp v1.7 by Palpalych 23.05.2020
  
  // из-за повторного использоваия переменных от других эффектов теперь в этом коде невозможно что-то понять.
  // поэтому для понимания придётся сперва заменить названия переменных на человеческие. но всё равно это песец, конечно.
  //uint8_t eff_hue2; // максимальне количество пикселей в кольце (толщина кольца) от 1 до HEIGHT / 2 + 1
  //uint8_t eff_hue; // количество колец от 2 до HEIGHT
  //uint8_t noise3d[1][1][HEIGHT]; // начальный оттенок каждого кольца (оттенка из палитры) 0-255
  //uint8_t shiftValue[HEIGHT]; // местоположение начального оттенка кольца 0-WIDTH-1
  uint8_t shiftHue2[HEIGHT]; // 4 бита на ringHueShift, 4 на ringHueShift2
  ////ringHueShift[ringsCount]; // шаг градиета оттенка внутри кольца -8 - +8 случайное число
  ////ringHueShift2[ringsCount]; // обычная скорость переливания оттенка всего кольца -8 - +8 случайное число
  //uint8_t eff_delta; // кольцо, которое в настоящий момент нужно провернуть
  //uint8_t eff_step; // оставшееся количество шагов, на которое нужно провернуть активное кольцо - случайное от WIDTH/5 до WIDTH-3
  //uint8_t eff_offset, eff_offset2; // количество пикселей в нижнем (hue) и верхнем (hue2) кольцах
  
  bool codelockRoutine(uint8_t Scale = effect.scale_real, uint8_t Speed = effect.speed_real)
  {
  	uint8_t h, x, y;
  	const TProgmemRGBPalette16 *curPalette = palettes[Scale / palettes_steps];
  
  	if (effect.hasChangedParams())
  	{
  		eff_hue2 = scale8(HEIGHT_d, (Scale % palettes_steps) * palettes_count) + 1U; // толщина кольца от 1 до 11 для каждой из палитр
  		eff_hue = HEIGHT / eff_hue2 + ((HEIGHT % eff_hue2 == 0U) ? 0U : 1U);				 // количество колец
  		eff_offset2 = eff_hue2 - (eff_hue2 * eff_hue - HEIGHT) / 2U;								 // толщина верхнего кольца. может быть меньше нижнего
  		eff_offset = HEIGHT - eff_offset2 - (eff_hue - 2U) * eff_hue2;							 // толщина нижнего кольца = всё оставшееся
  		//setCurrentPalette();
  		//eff_hue2 = (modes[currentMode].Scale - 1U) / 99.0 * (HEIGHT / 2 - 1U) + 1U; // толщина кольца в пикселях. если на весь бегунок масштаба (от 1 до HEIGHT / 2 + 1)
  		for (uint8_t i = 0; i < eff_hue; i++)
  		{
  			noise3d[0][0][i] = random8(257U - SEMIWIDTH); // начальный оттенок кольца из палитры 0-255 за минусом длины кольца, делённой пополам
  			shiftHue2[i] = random8();
  			shiftValue[i] = 0U; //random8(WIDTH); само прокрутится постепенно
  			eff_step = 0U;
  			//do { // песец конструкцию придумал бредовую
  			//  step = WIDTH - 3U - random8((WIDTH - 3U) * 2U); само присвоится при первом цикле
  			//} while (step < WIDTH / 5U || step > 255U - WIDTH / 5U);
  			eff_delta = random8(eff_hue);
  		}
  	}
  	for (uint8_t i = 0; i < eff_hue; i++)
  	{
  		if (i != eff_delta) // если это не активное кольцо
  		{
  			h = shiftHue2[i] & 0x0F; // сдвигаем оттенок внутри кольца
  			if (h > 8U)
  				//noise3d[0][0][i] += (uint8_t)(7U - h); // с такой скоростью сдвиг оттенка от вращения кольца не отличается
  				noise3d[0][0][i]--;
  			else
  				//noise3d[0][0][i] += h;
  				noise3d[0][0][i]++;
  		}
  		else
  		{
  			if (!eff_step) // если сдвиг активного кольца завершён, выбираем следующее
  			{
  				eff_delta = random8(eff_hue);
  				do
  				{
  					eff_step = WIDTH - 3U - random8((WIDTH - 3U) * 2U); // проворот кольца от хз до хз
  				} while (eff_step < WIDTH / 5U || eff_step > 255U - WIDTH / 5U);
  			}
  			else
  			{
  				if (eff_step > 127U)
  				{
  					eff_step++;
  					shiftValue[i] = wrapX(shiftValue[i] + 1U);
  				}
  				else
  				{
  					eff_step--;
  					shiftValue[i] = wrapX(shiftValue[i] + WIDTH_d);
  				}
  			}
  		}
  		// отрисовываем кольца
  		h = (shiftHue2[i] >> 4) & 0x0F; // берём шаг для градиента вутри кольца
  		if (h > 8U)
  			h = 7U - h;
  		for (uint8_t j = 0U; j < ((i == 0U) ? eff_offset : ((i == eff_hue - 1U) ? eff_offset2 : eff_hue2)); j++) // от 0 до (толщина кольца - 1)
  		{
  			y = i * eff_hue2 + j - ((i == 0U) ? 0U : eff_hue2 - eff_offset);
  			for (uint8_t k = 0; k < WIDTH / 2U; k++) // полукольцо
  			{
  				x = wrapX(shiftValue[i] + k); // первая половина кольца
  				drawPixel(x, y, ColorFromPalette(*curPalette, noise3d[0][0][i] + k * h));
  				x = wrapX(WIDTH_d + shiftValue[i] - k); // вторая половина кольца (зеркальная первой)
  				drawPixel(x, y, ColorFromPalette(*curPalette, noise3d[0][0][i] + k * h));
  			}
  			if (WIDTH & 0x01) //(WIDTH % 2U > 0U) // если число пикселей по ширине матрицы нечётное, тогда не забываем и про среднее значение
  			{
  				x = wrapX(shiftValue[i] + WIDTH / 2U);
  				drawPixel(x, y, ColorFromPalette(*curPalette, noise3d[0][0][i] + SEMIWIDTH * h));
  			}
  		}
  	}
  	return true;
  }
  
  // ============= RUBIK / РУБИК =============== (c) SottNick
  // v1.0 - Original by SottNick 23.05.2020
  // v1.1 - Updating for GuverLamp v1.7 by Palpalych 23.05.2020
  
  #define PAUSE_MAX 7 // пропустить 7 кадров после завершения анимации сдвига ячеек
  
  //uint8_t noise3d[1][WIDTH][HEIGHT];
  uint8_t hue2; // осталось шагов паузы
  //uint8_t step; // текущий шаг сдвига (от 0 до eff_delta-1)
  //uint8_t eff_delta; // всего шагов сдвига (до razmer? до (razmer?+1)*shtuk?)
  //uint8_t eff_hue, eff_hue2; // глобальный X и глобальный Y нашего "кубика"
  uint8_t razmerX, razmerY; // размеры ячеек по горизонтали / вертикали
  uint8_t shtukX, shtukY;		// количество ячеек по горизонтали / вертикали
  //uint8_t effect.x1, effect.y1;              // размер всего поля по горизонтали / вертикали (в том числе 1 дополнительная пустая дорожка-разделитель с какой-то из сторон)
  int8_t globalShiftX, globalShiftY; // нужно ли сдвинуть всё поле по окончаии цикла и в каком из направлений (-1, 0, +1)
  bool seamlessX;										 // получилось ли сделать поле по Х бесшовным
  bool krutimVertikalno;						 // направление вращения в данный момент
  
  bool rubikRoutine(uint8_t Scale = effect.scale_real, uint8_t Speed = effect.speed_real)
  {
  	uint8_t x, y;
  	uint8_t anim0;				 // будем считать тут начальный пиксель для анимации сдвига строки/колонки
  	int8_t shift, kudaVse; // какое-то расчётное направление сдвига (-1, 0, +1)
  	CRGB color, color2;
  	const TProgmemRGBPalette16 *curPalette = palettes[Scale / palettes_steps];
  
  	if (effect.hasChangedParams())
  	{
  		//setCurrentPalette();
  		//FastLED.clear();
  		//razmerX = (Scale - 1U) % 11U + 1U; // размер ячейки от 1 до 11 пикселей для каждой из 9 палитр
  		razmerX = scale8(SEMIWIDTH_d, (Scale % palettes_steps) * palettes_count) + 1U;
  		clearAll();
  		razmerY = razmerX;
  		if (Speed & 0x01) // по идее, ячейки не обязательно должны быть квадратными, поэтому можно тут поизвращаться
  			razmerY = (razmerY << 1U) + 1U;
  		shtukY = HEIGHT / (razmerY + 1U);
  		if (shtukY < 2U)
  			shtukY = 2U;
  		y = HEIGHT / shtukY - 1U;
  		if (razmerY > y)
  			razmerY = y;
  		effect.y1 = (razmerY + 1U) * shtukY;
  		shtukX = WIDTH / (razmerX + 1U);
  		if (shtukX < 2U)
  			shtukX = 2U;
  		x = WIDTH / shtukX - 1U;
  		if (razmerX > x)
  			razmerX = x;
  		effect.x1 = (razmerX + 1U) * shtukX;
  		seamlessX = (effect.x1 == WIDTH);
  
  		eff_hue = 0U;
  		eff_hue2 = 0U;
  		globalShiftX = 0;
  		globalShiftY = 0;
  
  		for (uint8_t j = 0U; j < shtukY; j++)
  		{
  			y = j * (razmerY + 1U); // + eff_hue2 т.к. оно =0U
  			for (uint8_t i = 0U; i < shtukX; i++)
  			{
  				x = i * (razmerX + 1U); // + eff_hue т.к. оно =0U
  				if (Scale == 255U)
  					color = CHSV(45U, 0U, 128U + random8(128U));
  				else
  					color = ColorFromPalette(*curPalette, random8());
  				for (uint8_t k = 0U; k < razmerY; k++)
  					for (uint8_t m = 0U; m < razmerX; m++)
  						drawPixel(x + m, y + k, color);
  			}
  		}
  		eff_step = 4U;	// текущий шаг сдвига первоначально с перебором (от 0 до eff_delta-1)
  		eff_delta = 4U; // всего шагов сдвига (от razmer? до (razmer?+1) * shtuk?)
  		hue2 = 0U;			// осталось шагов паузы
  
  		//это лишнее обнуление
  		//krutimVertikalno = true;
  		//for (uint8_t i = 0U; i < shtukX; i++)
  		//  noise3d[0][i][0] = 0U;
  	}
  
  	//двигаем, что получилось...
  	if (!hue2 && (eff_step < eff_delta)) // если пауза закончилась, а цикл вращения ещё не завершён
  	{
  		eff_step++;
  		if (krutimVertikalno)
  		{
  			for (uint8_t i = 0U; i < shtukX; i++)
  			{
  				x = wrapX(eff_hue + i * (razmerX + 1U));
  				if (noise3d[0][i][0] > 0) // в нулевой ячейке храним оставшееся количество ходов прокрутки
  				{
  					noise3d[0][i][0]--;
  					shift = noise3d[0][i][1] - 1; // в первой ячейке храним направление прокрутки
  
  					if (globalShiftY == 0)
  						anim0 = (eff_hue2 == 0U) ? 0U : eff_hue2 - 1U;
  					else if (globalShiftY > 0)
  						anim0 = eff_hue2;
  					else
  						anim0 = eff_hue2 - 1U;
  
  					if (shift < 0) // если крутим столбец вниз
  					{
  						color = getPixelColor(x, anim0); // берём цвет от нижней строчки
  						for (uint8_t k = anim0; k < anim0 + effect.y1 - 1; k++)
  						{
  							color2 = getPixelColor(x, k + 1); // берём цвет от строчки над нашей
  							for (uint8_t m = x; m < x + razmerX; m++)
  								drawPixel(wrapX(m), k, color2); // копируем его на всю нашу строку
  						}
  						for (uint8_t m = x; m < x + razmerX; m++)
  							drawPixel(wrapX(m), anim0 + effect.y1 - 1, color); // цвет нижней строчки копируем на всю верхнюю
  					}
  					else if (shift > 0) // если крутим столбец вверх
  					{
  						color = getPixelColor(x, anim0 + effect.y1 - 1); // берём цвет от верхней строчки
  						for (uint8_t k = anim0 + effect.y1 - 1; k > anim0; k--)
  						{
  							color2 = getPixelColor(x, k - 1); // берём цвет от строчки под нашей
  							for (uint8_t m = x; m < x + razmerX; m++)
  								drawPixel(wrapX(m), k, color2); // копируем его на всю нашу строку
  						}
  						for (uint8_t m = x; m < x + razmerX; m++)
  							drawPixel(wrapX(m), anim0, color); // цвет верхней строчки копируем на всю нижнюю
  					}
  				}
  			}
  		}
  		else
  		{
  			for (uint8_t j = 0U; j < shtukY; j++)
  			{
  				y = eff_hue2 + j * (razmerY + 1U);
  				if (noise3d[0][0][j] > 0) // в нулевой ячейке храним оставшееся количество ходов прокрутки
  				{
  					noise3d[0][0][j]--;
  					shift = noise3d[0][1][j] - 1; // в первой ячейке храним направление прокрутки
  
  					if (seamlessX)
  						anim0 = 0U;
  					else if (!globalShiftX)
  						anim0 = (eff_hue == 0U) ? 0U : eff_hue - 1U;
  					else if (globalShiftX > 0)
  						anim0 = eff_hue;
  					else
  						anim0 = eff_hue - 1U;
  
  					if (shift < 0) // если крутим строку влево
  					{
  						color = getPixelColor(anim0, y); // берём цвет от левой колонки (левого пикселя)
  						for (uint8_t k = anim0; k < anim0 + effect.x1 - 1; k++)
  						{
  							color2 = getPixelColor(k + 1, y); // берём цвет от колонки (пикселя) правее
  							for (uint8_t m = y; m < y + razmerY; m++)
  								drawPixel(k, m, color2); // копируем его на всю нашу колонку
  						}
  						for (uint8_t m = y; m < y + razmerY; m++)
  							drawPixel(anim0 + effect.x1 - 1, m, color); // цвет левой колонки копируем на всю правую
  					}
  					else if (shift > 0) // если крутим столбец вверх
  					{
  						color = getPixelColor(anim0 + effect.x1 - 1, y); // берём цвет от правой колонки
  						for (uint8_t k = anim0 + effect.x1 - 1; k > anim0; k--)
  						{
  							color2 = getPixelColor(k - 1, y); // берём цвет от колонки левее
  							for (uint8_t m = y; m < y + razmerY; m++)
  								drawPixel(k, m, color2); // копируем его на всю нашу колонку
  						}
  						for (uint8_t m = y; m < y + razmerY; m++)
  							drawPixel(anim0, m, color); // цвет правой колонки копируем на всю левую
  					}
  				}
  			}
  		}
  	}
  	else if (hue2) // пропускаем кадры после прокрутки кубика (делаем паузу)
  		hue2--;
  
  	if (eff_step >= eff_delta) // если цикл вращения завершён, меняем местами соотвествующие ячейки (цвет в них) и точку первой ячейки
  	{
  		eff_step = 0U;
  		hue2 = PAUSE_MAX;
  		//если часть ячеек двигалась на 1 пиксель, пододвигаем глобальные координаты начала
  		eff_hue2 += globalShiftY; //+= globalShiftY;
  		globalShiftY = 0;
  		//eff_hue += globalShiftX; для бесшовной не годится
  		eff_hue = wrapX(WIDTH + eff_hue + globalShiftX);
  		globalShiftX = 0;
  
  		//пришла пора выбрать следующие параметры вращения
  		kudaVse = 0;
  		krutimVertikalno = random8(2U);
  		if (krutimVertikalno) // идём по горизонтали, крутим по вертикали (столбцы двигаются)
  		{
  			for (uint8_t i = 0U; i < shtukX; i++)
  			{
  				noise3d[0][i][1] = random8(3);
  				shift = noise3d[0][i][1] - 1; // в первой ячейке храним направление прокрутки
  				if (kudaVse == 0)
  					kudaVse = shift;
  				else if (shift != 0 && kudaVse != shift)
  					kudaVse = 50;
  			}
  			eff_delta = razmerY + ((((int8_t)eff_hue2 - kudaVse >= 0) && ((int8_t)eff_hue2 - kudaVse + effect.y1 < HEIGHT)) ? random8(2U) : 1U);
  
  			/*        if (kudaVse == 0) // пытался сделать, чтобы при совпадении "весь кубик стоит" сдвинуть его весь на пиксель, но заколебался
          {
            eff_delta = razmerY;
            kudaVse = (random8(2)) ? 1 : -1;
            if (eff_hue2 - kudaVse < 0 || eff_hue2 - kudaVse + effect.y1 >= (int)HEIGHT)
              kudaVse = 0 - kudaVse;
          }
  */
  			if (eff_delta == razmerY) // значит полюбому kudaVse было = (-1, 0, +1) - и для нуля в том числе мы двигаем весь куб на 1 пиксель
  			{
  				globalShiftY = 1 - kudaVse; //временно на единичку больше, чем надо
  				for (uint8_t i = 0U; i < shtukX; i++)
  					if (noise3d[0][i][1] == 1U) // если ячейка никуда не планировала двигаться
  					{
  						noise3d[0][i][1] = globalShiftY;
  						noise3d[0][i][0] = 1U; // в нулевой ячейке храним количество ходов сдвига
  					}
  					else
  						noise3d[0][i][0] = eff_delta; // в нулевой ячейке храним количество ходов сдвига
  				globalShiftY--;
  			}
  			else
  			{
  				x = 0;
  				for (uint8_t i = 0U; i < shtukX; i++)
  					if (noise3d[0][i][1] != 1U)
  					{
  						y = random8(shtukY);
  						if (y > x)
  							x = y;
  						noise3d[0][i][0] = eff_delta * (x + 1U); // в нулевой ячейке храним количество ходов сдвига
  					}
  				eff_delta = eff_delta * (x + 1U);
  			}
  		}
  		else // идём по вертикали, крутим по горизонтали (строки двигаются)
  		{
  			for (uint8_t j = 0U; j < shtukY; j++)
  			{
  				noise3d[0][1][j] = random8(3);
  				shift = noise3d[0][1][j] - 1; // в первой ячейке храним направление прокрутки
  				if (kudaVse == 0)
  					kudaVse = shift;
  				else if (shift != 0 && kudaVse != shift)
  					kudaVse = 50;
  			}
  			if (seamlessX)
  				eff_delta = razmerX + ((kudaVse < 50) ? random8(2U) : 1U);
  			else
  				eff_delta = razmerX + ((((uint8_t)eff_hue - kudaVse >= 0) && ((uint8_t)eff_hue - kudaVse + effect.x1 < WIDTH)) ? random8(2U) : 1U);
  
  			/*        if (kudaVse == 0) // пытался сделать, чтобы при совпадении "весь кубик стоит" сдвинуть его весь на пиксель, но заколебался
          {
            eff_delta = razmerX;
            kudaVse = (random8(2)) ? 1 : -1;
            if (eff_hue - kudaVse < 0 || eff_hue - kudaVse + effect.x1 >= (int)WIDTH)
              kudaVse = 0 - kudaVse;
          }
  */
  			if (eff_delta == razmerX) // значит полюбому kudaVse было = (-1, 0, +1) - и для нуля в том числе мы двигаем весь куб на 1 пиксель
  			{
  				globalShiftX = 1 - kudaVse; //временно на единичку больше, чем надо
  				for (uint8_t j = 0U; j < shtukY; j++)
  					if (noise3d[0][1][j] == 1U) // если ячейка никуда не планировала двигаться
  					{
  						noise3d[0][1][j] = globalShiftX;
  						noise3d[0][0][j] = 1U; // в нулевой ячейке храним количество ходов сдвига
  					}
  					else
  						noise3d[0][0][j] = eff_delta; // в нулевой ячейке храним количество ходов сдвига
  				globalShiftX--;
  			}
  			else
  			{
  				y = 0;
  				for (uint8_t j = 0U; j < shtukY; j++)
  					if (noise3d[0][1][j] != 1U)
  					{
  						x = random8(shtukX);
  						if (x > y)
  							y = x;
  						noise3d[0][0][j] = eff_delta * (x + 1U); // в нулевой ячейке храним количество ходов сдвига
  					}
  				eff_delta *= (y + 1U);
  			}
  		}
  	}
  	return true;
  }
  
  // ============= CLOCK / ЧАСЫ ===============
  // v1.0 - Updating for GuverLamp v1.7 by SottNick 23.05.2020
  // v1.1 - Mass rebuilding by PalPalych 06.06.2020
  
  /*  Speed = clock position
      Scale = 1...254 - selected color
              255 - white 
              0 - rainbow around a day*/
  // v1.0 - Updating for GuverLamp v1.7 by SottNick 21.05.2020
  
  #define CLOCK_SAVE_MODE // удалите или закомментируйте эту строчку, чтобы цифры всегда оставались на одном месте, не двигались по вертикали (не хорошо для светодиодов. выгорают зря)
  #if HEIGHT > 12
  #define CLOCK_BLINKING // удалите или закомментируйте эту строчку, чтобы точки не мигали
  #define CLOCK_MOVE_IF_EVEN (true)
  #define CLOCK_USE_HANDWRITING (false)
  #endif
  #define CLOCK_DESATURATION 15.0f
  //uint8_t hue, hue2; // храним тут часы и минуты
  //uint8_t eff_hue, eff_hue2; // храним здесь задержки мигания точек
  //uint8_t eff_delta; // счётчик цикла / яркости точек на часах
  //uint8_t effect.x1, effect.y1; // храним здесь сдвиг циферблата по горизонтали и вертикали (переменные объявлены в эффекте Кубик Рубика)
  
  static const uint8_t clockFont3x5[10][3] PROGMEM = { // цифры зеркально и на левом боку (так проще рисовать в циклах и экономнее для памяти)
  		{B01011110, B00010001, B00101111},							 //Easy-reading font by PalPlalych
  		{B00111111, B01010000, B10000000},
  		{B00101101, B00010101, B01110011},
  		{B00011010, B00010101, B01110001},
  		{B00111111, B00001010, B00000110},
  		{B01010110, B00010101, B00111001},
  		{B00000111, B00010101, B00101110},
  		{B00011000, B00010100, B01110011},
  		{B01011011, B00010101, B00111011},
  		{B00001110, B00010101, B00111100}};
  
  uint8_t drawDigit3x5(int8_t x, int8_t y, uint8_t number, CRGB color)
  {
  	for (effect.x = 0; effect.x < 3; effect.x++)
  	{
  		uint8_t m = pgm_read_byte(&clockFont3x5[number][effect.x]);
  		if (m & 0x80)
  			break;
  		for (effect.y = 0; effect.y < 5; effect.y++)
  			if ((m >> effect.y) & 0x01)
  				drawPixel(wrapX(x - effect.x), wrapY(y + effect.y), color);
  	}
  	return wrapX(x - effect.x);
  }
  
  uint8_t drawSeparator3x5(int8_t x, int8_t y, uint8_t number1, uint8_t number2, CRGB color, uint8_t intencity)
  {
  #if CLOCK_USE_HANDWRITING
  	CRGB color2 = color;
  	color2.nscale8(~intencity);
  	uint8_t m = pgm_read_byte(&clockFont3x5[number1][2]);
  	if (m & 0x80)
  		m = pgm_read_byte(&clockFont3x5[number1][1]);
  	m &= pgm_read_byte(&clockFont3x5[number2][0]);
  	if (m & 0x20)
  	{
  		drawPixel(wrapX(x), wrapY(y), color2);
  		drawPixel(wrapX(x + 1U), wrapY(y), color);
  	}
  	else if (m & 0x40)
  	{
  		drawPixel(wrapX(x), wrapY(y + 4U), color2);
  		drawPixel(wrapX(x - 1U), wrapY(y + 4U), color);
  	}
  #endif
  	return --x;
  }
  
  void drawNumber3x5(int8_t x, int8_t y, uint8_t number, CRGB color, uint8_t digits)
  {
  	uint8_t century = number / 100;
  	uint8_t decimals = mod8(number, 100);
  	uint8_t units = mod8(decimals, 10);
  	decimals /= 10;
  	uint8_t m;
  
  	if (units == 1U)
  		x--;
  	x = drawDigit3x5(x, y, units, color);
  
  	if ((decimals || century) || (digits > 1))
  	{
  		drawSeparator3x5(x, y, units, decimals, color, 160);
  		x = drawDigit3x5(--x, y, decimals, color);
  	}
  
  	if (century || (digits > 2))
  	{
  		drawSeparator3x5(x, y, decimals, century, color, 160);
  		drawDigit3x5(x, y, century, color);
  	}
  }
  
  bool digiClockRoutine(uint8_t Scale = effect.scale_real, uint8_t Speed = effect.speed_real)
  {
  	if (effect.hasChangedEffect())
  		effect.status |= 0x80;
  
  	if (effect.hasChangedScale())
  	{
  		effect.color = CHSV(Scale, ((Scale == 255) ? 0U : 255U), 255U);
  #if INDICATORS
  		indicators.generalBulb->forecolor = effect.color;
  #endif
  	}
  	if (effect.hasChangedSpeed())
  	{
  		effect.x1 = wrapX(Speed + SEMIWIDTH + 3U + WIDTH_odd); //смещение цифр по горизонтали
  		effect.y1 = Speed / WIDTH % (HEIGHT - 13U);						 //смещение цифр по вертикали (для режима CLOCK_SAVE_MODE будет меняться само)
  #if HEIGHT > 11
  		effect.y1 = (Speed - 1U) / WIDTH % (HEIGHT - 12U); //смещение цифр по вертикали (для режима CLOCK_SAVE_MODE будет меняться само)
  #else																									 // если матрица всего 11 пикселей в высоту, можно сэкономить 1 и впихнуть часы в неё. но если меньше, нужно брать код эффекта с высотой цифр 4 пикселя, а не 5
  		effect.y1 = (Speed - 1U) / WIDTH % (HEIGHT - 11U); //смещение цифр по вертикали (для режима CLOCK_SAVE_MODE будет меняться само)
  #endif
  		eff_offset2 = 255U; // количество минут в данный момент (первоначально запредельое значение)
  		eff_hue2 = 0;				// яркость точки в данный момент
  	}
  
  #if USE_NTP
  	if (!Scale)
  	//effect.color = CHSV((uint8_t)176U - (float)thisTime * 0.1777, 255U, 255U);
  	//hsv2rgb_spectrum(CHSV((uint8_t)171U - (float)thisTime * 0.177777777, 255U, 255U), effect.color);
  	{
  		//float sinTime = (float)chronometer.thisTime / 720 * PI;
  		//effect.color.b = max((cosf(sinTime) + 0.5f) * 170.6f, CLOCK_DESATURATION);
  		//effect.color.r = max((cosf(sinTime + (float)PI * 2 / 3) + 0.5f) * 170.6f, CLOCK_DESATURATION);
  		//effect.color.g = max((cosf(sinTime + (float)PI * 4 / 3) + 0.5f) * 170.6f, CLOCK_DESATURATION);
  		//uint16_t b = (chronometer.thisTime < 480 ? 480 - chronometer.thisTime : chronometer.thisTime < 960 ? 0 : chronometer.thisTime - 960) * 0.5333333333333333f;
  		//uint16_t g = (chronometer.thisTime < 480 ? chronometer.thisTime : chronometer.thisTime < 960 ? 960 - chronometer.thisTime : 0) * 0.5333333333333333f;
  		//uint16_t r = (chronometer.thisTime < 480 ? 0 : chronometer.thisTime < 960 ? chronometer.thisTime - 480 :1440 - chronometer.thisTime) * 0.5333333333333333f;
  		//effect.color.b = min(b, (uint16_t)255);
  		//effect.color.g = min(g, (uint16_t)255);
  		//effect.color.r = min(r, (uint16_t)255);
  
  		float _thisTime = 0.5f + chronometer.thisTime;
  		if (_thisTime < 480.0f)
  		{
  			effect.color.r = CLOCK_DESATURATION;
  			effect.color.g = constrain(0.5333333333333333f * (_thisTime), CLOCK_DESATURATION, float_255);
  			effect.color.b = constrain(0.5333333333333333f * (480.0f - _thisTime), CLOCK_DESATURATION, float_255);
  		}
  		else if (_thisTime < 960.f)
  		{
  			effect.color.r = constrain(0.5333333333333333f * (_thisTime - 480.0f), CLOCK_DESATURATION, float_255);
  			effect.color.g = constrain(0.5333333333333333f * (960.0f - _thisTime), CLOCK_DESATURATION, float_255);
  			effect.color.b = CLOCK_DESATURATION;
  		}
  		else
  		{
  			effect.color.r = constrain(0.5333333333333333f * (1440.0f - _thisTime), CLOCK_DESATURATION, float_255);
  			effect.color.g = CLOCK_DESATURATION;
  			effect.color.b = constrain(0.5333333333333333f * (_thisTime - 960.0f), CLOCK_DESATURATION, float_255);
  		}
  
  		//effect.color.r = constrain(effect.color.r, CLOCK_DESATURATION);
  		//effect.color.g = constrain(effect.color.g, CLOCK_DESATURATION);
  		//effect.color.b = constrain(effect.color.b, CLOCK_DESATURATION);
  
  		static uint8_t roll3;
  		if (roll3 || chronometer.changingQuarters())
  			effect.color = blend(effect.color, 0xABABAB, dim8_raw(--roll3));
  
  #if INDICATORS
  		indicators.generalBulb->forecolor = effect.color;
  #endif
  	}
  
  	clearAll(leds);
  	static uint8_t roll1, roll2;
  
  	EVERY_N_MILLIS(1024 / WIDTH)
  	{
  		if (roll1 || chronometer.changingMinutes())
  			roll1 = wrapX(++roll1);
  		if (roll2 || chronometer.changingHours())
  			roll2 = wrapX(++roll2);
  	}
  
  	drawNumber3x5(effect.x1 - roll2, effect.y1 + 8U, chronometer.hours, effect.color, 1);
  	drawNumber3x5(effect.x1 + roll1, effect.y1, chronometer.minutes, effect.color, 2);
  
  	uint8_t delta = beat8(SEMIWIDTH);
  	for (effect.z = 0; effect.z < WIDTH; effect.z++)
  	{
  		drawPixel(effect.z, effect.y1 + 6, blend(effect.color, 0, sin8((WIDTH_steps * effect.z - delta) & 0xFF)));
  	}
  #endif
  	return true;
  }
  
  // ============= SMOKE / ДЫМ ===============
  /*  Speed = tail dispersing
      Scale = 0...254 - selected color
              255 - white */
  // v1.0 - Updating for GuverLamp v1.7 by SottNick 21.05.2020
  
  bool smokeRoutine(uint8_t Scale = effect.scale_real, uint8_t Speed = effect.speed_real)
  {
  	dimAll(254U, leds); //(255U - modes[currentMode].Scale * 2);
  
  	eff_hue++;
  	CRGB color;
  	if (Scale != 255U)
  	{
  		if (eff_offset2 == Scale)
  		{
  			eff_offset2 = 0U;
  			eff_offset = random8();
  		}
  		color = CHSV(eff_offset, 255U, 255U);
  		if (eff_hue & 0x01) //((eff_hue >> 2U) == 0U) // какой-то умножитель охота подключить к задержке смены цвета, но хз какой...
  			eff_offset2++;
  	}
  	else
  		color = CHSV(0U, 255U, 255U);
  
  	if (Scale & 0x01)
  		if (Speed & 0x01)
  		{
  			eff_hue2--;
  			if (random8(WIDTH) == 0U)
  				eff_hue2--;
  			for (uint8_t y = 0; y < HEIGHT; y++)
  			{
  				addPixel(wrapX(y + eff_hue), y, color);										 // += ColorFromPalette(*curPalette, (x * y) / 2);
  				addPixel(wrapX(eff_hue2 + HEIGHT - y), mirrorY(y), color); // eff_hue рандомный, поэтому  -1U от HEIGHT не нужен
  			}
  		}
  		else
  			for (uint8_t y = 0; y < HEIGHT; y++)
  			{
  				addPixel(wrapX(y + eff_hue), y, color); // += ColorFromPalette(*curPalette, (x * y) / 2);
  				addPixel(wrapX(CENTERX + y + eff_hue), mirrorY(y), color);
  			}
  	else if (Speed & 0x01)
  	{
  		eff_hue2--;
  		if (random8(WIDTH) == 0U)
  			eff_hue2--;
  		for (uint8_t y = 0; y < HEIGHT; y++)
  		{
  			addPixel(wrapX(y + eff_hue), mirrorY(y), color); // += ColorFromPalette(*curPalette, (x * y) / 2);
  			addPixel(wrapX(eff_hue2 + y), mirrorY(y), color);
  		}
  	}
  	else
  		for (uint8_t y = 0; y < HEIGHT; y++)
  		{
  			addPixel(wrapX(y + eff_hue), mirrorY(y), color); // += ColorFromPalette(*curPalette, (x * y) / 2);
  			addPixel(wrapX(CENTERX + y + eff_hue), mirrorY(y), color);
  		}
  
  	// Noise
  
  	// скорость движения по массиву noise
  	//uint32_t mult = 500U * ((modes[currentMode].Scale - 1U) % 10U);
  	eff_offset16 = 8U * Speed;
  	noise32_x[0] += eff_offset16; //1000;
  	noise32_y[0] += eff_offset16; //1000;
  	noise32_z[0] += eff_offset16; //1000;
  
  	// хрен знает что
  	//eff_offset16 = 2000U + 16U * beatsin8(5);
  	scale32_x[0] = 2000U + 16U * beatsin8(7);
  	scale32_y[0] = 2000U + 16U * beatsin8(9);
  	fillNoise3d(0);
  	//MoveX(3);
  	//MoveY(3);
  
  	// допустимый отлёт зажжённого пикселя от изначально присвоенного местоположения (от 0 до указанного значения. дробное)
  	//mult = (modes[currentMode].Brightness - 1U) % 10U;
  	MoveFractionalNoiseX(3); //4
  	MoveFractionalNoiseY(3); //4
  
  	blurAll(beatsin8(2, 10, 25)); // без размытия как-то пиксельно, наверное...
  
  	return true;
  }
  
  // ============= FIRE 2018 /  ОГОНЬ 201 ===============
  // v1.0 - Updating for GuverLamp v1.7 by SottNick 17.04.2020
  // https://gist.github.com/StefanPetrick/819e873492f344ebebac5bcd2fdd8aa8
  // https://gist.github.com/StefanPetrick/1ba4584e534ba99ca259c1103754e4c5
  
  // parameters and buffer for the noise array
  // (вместо закомментированных ситрок используются массивы и переменные от эффекта Кометы для экономии памяти)
  // define NUM_LAYERS 2 // менять бесполезно, так как в коде чётко использовано 2 слоя
  
  uint8_t fire18heat[NUM_LEDS];
  // this finds the right index within a serpentine matrix
  
  bool fire2018Routine(uint8_t Scale = effect.scale_real, uint8_t Speed = effect.speed_real)
  {
  	const uint8_t CentreY = SEMIHEIGHT + HEIGHT_odd;
  	const uint8_t CentreX = SEMIWIDTH + WIDTH_odd;
  
  	// some changing values
  	uint16_t ctrl1 = inoise16(11 * millis(), 0, 0);
  	uint16_t ctrl2 = inoise16(13 * millis(), 100000, 100000);
  	uint16_t ctrl = ((ctrl1 + ctrl2) / 2);
  
  	// parameters for the heatmap
  	uint16_t speed = 25;
  	noise32_x[0] = 3 * ctrl * speed;
  	noise32_y[0] = 20 * millis() * speed;
  	noise32_z[0] = 5 * millis() * speed;
  	scale32_x[0] = ctrl1 / 2;
  	scale32_y[0] = ctrl2 / 2;
  
  	//calculate the noise data
  	uint8_t layer = 0;
  
  	for (uint8_t i = 0; i < WIDTH; i++)
  	{
  		uint32_t ioffset = scale32_x[layer] * (i - CentreX);
  		for (uint8_t j = 0; j < HEIGHT; j++)
  		{
  			uint32_t joffset = scale32_y[layer] * (j - CentreY);
  			uint16_t data = ((inoise16(noise32_x[layer] + ioffset, noise32_y[layer] + joffset, noise32_z[layer])) + 1);
  			noise3d[layer][i][j] = data >> 8;
  		}
  	}
  
  	// parameters for te brightness mask
  	speed = 20;
  	noise32_x[1] = 3 * ctrl * speed;
  	noise32_y[1] = 20 * millis() * speed;
  	noise32_z[1] = 5 * millis() * speed;
  	scale32_x[1] = ctrl1 / 2;
  	scale32_y[1] = ctrl2 / 2;
  
  	//calculate the noise data
  	layer = 1;
  	for (uint8_t i = 0; i < WIDTH; i++)
  	{
  		uint32_t ioffset = scale32_x[layer] * (i - CentreX);
  		for (uint8_t j = 0; j < HEIGHT; j++)
  		{
  			uint32_t joffset = scale32_y[layer] * (j - CentreY);
  			uint16_t data = ((inoise16(noise32_x[layer] + ioffset, noise32_y[layer] + joffset, noise32_z[layer])) + 1);
  			noise3d[layer][i][j] = data >> 8;
  		}
  	}
  
  	// draw lowest line - seed the fire
  	for (uint8_t x = 0; x < WIDTH; x++)
  	{
  		fire18heat[getPixelNumber(x, HEIGHT_d)] = noise3d[0][mirrorX(x)][CentreY - 1]; // хз, почему взято с середины. вожможно, нужно просто с 7 строки вне зависимости от высоты матрицы
  	}
  
  	//copy everything one line up
  	for (uint8_t y = 0; y < HEIGHT - 1; y++)
  	{
  		for (uint8_t x = 0; x < WIDTH; x++)
  		{
  			fire18heat[getPixelNumber(x, y)] = fire18heat[getPixelNumber(x, y + 1)];
  		}
  	}
  
  	//dim
  	for (uint8_t y = 0; y < HEIGHT - 1; y++)
  	{
  		for (uint8_t x = 0; x < WIDTH; x++)
  		{
  			uint8_t dim = noise3d[0][x][y];
  			// high value = high flames
  			dim = dim / 1.7;
  			dim = 255 - dim;
  			fire18heat[getPixelNumber(x, y)] = scale8(fire18heat[getPixelNumber(x, y)], dim);
  		}
  	}
  
  	for (uint8_t y = 0; y < HEIGHT; y++)
  	{
  		for (uint8_t x = 0; x < WIDTH; x++)
  		{
  			// map the colors based on heatmap
  			//leds[XY(x, HEIGHT - 1 - y)] = CRGB( fire18heat[XY(x, y)], 1 , 0);
  			//leds[XY(x, HEIGHT - 1 - y)] = CRGB( fire18heat[XY(x, y)], fire18heat[XY(x, y)] * 0.153, 0);// * 0.153 - лучший оттенок
  			drawPixel(x, HEIGHT_d - y, CRGB(fire18heat[getPixelNumber(x, y)], (float)fire18heat[getPixelNumber(x, y)] * Scale * 0.01, 0));
  
  			//пытался понять, как регулировать оттенок пламени...
  			//  if (modes[currentMode].Scale > 50)
  			//    leds[XY(x, HEIGHT - 1 - y)] = CRGB( fire18heat[XY(x, y)], fire18heat[XY(x, y)] * (modes[currentMode].Scale % 50)  * 0.051, 0);
  			//  else
  			//    leds[XY(x, HEIGHT - 1 - y)] = CRGB( fire18heat[XY(x, y)], 1 , fire18heat[XY(x, y)] * modes[currentMode].Scale * 0.051);
  			//примерно понял
  
  			// dim the result based on 2nd noise layer
  			leds[getPixelNumber(x, HEIGHT_d - y)].nscale8(noise3d[1][x][y]);
  		}
  	}
  	return true;
  }
  
  // ============= FIRE 2012 /  ОГОНЬ 2012 ===============
  // based on FastLED example Fire2012WithPalette: https://github.com/FastLED/FastLED/blob/master/examples/Fire2012WithPalette/Fire2012WithPalette.ino
  // v1.0 - Updating for GuverLamp v1.7 by SottNick 17.04.2020
  
  const CRGBPalette16 WoodFireColors_p = CRGBPalette16(CRGB::Black, CRGB::OrangeRed, CRGB::Orange, CRGB::Gold);							//* Orange
  const CRGBPalette16 NormalFire_p = CRGBPalette16(CRGB::Black, CRGB::Red, 0xff3c00, 0xff7800);															// пытаюсь сделать что-то более приличное
  const CRGBPalette16 NormalFire2_p = CRGBPalette16(CRGB::Black, CRGB::FireBrick, 0xff3c00, 0xff7800);											// пытаюсь сделать что-то более приличное
  const CRGBPalette16 SodiumFireColors_p = CRGBPalette16(CRGB::Black, CRGB::Orange, CRGB::Gold, CRGB::Goldenrod);						//* Yellow
  const CRGBPalette16 CopperFireColors_p = CRGBPalette16(CRGB::Black, CRGB::Green, CRGB::GreenYellow, CRGB::LimeGreen);			//* Green
  const CRGBPalette16 AlcoholFireColors_p = CRGBPalette16(CRGB::Black, CRGB::Blue, CRGB::DeepSkyBlue, CRGB::LightSkyBlue);	//* Blue
  const CRGBPalette16 RubidiumFireColors_p = CRGBPalette16(CRGB::Black, CRGB::Indigo, CRGB::Indigo, CRGB::DarkBlue);				//* Indigo
  const CRGBPalette16 PotassiumFireColors_p = CRGBPalette16(CRGB::Black, CRGB::Indigo, CRGB::MediumPurple, CRGB::DeepPink); //* Violet
  const CRGBPalette16 LithiumFireColors_p = CRGBPalette16(CRGB::Black, CRGB::FireBrick, CRGB::Pink, CRGB::DeepPink);				//* Red
  const CRGBPalette16 firePalettes[] = {
  		HeatColors_p,
  		WoodFireColors_p,
  		NormalFire_p,
  		NormalFire2_p,
  		LithiumFireColors_p,
  		SodiumFireColors_p,
  		CopperFireColors_p,
  		AlcoholFireColors_p,
  		RubidiumFireColors_p,
  		PotassiumFireColors_p};
  CRGBPalette16 fire_p;
  
  bool fire2012Routine(uint8_t Scale = effect.scale_real, uint8_t Speed = effect.speed_real)
  {
  	if (effect.hasChangedEffect())
  	{
  		if (Scale > 100)
  			Scale = 100; // чтобы не было проблем при прошивке без очистки памяти
  		if (Scale > 50)
  			fire_p = firePalettes[Scale / (sizeof(firePalettes) / sizeof(CRGBPalette16))];
  		//fire_p = firePalettes[(int)((float)modes[currentMode].Scale/12)];
  		//else
  
  		//curPalette = palette_arr[(int)((float)Scale / 50 * ((sizeof(palette_arr) / sizeof(TProgmemRGBPalette16 *)) - 1U))];
  	}
  
  	CRGBPalette16 curPalette = firePalettes[Scale / (sizeof(firePalettes) / sizeof(CRGBPalette16))];
  #if HEIGHT / 6 > 6
  #define FIRE_BASE 6
  #else
  #define FIRE_BASE HEIGHT / 6 + 1
  #endif
  	// COOLING: How much does the air cool as it rises?
  	// Less cooling = taller flames.  More cooling = shorter flames.
  	uint8_t cooling = 70;
  	// SPARKING: What chance (out of 255) is there that a new spark will be lit?
  	// Higher chance = more roaring fire.  Lower chance = more flickery fire.
  	uint8_t sparking = 130;
  	// SMOOTHING; How much blending should be done between frames
  	// Lower = more blending and smoother flames. Higher = less blending and flickery flames
  	const uint8_t fireSmoothing = 80;
  	// Add entropy to random number generator; we use a lot of it.
  	random16_add_entropy(random(256));
  
  	// Loop for each column individually
  	for (int x = 0; x < WIDTH; x++)
  	{
  		// Step 1.  Cool down every cell a little
  		for (int i = 0; i < HEIGHT; i++)
  		{
  			noise3d[0][x][i] = qsub8(noise3d[0][x][i], random(0, ((cooling * 10) / HEIGHT) + 2));
  		}
  
  		// Step 2.  Heat from each cell drifts 'up' and diffuses a little
  		for (int k = HEIGHT; k > 1; k--)
  		{
  			noise3d[0][x][wrapY(k)] = (noise3d[0][x][k - 1] + noise3d[0][x][wrapY(k - 2)] + noise3d[0][x][wrapY(k - 2)]) / 3;
  		}
  
  		// Step 3.  Randomly ignite new 'sparks' of heat near the bottom
  		if (random(255) < sparking)
  		{
  			int j = random(FIRE_BASE);
  			noise3d[0][x][j] = qadd8(noise3d[0][x][j], random(160, 255));
  		}
  
  		// Step 4.  Map from heat cells to LED colors
  		/*if (Scale > 50)
        for (int y = 0; y < HEIGHT; y++)
        {
          // Blend new data with previous frame. Average data between neighbouring pixels
          nblend(leds[getPixelNumber(x, y)], ColorFromPalette(fire_p, ((noise3d[0][x][y] * 0.7) + (noise3d[0][wrapX(x + 1)][y] * 0.3))), fireSmoothing);
        }
      else*/
  		for (int y = 0; y < HEIGHT; y++)
  		{
  			// Blend new data with previous frame. Average data between neighbouring pixels
  			nblend(leds[getPixelNumber(x, y)], ColorFromPalette(curPalette, ((noise3d[0][x][y] * 0.7) + (noise3d[0][wrapX(x + 1)][y] * 0.3))), fireSmoothing);
  		}
  	}
  	return true;
  }
  
  // ============= RAINS/LEDS/THUNDERS IN THE CAN /  ОСАДКИ/ТУЧКА/ГРОЗА В БАНКЕ ===============
  // https://github.com/marcmerlin/FastLED_NeoMatrix_SmartMatrix_LEDMatrix_GFX_Demos/blob/master/FastLED/Sublime_Demos/Sublime_Demos.ino
  // v1.0 - Updating for GuverLamp v1.7 by SottNick 17.04.2020
  // там по ссылке ещё остались эффекты с 3 по 9 (в SimplePatternList перечислены)
  
  //прикольная процедура добавляет блеск почти к любому эффекту после его отрисовки https://www.youtube.com/watch?v=aobtR1gIyIo
  //void addGlitter( uint8_t chanceOfGlitter){
  //  if ( random8() < chanceOfGlitter) leds[ random16(NUM_LEDS) ] += CRGB::White;
  //static uint8_t intensity = 42;  // будет бегунок масштаба
  // Array of temp cells (used by fire, theMatrix, coloredRain, stormyRain)
  // uint8_t **tempMatrix; = noise3d[0][WIDTH][HEIGHT]
  // uint8_t *splashArray; = line[WIDTH] из эффекта Огонь
  
  CRGB solidRainColor = CRGB(60, 80, 90);
  
  void rain(byte backgroundDepth, byte maxBrightness, byte spawnFreq, byte tailLength, CRGB rainColor, bool splashes, bool clouds, bool storm)
  {
  	static uint16_t noiseX = random16();
  	static uint16_t noiseY = random16();
  	static uint16_t noiseZ = random16();
  
  	CRGB lightningColor = CRGB(72, 72, 80);
  	CRGBPalette16 rain_p(CRGB::Black, rainColor);
  #ifdef SMARTMATRIX
  	CRGBPalette16 rainClouds_p(CRGB::Black, CRGB(75, 84, 84), CRGB(49, 75, 75), CRGB::Black);
  #else
  	CRGBPalette16 rainClouds_p(CRGB::Black, CRGB(15, 24, 24), CRGB(9, 15, 15), CRGB::Black);
  #endif
  
  	fadeToBlackBy(leds, NUM_LEDS, 255 - tailLength);
  
  	// Loop for each column individually
  	for (int x = 0; x < WIDTH; x++)
  	{
  		// Step 1.  Move each dot down one cell
  		for (int i = 0; i < HEIGHT; i++)
  		{
  			if (noise3d[0][x][i] >= backgroundDepth)
  			{ // Don't move empty cells
  				if (i > 0)
  					noise3d[0][x][wrapY(i - 1)] = noise3d[0][x][i];
  				noise3d[0][x][i] = 0;
  			}
  		}
  
  		// Step 2.  Randomly spawn new dots at top
  		if (random(255) < spawnFreq)
  			noise3d[0][x][HEIGHT_d] = random8(backgroundDepth, maxBrightness);
  
  		// Step 3. Map from tempMatrix cells to LED colors
  		for (int y = 0; y < HEIGHT; y++)
  			if (noise3d[0][x][y] >= backgroundDepth)
  			{ // Don't write out empty cells
  				drawPixel(x, y, ColorFromPalette(rain_p, noise3d[0][x][y], 192U));
  				addPixel(x, y * 2, ColorFromPalette(rain_p, noise3d[0][x][y], 192U));
  				addPixel(wrapX(x + 8), y * 2 + 1, ColorFromPalette(rain_p, noise3d[0][x][y], 192U));
  			}
  
  		// Step 4. Add splash if called for
  		if (splashes)
  		{
  			// FIXME, this is broken
  			byte j = line[x];
  			byte v = noise3d[0][x][0];
  
  			if (j >= backgroundDepth)
  			{
  				drawPixel(wrapX(x - 2), 0, ColorFromPalette(rain_p, j / 3));
  				drawPixel(wrapX(x + 2), 0, ColorFromPalette(rain_p, j / 3));
  				line[x] = 0; // Reset splash
  			}
  
  			if (v >= backgroundDepth)
  			{
  				drawPixel(wrapX(x - 1), 1, ColorFromPalette(rain_p, v / 2));
  				drawPixel(wrapX(x + 1), 1, ColorFromPalette(rain_p, v / 2));
  				line[x] = v; // Prep splash for next frame
  			}
  		}
  
  		// Step 5. Add lightning if called for
  		if (storm)
  		{
  			//uint8_t lightning[WIDTH][HEIGHT];
  			// ESP32 does not like static arrays  https://github.com/espressif/arduino-esp32/issues/2567
  			uint8_t *lightning = (uint8_t *)malloc(WIDTH * HEIGHT);
  			while (lightning == NULL)
  			{
  				Serial.println("lightning malloc failed");
  			}
  
  			if (random16() < 72)
  			{																																				// Odds of a lightning bolt
  				lightning[scale8(random8(), WIDTH - 1) + (HEIGHT - 1) * WIDTH] = 255; // Random starting location
  				for (int ly = HEIGHT_d; ly > 1; ly--)
  				{
  					for (int lx = 1; lx < WIDTH_d; lx++)
  					{
  						if (lightning[lx + ly * WIDTH] == 255)
  						{
  							lightning[lx + ly * WIDTH] = 0;
  							uint8_t dir = random8(4);
  							switch (dir)
  							{
  							case 0:
  								drawPixel(lx + 1, ly - 1, lightningColor);
  								lightning[(lx + 1) + (ly - 1) * WIDTH] = 255; // move down and right
  								break;
  							case 1:
  								drawPixel(lx, ly - 1, CRGB(128, 128, 128)); // я без понятия, почему у верхней молнии один оттенок, а у остальных - другой
  								lightning[lx + (ly - 1) * WIDTH] = 255;			// move down
  								break;
  							case 2:
  								drawPixel(lx - 1, ly - 1, CRGB(128, 128, 128));
  								lightning[(lx - 1) + (ly - 1) * WIDTH] = 255; // move down and left
  								break;
  							case 3:
  								drawPixel(lx - 1, ly - 1, CRGB(128, 128, 128));
  								lightning[(lx - 1) + (ly - 1) * WIDTH] = 255; // fork down and left
  								drawPixel(lx - 1, ly - 1, CRGB(128, 128, 128));
  								lightning[(lx + 1) + (ly - 1) * WIDTH] = 255; // fork down and right
  								break;
  							}
  						}
  					}
  				}
  			}
  			free(lightning);
  		}
  
  		// Step 6. Add clouds if called for
  		if (clouds)
  		{
  			uint16_t noiseScale = 250; // A value of 1 will be so zoomed in, you'll mostly see solid colors. A value of 4011 will be very zoomed out and shimmery
  			const uint16_t cloudHeight = (HEIGHT * 0.2) + 1;
  
  			// This is the array that we keep our computed noise values in
  			//static uint8_t noise[WIDTH][cloudHeight];
  			static uint8_t *noise = (uint8_t *)malloc(WIDTH * cloudHeight);
  			while (noise == NULL)
  			{
  				Serial.println("noise malloc failed");
  			}
  			int xoffset = noiseScale * x + eff_offset;
  
  			for (int z = 0; z < cloudHeight; z++)
  			{
  				int yoffset = noiseScale * z - eff_offset;
  				uint8_t dataSmoothing = 192;
  				uint8_t noiseData = qsub8(inoise8(noiseX + xoffset, noiseY + yoffset, noiseZ), 16);
  				noiseData = qadd8(noiseData, scale8(noiseData, 39));
  				noise[x * cloudHeight + z] = scale8(noise[x * cloudHeight + z], dataSmoothing) + scale8(noiseData, 256 - dataSmoothing);
  				nblend(leds[getPixelNumber(x, HEIGHT_d - z)], ColorFromPalette(rainClouds_p, noise[x * cloudHeight + z]), (cloudHeight - z) * (250 / cloudHeight));
  			}
  			noiseZ++;
  		}
  	}
  }
  
  uint8_t myScale8(uint8_t x)
  { // даёт масштабировать каждые 8 градаций (от 0 до 7) бегунка Масштаб в значения от 0 до 255 по типа синусоиде
  	uint8_t x8 = x % 8U;
  	uint8_t x4 = x8 % 4U;
  	if (x4 == 0U)
  		if (x8 == 0U)
  			return 0U;
  		else
  			return 255U;
  	else if (x8 < 4U)
  		return (1U + x4 * 72U); // всего 7шт по 36U + 3U лишних = 255U (чтобы восхождение по синусоиде не было зеркально спуску)
  														//else
  	return (253U - x4 * 72U); // 253U = 255U - 2U
  }
  
  bool coloredRainRoutine(uint8_t Scale = effect.scale_real, uint8_t Speed = effect.speed_real) // внимание! этот эффект заточен на работу бегунка Масштаб в диапазоне от 0 до 255. пока что единственный.
  {
  	// я хз, как прикрутить а 1 регулятор и длину хвостов и цвет капель
  	// ( Depth of dots, maximum brightness, frequency of new dots, length of tails, color, splashes, clouds, ligthening )
  	//rain(60, 200, map8(intensity,5,100), 195, CRGB::Green, false, false, false); // было CRGB::Green
  	if (Scale > 247U)
  		rain(60, 200, map8(42, 5, 100), myScale8(Scale), solidRainColor, false, false, false);
  	else
  		rain(60, 200, map8(42, 5, 100), myScale8(Scale), CHSV(Scale, 255U, 255U), false, false, false);
  	return true;
  }
  
  bool simpleRainRoutine(uint8_t Scale = effect.scale_real, uint8_t Speed = effect.speed_real)
  {
  	// ( Depth of dots, maximum brightness, frequency of new dots, length of tails, color, splashes, clouds, ligthening )
  	//rain(60, 200, map8(intensity,2,60), 10, solidRainColor, true, true, false);
  	rain(60, 180, (Scale - 1) * 2.58, 30, solidRainColor, true, true, false);
  	return true;
  }
  
  bool stormyRainRoutine(uint8_t Scale = effect.scale_real, uint8_t Speed = effect.speed_real)
  {
  	// ( Depth of dots, maximum brightness, frequency of new dots, length of tails, color, splashes, clouds, ligthening )
  	//rain(0, 90, map8(intensity,0,150)+60, 10, solidRainColor, true, true, true);
  	rain(60, 160, (Scale - 1) * 2.58, 30, solidRainColor, true, true, true);
  	return true;
  }
  
  bool comboRainRoutine(uint8_t Scale = effect.scale_real, uint8_t Speed = effect.speed_real)
  {
  	if (Speed < 128U)
  	{
  		rain(60, 180, Scale << 1U, 30, solidRainColor, true, true, false);
  	}
  	else
  	{
  		rain(60, 160, ((~Scale) << 1U), 30, solidRainColor, true, true, true);
  	}
  	return true;
  }
  
  // ============= RAIN /  ДОЖДЬ ===============
  // v1.0 - Updating for GuverLamp v1.7 by SottNick 12.04.2020
  // v1.1 - add dither by PalPalych 12.04.2020
  // v1.1 - add LEDraw math by PalPalych 23.03.2020
  
  #define e_rai_DITHER (2U) // разрешить дисперсию (0 - отключить; 2... - каждый n-кадр будет прорисовываться заново)
  
  bool rainRoutine(uint8_t Scale = effect.scale_real, uint8_t Speed = effect.speed_real)
  {
  #if e_rai_DITHER
  	if (effect.frame_counter % e_rai_DITHER)
  		return false;
  #endif
  
  	for (uint8_t x = 0U; x < WIDTH; x++)
  	{
  		// заполняем случайно верхнюю строку
  		CRGB thisColor = getPixelColor(x, HEIGHT_d);
  		if ((uint32_t)thisColor == 0U)
  		{
  			if (random(0, 50) == 0U)
  			{
  				if (Scale == 0)
  					drawPixel(x, HEIGHT_d, CHSV(random(0, 9) * 28, 255U, 255U)); // Радужный дождь
  				else if (Scale == 100)
  					drawPixel(x, HEIGHT_d, 0xE0FFFF - 0x101010 * random(0, 4)); // Снег
  				else
  					drawPixel(x, HEIGHT_d, CHSV(Scale * 2.4 + random(0, 16), 255, 255)); // Цветной дождь
  			}
  		}
  		else
  			subPixel(x, HEIGHT_d, CHSV(0, 0, random(96, 128)));
  	}
  	// сдвигаем всё вниз
  	for (uint8_t x = 0U; x < WIDTH; x++)
  	{
  		for (uint8_t y = 0U; y < HEIGHT_d; y++)
  		{
  			drawPixel(x, y, getPixelColor(x, y + 1U));
  		}
  	}
  	return true;
  }
  
  // ============= SWIRL /  ВОДОВОРОТ ===============
  // Aurora: https://github.com/pixelmatix/aurora
  // Copyright (c) 2014 Jason Coon
  // v1.0 - Updating for GuverLamp v1.7 by SottNick 12.04.2020
  // v1.1 - +dither by PalPalych 12.04.2020
  // v1.2 - +speeding by PalPalych 04.05.2020
  // v1.3 - LEDraw math by PalPalych 23.05.2020
  // v1.4 - math correction by PalPalych 28.05.2020
  
  #define e_swi_DITHER (2U) // разрешить дисперсию (0 - отключить; 2... - каждый n-кадр будет прорисовываться заново)
  #define e_swi_BORDER (2U) // размытие экрана за активный кадр
  
  bool swirlRoutine(uint8_t Scale = effect.scale_real, uint8_t Speed = effect.speed_real)
  {
  
  #if e_swi_DITHER
  	if (effect.frame_counter % e_swi_DITHER)
  		return false;
  #endif
  	// Apply some blurring to whatever's already on the matrix
  	// Note that we never actually clear the matrix, we just constantly
  	// blur it repeatedly.  Since the blurring is 'lossy', there's
  	// an automatic trend toward black -- by design.
  	const TProgmemRGBPalette16 *curPalette = palettes[Scale / palettes_steps];
  #if (WIDTH < 25)
  	blurAll(beatsin8(2, 10, 128));
  #else
  	// Never mind, on my 64x96 array, the dots are just too small
  	blurAll(172);
  #endif
  	Speed = 32U - (Speed >> 3U);
  	// Use two out-of-sync sine waves
  	//uint8_t i = beatsin8(27, e_swi_BORDER, HEIGHT - e_swi_BORDER); // borderWidth
  	//uint8_t j = beatsin8(41, e_swi_BORDER, WIDTH - e_swi_BORDER);
  	effect.i1u = beatsin8(45 - Speed, e_swi_BORDER, HEIGHT - e_swi_BORDER); // borderWidth
  	effect.j1u = beatsin8(57 - Speed, e_swi_BORDER, WIDTH - e_swi_BORDER);
  	// Also calculate some reflections
  	effect.i2u = mirrorX(effect.i1u);
  	effect.j2u = mirrorY(effect.j1u);
  
  	// The color of each point shifts over time, each at a different speed.
  	addPixel(effect.i1u, effect.j1u, ColorFromPalette(*curPalette, millis() / 11));
  	addPixel(effect.j1u, effect.i1u, ColorFromPalette(*curPalette, millis() / 13));
  	addPixel(effect.i2u, effect.j2u, ColorFromPalette(*curPalette, millis() / 17));
  	addPixel(effect.j2u, effect.i2u, ColorFromPalette(*curPalette, millis() / 29));
  	addPixel(effect.i1u, effect.j2u, ColorFromPalette(*curPalette, millis() / 37));
  	addPixel(effect.i2u, effect.j1u, ColorFromPalette(*curPalette, millis() / 41));
  	return true;
  };
  
  // ============= FLOCK /  СТАЯ ===============
  // Flocking by Daniel Shiffman <http://www.shiffman.net>
  // https://github.com/pixelmatix/aurora/blob/master/PatternFlock.h
  // v1.0 - Updating for GuverLamp v1.7 by SottNick & kDn 11.04.2020
  // v1.1 - Speed & Smooth control by Palpalych 04.05.2020
  // v1.2 - predator present for more time by Palpalych 25.05.2020
  
  static const uint8_t AVAILABLE_BOID_COUNT = 20;
  Boid boids[AVAILABLE_BOID_COUNT];
  
  static const int boidCount = 10;
  Boid predator;
  
  PVector wind;
  bool predatorPresent = true;
  bool hasPredator = false;
  
  bool flockRoutine(uint8_t Scale = effect.scale_real, uint8_t Speed = effect.speed_real)
  {
  
  	if (Speed > 127U)
  	{
  		Speed = ~Speed;
  		hasPredator = true;
  	}
  	else
  		hasPredator = false;
  
  	if (effect.hasChangedEffect())
  	{
  		for (int i = 0; i < boidCount; i++)
  			boids[i] = Boid(WIDTH_d, HEIGHT_d);
  		predator = Boid(WIDTH_d, HEIGHT_d);
  		predator.neighbordist = 8.0;
  		predator.desiredseparation = 0.0;
  	}
  
  	blurAll(10);
  	dimAll(255 - scale8(64U, (Scale % palettes_steps) * palettes_count));
  	const TProgmemRGBPalette16 *curPalette = palettes[Scale / palettes_steps];
  
  	float fl_coeff = (float)Speed / 16.0 + 1.0;
  	for (int i = 0; i < boidCount; i++)
  	{
  		boids[i].maxspeed = 0.190 * fl_coeff;
  		boids[i].maxforce = 0.0075 * fl_coeff;
  	}
  	predator.maxspeed = 0.1925 * fl_coeff;
  	predator.maxforce = 0.010 * fl_coeff;
  
  	bool applyWind = random8() > 240;
  	if (applyWind)
  	{
  		wind.x = Boid::randomf() * .0075 * fl_coeff;
  		wind.y = Boid::randomf() * .0075 * fl_coeff;
  	}
  
  	CRGB color = ColorFromPalette(*curPalette, eff_offset);
  
  	for (int i = 0; i < boidCount; i++)
  	{
  		Boid *boid = &boids[i];
  
  		if (predatorPresent)
  		{
  			// flee from predator
  			boid->repelForce(predator.location, 10);
  		}
  
  		boid->run(boids, boidCount);
  		boid->wrapAroundBorders();
  		PVector location = boid->location;
  		// PVector velocity = boid->velocity;
  		// backgroundLayer.drawLine(location.x, location.y, location.x - velocity.x, location.y - velocity.y, color);
  		// effects.leds[XY(location.x, location.y)] += color;
  		drawPixel(location.x, location.y, color);
  
  		if (applyWind)
  		{
  			boid->applyForce(wind);
  			applyWind = false;
  		}
  	}
  
  	if (predatorPresent)
  	{
  		predator.run(boids, boidCount);
  		predator.wrapAroundBorders();
  		color = ColorFromPalette(*curPalette, eff_offset + 128);
  		PVector location = predator.location;
  		// PVector velocity = predator.velocity;
  		// backgroundLayer.drawLine(location.x, location.y, location.x - velocity.x, location.y - velocity.y, color);
  		// effects.leds[XY(location.x, location.y)] += color;
  		drawPixel(location.x, location.y, color);
  	}
  
  	EVERY_N_MILLIS(333)
  	{
  		eff_offset++;
  	}
  
  	EVERY_N_SECONDS(15)
  	{
  		if (!random8(3U))
  		{
  			predatorPresent = hasPredator && !predatorPresent;
  		}
  		else
  		{
  			predatorPresent = true;
  		}
  	}
  	return true;
  }
  
  // ============= WAVES /  ВОЛНЫ ===============
  // https://github.com/pixelmatix/aurora/blob/master/PatternWave.h
  // v1.0 - Updating for GuverLamp v1.7 by SottNick 11.04.2020
  // v1.1 - Speed & Scale control, fairy dimming by Palpalych 04.05.2020
  // v1.2 - Speed correction by Palpalych 25.05.2020
  
  #define e_wav_DITHER (2U) // разрешить дисперсию (0 - отключить; 2... - каждый n-кадр будет прорисовываться заново) Влияет на скорость!
  
  bool wavesRoutine(uint8_t Scale = effect.scale_real, uint8_t Speed = effect.speed_real)
  {
  #if (e_wav_DITHER)
  	if (effect.frame_counter % e_wav_DITHER)
  		return false;
  #endif
  
  	blurAll(20);
  	dimAll(beatsin8(2U, 242U, 254U) - scale8(10U, (Scale % palettes_steps) * palettes_count));
  	const uint8_t waveRotation = Speed >> 5U;
  	const TProgmemRGBPalette16 *curPalette = palettes[Scale / palettes_steps];
  	uint8_t n = 0;
  	switch (waveRotation >> 1U)
  	{
  	case 0:
  		for (uint8_t x = 0; x < WIDTH; x++)
  		{
  			n = quadwave8(x * 2 + eff_offset2) / WIDTH_steps;
  			drawPixel(x, n, ColorFromPalette(*curPalette, eff_offset + x));
  			if (waveRotation & 0x1)
  				drawPixel(x, HEIGHT_d - n, ColorFromPalette(*curPalette, eff_offset + x));
  		}
  		break;
  
  	case 1:
  		for (uint8_t y = 0; y < HEIGHT; y++)
  		{
  			n = quadwave8(y * 2 + eff_offset2) / WIDTH_steps;
  			drawPixel(n, y, ColorFromPalette(*curPalette, eff_offset + y));
  			if (waveRotation & 0x1)
  				drawPixel(WIDTH_d - n, y, ColorFromPalette(*curPalette, eff_offset + y));
  		}
  		break;
  
  	case 2:
  		for (uint8_t x = 0; x < WIDTH; x++)
  		{
  			n = quadwave8(x * 2 - eff_offset2) / WIDTH_steps;
  			drawPixel(x, n, ColorFromPalette(*curPalette, eff_offset + x));
  			if (waveRotation & 0x1)
  				drawPixel(x, HEIGHT_d - n, ColorFromPalette(*curPalette, eff_offset + x));
  		}
  		break;
  
  	case 3:
  		for (uint8_t y = 0; y < HEIGHT; y++)
  		{
  			n = quadwave8(y * 2 - eff_offset2) / WIDTH_steps;
  			drawPixel(n, y, ColorFromPalette(*curPalette, eff_offset + y));
  			if (waveRotation & 0x1)
  				drawPixel(WIDTH_d - n, y, ColorFromPalette(*curPalette, eff_offset + y));
  		}
  		break;
  	}
  	eff_offset2 += (mod8(Speed, 32U) >> 3U) + 1U;
  	eff_offset += beatsin8(2U, 0U, 3U);
  	return true;
  }
  
  // ============= PRISMATA /  ПРИЗМАТА ===============
  // v1.0 - Updating for GuverLamp v1.7 by SottNick 07.04.2020
  // v1.1 - +Smoothing, +Pallete Selector 09.04.2020
  
  #define e_pri_DITHER (2U) // разрешить дисперсию (0 - отключить; 2... - каждый n-кадр будет прорисовываться заново)
  #define e_pri_BLUR (15U)	// размытие экрана за активный кадр
  
  bool prismataRoutine(uint8_t Scale = effect.scale_real, uint8_t Speed = effect.speed_real)
  {
  #if e_pri_DITHER
  	if (effect.frame_counter % e_pri_DITHER)
  		return false;
  #endif
  	const TProgmemRGBPalette16 *curPalette = palettes[Scale / palettes_steps];
  	EVERY_N_MILLIS(333)
  	{
  		eff_offset += WIDTH_steps;
  	}
  	EVERY_N_MILLIS(250)
  	{
  		spirosteps = mapsin8(eff_offset2++, 31U, 224U);
  	}
  	blurAll(e_pri_BLUR);
  	dimAll(qsub8(250U, mod8(Scale, palettes_count) * (palettes_steps >> 2U)));
  	for (uint8_t x = 0; x < WIDTH; x++)
  	{
  		uint8_t y = beatsin8(x + (Speed >> 2U) + 1U, 1U, HEIGHT_d - 1U);
  		drawPixel_fast(x, y, ColorFromPalette(*curPalette, scale8(x * WIDTH_steps, spirosteps) + eff_offset));
  	}
  	return true;
  }
  
  // ***** SPIRALS / СПИРАЛИ *****
  /* Aurora: https://github.com/pixelmatix/aurora/blob/sm3.0-64x64/PatternSpiro.h
     Copyright (c) 2014 Jason Coon */
  // v1.0 - Updating for GuverLamp v1.7 by SottNick 27.03.2020
  // v1.1 - +Smoothing, +Pallete Selector 09.04.2020
  
  #define e_spi_DITHER (2U) // разрешить дисперсию (0 - отключить; 2... - каждый n-кадр будет прорисовываться заново)
  
  static const uint8_t spiroradiusx = WIDTH / 4 - 1U;
  static const uint8_t spiroradiusy = HEIGHT / 4 - 1U;
  
  static const uint8_t spirocenterX = WIDTH / 2 - 1U;
  static const uint8_t spirocenterY = HEIGHT / 2 - 1U;
  
  static const uint8_t spirominx = spirocenterX - spiroradiusx;
  static const uint8_t spiromaxx = spirocenterX + spiroradiusx + 1;
  static const uint8_t spirominy = spirocenterY - spiroradiusy;
  static const uint8_t spiromaxy = spirocenterY + spiroradiusy + 1;
  
  static uint8_t spirocount = 1;
  static uint8_t spirooffset = 256 / spirocount;
  static boolean spiroincrement = false;
  
  static boolean spirohandledChange = false;
  
  bool spiroRoutine(uint8_t Scale = effect.scale_real)
  {
  #if e_spi_DITHER
  	if (effect.frame_counter % e_spi_DITHER)
  		return false;
  #endif
  
  	const TProgmemRGBPalette16 *curPalette = palettes[Scale / palettes_steps];
  	blurAll(20);
  	dimAll(254U - mod8(Scale, palettes_count) * (palettes_steps >> 4));
  
  	boolean change = false;
  	for (int i = 0; i < spirocount; i++)
  	{
  		uint8_t x = mapsin8(spirotheta1 + i * spirooffset, spirominx, spiromaxx);
  		uint8_t y = mapcos8(spirotheta1 + i * spirooffset, spirominy, spiromaxy);
  		uint8_t x2 = mapsin8(spirotheta2 + i * spirooffset, x - spiroradiusx, x + spiroradiusx);
  		uint8_t y2 = mapcos8(spirotheta2 + i * spirooffset, y - spiroradiusy, y + spiroradiusy);
  
  		leds[getPixelNumber(x2, y2)] += ColorFromPalette(*curPalette, scale8(x * WIDTH_steps, spirosteps) + eff_offset);
  		if (x2 == spirocenterX && y2 == spirocenterY)
  			change = true;
  	}
  	spirotheta2 += 2;
  
  	EVERY_N_MILLIS(12)
  	{
  		spirotheta1 += 1;
  	}
  
  	EVERY_N_MILLIS(75)
  	{
  		if (change && !spirohandledChange)
  		{
  			spirohandledChange = true;
  			if (spirocount >= WIDTH || spirocount == 1)
  				spiroincrement = !spiroincrement;
  			if (spiroincrement)
  			{
  				if (spirocount >= 4)
  					spirocount *= 2;
  				else
  					spirocount += 1;
  			}
  			else
  			{
  				if (spirocount > 4)
  					spirocount /= 2;
  				else
  					spirocount -= 1;
  			}
  			spirooffset = 256 / spirocount;
  		}
  		if (!change)
  			spirohandledChange = false;
  	}
  
  	EVERY_N_MILLIS(33)
  	{
  		eff_offset++;
  	}
  	EVERY_N_MILLIS(500)
  	{
  		spirosteps = mapsin8(eff_offset2++, 51U, 255U);
  	}
  
  	return true;
  }
  
  // ***** WATERPOOL / БАССЕЙН *****
  // v1.0 - Updating for GuverLamp v1.7 by SottNick 27.03.2020
  
  // (с) Сотнег. 03.2020
  // эффект иммеет шов на стыке краёв матрицы (сзади лампы, как и у других эффектов), зато адаптирован для нестандартных размеров матриц.
  // можно было бы сделать абсолютно бесшовный вариант для конкретной матрицы (16х16), но уже была бы заметна зацикленность анимации.
  
  // далее идёт массив из 25 кадров анимации с маской бликов на воде (размер картинки больше размера матрицы, чтобы повторяемость картинки была незаметной)
  // бесшовную анимированную текстуру бликов делал в программе Substance Designer (30 дней бесплатно работает) при помощи плагина Bruno Caustics Generator
  // но сразу под такой мелкий размер текстура выходит нечёткой, поэтому пришлось делать крупную и потом в фотошопе доводить её до ума
  // конвертировал в массив через сервис https://littlevgl.com/image-to-c-array,
  // чтобы из ч/б картинки получить массив для коррекции параметра насыщенности цвета, использовал настройки True color -> C array
  // последовательность замен полученных блоков массива в ворде: "^p  0x"->"^p  {0x"  ...  ", ^p"->"},^p" ... "},^p#endif"->"}^p },^p {"
  static const uint8_t aquariumGIF[25][32][32] PROGMEM = {
  		{{0x00, 0x00, 0x00, 0x00, 0x34, 0x8f, 0x39, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x08, 0x89, 0xe1, 0x77, 0x19, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00},
  		 {0x00, 0x00, 0x00, 0x00, 0x37, 0x9b, 0x31, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x06, 0x7f, 0xdd, 0x77, 0x0a, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00},
  		 {0x00, 0x00, 0x00, 0x00, 0x37, 0x94, 0x23, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x40, 0x88, 0x78, 0x7a, 0x3e, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00},
  		 {0x00, 0x00, 0x00, 0x00, 0x4a, 0x71, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x17, 0x38, 0x87, 0x62, 0x00, 0x21, 0x67, 0x24, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00},
  		 {0x00, 0x00, 0x00, 0x00, 0x77, 0x50, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x11, 0x20, 0x1b, 0x19, 0x46, 0x2e, 0x00, 0x00, 0x3e, 0x73, 0x1c, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00},
  		 {0x00, 0x00, 0x02, 0x55, 0xc7, 0x61, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x16, 0x1f, 0x07, 0x00, 0x00, 0x02, 0x14, 0x00, 0x00, 0x1a, 0xa6, 0x8f, 0x4c, 0x22, 0x04, 0x00, 0x00, 0x00},
  		 {0x0d, 0x20, 0x62, 0xb3, 0xc8, 0x97, 0x47, 0x0c, 0x00, 0x00, 0x00, 0x00, 0x00, 0x10, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x19, 0x00, 0x00, 0x47, 0x74, 0x6a, 0x70, 0x77, 0x6c, 0x4d, 0x29, 0x11},
  		 {0x7b, 0x95, 0x9b, 0x60, 0x31, 0x42, 0x61, 0x67, 0x5d, 0x28, 0x00, 0x00, 0x02, 0x23, 0x04, 0x00, 0x00, 0x00, 0x00, 0x00, 0x2f, 0x59, 0x4a, 0x3e, 0x0e, 0x01, 0x0a, 0x27, 0x4d, 0x6a, 0x79, 0x7c},
  		 {0xc5, 0xb1, 0x2e, 0x00, 0x00, 0x00, 0x00, 0x2a, 0x69, 0x82, 0x44, 0x0f, 0x2e, 0x1c, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x64, 0xb6, 0x45, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x25, 0x6c},
  		 {0x82, 0x62, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x39, 0x82, 0x83, 0x79, 0x26, 0x00, 0x00, 0x00, 0x00, 0x00, 0x38, 0xc2, 0x83, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0e},
  		 {0x5e, 0x45, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x28, 0xab, 0xec, 0x8f, 0x31, 0x21, 0x28, 0x39, 0x59, 0xa2, 0xc4, 0x54, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00},
  		 {0x5d, 0x48, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x6d, 0xed, 0xb9, 0x7d, 0x6e, 0x6d, 0x65, 0x55, 0x43, 0x66, 0x5e, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00},
  		 {0x5c, 0x4d, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x6d, 0x99, 0x3d, 0x1d, 0x18, 0x10, 0x02, 0x00, 0x00, 0x13, 0x5a, 0x25, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00},
  		 {0x56, 0x52, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0d, 0x83, 0x59, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x2c, 0x50, 0x02, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00},
  		 {0x4d, 0x58, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x55, 0x98, 0x27, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x4f, 0x2f, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00},
  		 {0x41, 0x5d, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x3a, 0xb4, 0x97, 0x1b, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x1a, 0x54, 0x0b, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00},
  		 {0x31, 0x61, 0x07, 0x00, 0x00, 0x00, 0x00, 0x12, 0x5b, 0x90, 0x77, 0x60, 0x3b, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x3a, 0x41, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00},
  		 {0x38, 0x78, 0x2d, 0x00, 0x00, 0x0b, 0x43, 0x7e, 0x79, 0x35, 0x06, 0x0d, 0x35, 0x22, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x07, 0x54, 0x2f, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00},
  		 {0x70, 0xc3, 0x96, 0x48, 0x4d, 0x79, 0x81, 0x4c, 0x0b, 0x00, 0x00, 0x00, 0x02, 0x2f, 0x1c, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x34, 0x7b, 0x54, 0x2f, 0x27, 0x22, 0x1f, 0x30},
  		 {0xbf, 0xc9, 0xa6, 0xad, 0xae, 0x72, 0x22, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x05, 0x33, 0x17, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x35, 0xa3, 0xac, 0x81, 0x7a, 0x78, 0x78, 0x8e},
  		 {0x92, 0x5a, 0x22, 0x5b, 0x83, 0x2e, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0a, 0x35, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x21, 0x74, 0x71, 0x3a, 0x27, 0x27, 0x2d, 0x37, 0x61},
  		 {0x46, 0x18, 0x00, 0x00, 0x4d, 0x2e, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x10, 0x34, 0x07, 0x00, 0x00, 0x00, 0x00, 0x26, 0x62, 0x51, 0x08, 0x00, 0x00, 0x00, 0x00, 0x00, 0x10},
  		 {0x2f, 0x09, 0x00, 0x00, 0x32, 0x3e, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x1b, 0x33, 0x03, 0x00, 0x04, 0x30, 0x50, 0x3a, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01},
  		 {0x2f, 0x0d, 0x00, 0x00, 0x1e, 0x48, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x34, 0x3b, 0x22, 0x3d, 0x39, 0x1e, 0x05, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03},
  		 {0x46, 0x1f, 0x00, 0x00, 0x0f, 0x4f, 0x12, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0f, 0x65, 0x6c, 0x2f, 0x02, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01},
  		 {0x74, 0x5f, 0x10, 0x00, 0x16, 0x69, 0x32, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x5f, 0x59, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x19},
  		 {0x4b, 0x42, 0x3a, 0x39, 0x5b, 0x91, 0x6f, 0x13, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0d, 0x5b, 0x38, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x1a, 0x4e},
  		 {0x00, 0x00, 0x09, 0x2e, 0x79, 0x81, 0x75, 0x72, 0x53, 0x43, 0x3d, 0x37, 0x2f, 0x29, 0x24, 0x1e, 0x20, 0x4e, 0x7b, 0x39, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x06, 0x2f, 0x3f, 0x1f},
  		 {0x00, 0x00, 0x00, 0x00, 0x37, 0x65, 0x60, 0x81, 0x72, 0x67, 0x69, 0x6b, 0x6d, 0x6f, 0x6f, 0x6c, 0x71, 0x98, 0xb2, 0x55, 0x17, 0x04, 0x00, 0x00, 0x00, 0x00, 0x00, 0x20, 0x3e, 0x30, 0x06, 0x00},
  		 {0x00, 0x00, 0x00, 0x00, 0x11, 0x6c, 0x75, 0x32, 0x0a, 0x08, 0x0a, 0x0d, 0x12, 0x18, 0x1f, 0x24, 0x2d, 0x4a, 0x8e, 0x93, 0x4a, 0x16, 0x00, 0x00, 0x00, 0x16, 0x36, 0x39, 0x16, 0x00, 0x00, 0x00},
  		 {0x00, 0x00, 0x00, 0x00, 0x0e, 0x7d, 0x67, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x1e, 0x88, 0x9c, 0x45, 0x11, 0x18, 0x32, 0x3a, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00},
  		 {0x00, 0x00, 0x00, 0x00, 0x1f, 0x84, 0x4a, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x35, 0xb1, 0xa5, 0x60, 0x46, 0x26, 0x04, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00}},
  		{{0x00, 0x00, 0x00, 0x00, 0x38, 0x59, 0x0a, 0x00, 0x02, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x10, 0x93, 0x8d, 0x0e, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00},
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  		 {0x00, 0x00, 0x18, 0x80, 0xf2, 0xb1, 0x2f, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x02, 0x0f, 0x0a, 0x00, 0x13, 0x18, 0x00, 0x00, 0x00, 0x00, 0x16, 0xa0, 0xa4, 0x7a, 0x6e, 0x68, 0x53, 0x1f},
  		 {0x88, 0x8a, 0xa7, 0xad, 0x93, 0x8c, 0x82, 0x41, 0x04, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0c, 0x08, 0x00, 0x00, 0x00, 0x0f, 0x00, 0x00, 0x00, 0x06, 0x61, 0x5b, 0x27, 0x31, 0x51, 0x75, 0x93, 0x9f},
  		 {0xd5, 0xd9, 0x72, 0x1d, 0x01, 0x0e, 0x3d, 0x70, 0x67, 0x22, 0x00, 0x00, 0x00, 0x04, 0x0d, 0x00, 0x00, 0x00, 0x00, 0x2e, 0x18, 0x00, 0x1d, 0x52, 0x41, 0x02, 0x00, 0x00, 0x00, 0x0a, 0x32, 0x7b},
  		 {0x7e, 0x77, 0x01, 0x00, 0x00, 0x00, 0x00, 0x0c, 0x51, 0x78, 0x45, 0x0c, 0x09, 0x37, 0x1a, 0x00, 0x00, 0x00, 0x08, 0x8a, 0xb3, 0x6f, 0x5e, 0x2b, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0d},
  		 {0x4e, 0x49, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x30, 0x7f, 0x7a, 0x77, 0xa2, 0x72, 0x39, 0x32, 0x43, 0x73, 0xae, 0xdc, 0x99, 0x21, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00},
  		 {0x4b, 0x4b, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x2d, 0xac, 0xdf, 0xb3, 0x88, 0x70, 0x61, 0x56, 0x47, 0x34, 0x59, 0x6a, 0x0d, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00},
  		 {0x4b, 0x51, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x09, 0x8f, 0x9d, 0x38, 0x16, 0x0e, 0x05, 0x00, 0x00, 0x00, 0x05, 0x4c, 0x2f, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00},
  		 {0x45, 0x55, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x3e, 0x9d, 0x4a, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x1a, 0x50, 0x0a, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00},
  		 {0x3d, 0x58, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x2d, 0x99, 0xa3, 0x42, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x40, 0x39, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00},
  		 {0x2f, 0x59, 0x04, 0x00, 0x00, 0x00, 0x00, 0x09, 0x50, 0x88, 0x69, 0x45, 0x4f, 0x1e, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0d, 0x4f, 0x15, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00},
  		 {0x28, 0x62, 0x16, 0x00, 0x00, 0x00, 0x36, 0x76, 0x7a, 0x36, 0x04, 0x00, 0x16, 0x3c, 0x13, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x30, 0x50, 0x07, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00},
  		 {0x47, 0x86, 0x4b, 0x10, 0x29, 0x63, 0x7f, 0x54, 0x10, 0x00, 0x00, 0x00, 0x00, 0x11, 0x39, 0x0d, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0b, 0x6f, 0x79, 0x36, 0x1c, 0x15, 0x0f, 0x0b, 0x11},
  		 {0x93, 0xd4, 0xb1, 0x7d, 0x7b, 0x5e, 0x22, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x16, 0x37, 0x07, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x29, 0x71, 0x8d, 0x8c, 0x8b, 0x7f, 0x77, 0x70, 0x72},
  		 {0x6f, 0xbb, 0xfa, 0xaa, 0x40, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x1d, 0x34, 0x01, 0x00, 0x00, 0x00, 0x00, 0x27, 0x47, 0x33, 0x2f, 0x4d, 0x4d, 0x45, 0x49, 0x4e, 0x54},
  		 {0x08, 0x4e, 0xc3, 0x86, 0x0b, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x26, 0x32, 0x00, 0x00, 0x0a, 0x33, 0x33, 0x0c, 0x00, 0x09, 0x05, 0x00, 0x00, 0x00, 0x00, 0x00},
  		 {0x00, 0x1c, 0x93, 0x84, 0x0b, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x3c, 0x40, 0x2e, 0x44, 0x25, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00},
  		 {0x00, 0x13, 0x80, 0x94, 0x24, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x11, 0x77, 0x78, 0x1f, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00},
  		 {0x00, 0x14, 0x7e, 0xa9, 0x56, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x04, 0x70, 0x55, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00},
  		 {0x00, 0x1d, 0x89, 0x82, 0x62, 0x35, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0d, 0x63, 0x2b, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00},
  		 {0x00, 0x47, 0x90, 0x41, 0x22, 0x47, 0x3e, 0x06, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x18, 0x61, 0x1a, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00},
  		 {0x18, 0x7a, 0x81, 0x23, 0x00, 0x07, 0x3e, 0x4e, 0x19, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x32, 0x64, 0x0f, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00},
  		 {0x4e, 0x4f, 0x5b, 0x27, 0x00, 0x00, 0x00, 0x3c, 0x6a, 0x58, 0x3b, 0x2e, 0x26, 0x1f, 0x1a, 0x16, 0x23, 0x71, 0x75, 0x0d, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x26},
  		 {0x23, 0x15, 0x4f, 0x46, 0x00, 0x00, 0x00, 0x03, 0x65, 0x9a, 0x80, 0x77, 0x77, 0x77, 0x76, 0x73, 0x84, 0xc3, 0xa2, 0x21, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x12, 0x42, 0x4b},
  		 {0x05, 0x0c, 0x37, 0x6e, 0x23, 0x00, 0x00, 0x19, 0x44, 0x2a, 0x18, 0x18, 0x1d, 0x26, 0x2d, 0x33, 0x44, 0x7b, 0xb2, 0x6a, 0x0f, 0x06, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x2f, 0x51, 0x40, 0x15},
  		 {0x02, 0x00, 0x00, 0x3c, 0x65, 0x15, 0x16, 0x30, 0x0a, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x04, 0x55, 0x9f, 0x60, 0x28, 0x02, 0x00, 0x00, 0x00, 0x20, 0x42, 0x41, 0x1d, 0x05, 0x03},
  		 {0x00, 0x00, 0x00, 0x00, 0x5e, 0x74, 0x4e, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x6a, 0xb5, 0x7f, 0x31, 0x12, 0x23, 0x3d, 0x3d, 0x1d, 0x00, 0x00, 0x00, 0x00}}};
  static uint8_t GIFframe = 0U;	 // текущий кадр анимации (не важно, какой в начале)
  static uint8_t GIFshiftx = 0U; // какой-то там сдвиг текстуры по радиусу лампы
  static uint8_t GIFshifty = 0U; // какой-то там сдвиг текстуры по высоте
  
  #define CAUSTICS_BR (100U) // яркость бликов в процентах (от чистого белого света)
  
  bool waterpoolRoutine(uint8_t Scale = effect.scale_real)
  {
  	if (GIFframe > 24U) // количество кадров в анимации -1 (отсчёт с нуля)
  		GIFframe = 0U;
  	if (GIFframe > 0U && GIFframe < 3U) // пару раз за цикл анимации двигаем текстуру по радиусу лампы. а может и не двигаем. как повезёт
  	{
  		if (random8(2U) == 0U)
  		{
  			GIFshiftx++;
  			if (GIFshiftx > 31U)
  				GIFshiftx = 0U;
  		}
  	}
  	if (GIFframe > 11U && GIFframe < 14U) // пару раз за цикл анимации двигаем текстуру по вертикали. а может и не двигаем. как повезёт
  	{
  		if (random8(2U) == 0U)
  		{
  			GIFshifty++;
  			if (GIFshifty > 31U)
  				GIFshifty = 0U;
  		}
  	}
  
  	for (uint8_t x = 0U; x < WIDTH; x++)
  	{
  		for (uint8_t y = 0U; y < HEIGHT; y++)
  		{
  			// y%32, x%32 - это для масштабирования эффекта на лампы размером большим, чем размер анимации 32х32, а также для произвольного сдвига текстуры
  			drawPixel(x, y, CHSV(Scale, 255U - pgm_read_byte(&aquariumGIF[GIFframe][(y + GIFshifty) % 32U][(x + GIFshiftx) % 32U]) * CAUSTICS_BR / 100U, 255U));
  			// чтобы регулятор Масштаб начал вместо цвета регулировать яркость бликов, нужно закомментировать предыдущую строчку и раскоментировать следующую
  			//        leds[getPixelNumber(x, y)] = CHSV(158U, 255U - pgm_read_byte(&aquariumGIF[GIFframe][(y+GIFshifty)%32U][(x+GIFshiftx)%32U]) * modes[currentMode].Scale / 100U, 255U);
  		}
  	}
  	GIFframe++;
  	return true;
  }
  
  // ***** SHAMELESS MATRIX / НЕСТЫДНАЯ МАТРИЦА *****
  // v1.0 - Updating for GuverLamp v1.7 by SottNick 27.03.2020
  
  bool shamelessMatrixRoutine(uint8_t Scale = effect.scale_real)
  {
  	for (uint8_t x = 0U; x < WIDTH; x++)
  	{
  		// обрабатываем нашу матрицу снизу вверх до второй сверху строчки
  		for (uint8_t y = 0U; y < HEIGHT_d; y++)
  		{
  			uint32_t thisColor = getPixelValue(x, y);					 // берём цвет нашего пикселя
  			uint32_t upperColor = getPixelValue(x, y + 1U);		 // берём цвет пикселя над нашим
  			if (upperColor >= 0x900000 && random8(7 * HEIGHT)) // если выше нас максимальная яркость, игнорим этот факт с некой вероятностью или опускаем цепочку ниже
  				drawPixel(x, y, upperColor);
  			else if ((!thisColor) && (!random16(Scale * 3 + 128))) // если наш пиксель ещё не горит, иногда зажигаем новые цепочки
  				//else if (thisColor == 0U && random((100 - Scale) * HEIGHT*3) == 0U)                // для длинных хвостов
  				drawPixel(x, y, 0x9bf800);
  			else if (thisColor <= 0x050800) // если наш пиксель почти погас, стараемся сделать затухание медленней
  			{
  				if (thisColor >= 0x030000)
  					drawPixel(x, y, 0x020300);
  				else
  					drawPixel(x, y, 0U);
  			}
  			else if (thisColor >= 0x900000) // если наш пиксель максимальной яркости, резко снижаем яркость
  				drawPixel(x, y, 0x558800);
  			else
  				drawPixel(x, y, thisColor - 0x0a1000); // в остальных случаях снижаем яркость на 1 уровень
  																							 //drawPixel(x, y, thisColor - 0x050800);                                             // для длинных хвостов
  		}
  		// аналогично обрабатываем верхний ряд пикселей матрицы
  		uint32_t thisColor = getPixelValue(x, HEIGHT_d);
  		if (!thisColor) // если наш верхний пиксель не горит, заполняем его с вероятностью .Scale
  		{
  			if (!random16(Scale * 3 + 128))
  				drawPixel(x, HEIGHT_d, 0x9bf800);
  		}
  		else if (thisColor <= 0x050800) // если наш верхний пиксель почти погас, стараемся сделать затухание медленней
  		{
  			if (thisColor >= 0x030000)
  				drawPixel(x, HEIGHT_d, 0x020300);
  			else
  				drawPixel(x, HEIGHT_d, 0U);
  		}
  		else if (thisColor >= 0x900000) // если наш верхний пиксель максимальной яркости, резко снижаем яркость
  			drawPixel(x, HEIGHT_d, 0x558800);
  		else
  			drawPixel(x, HEIGHT_d, thisColor - 0x0a1000); // в остальных случаях снижаем яркость на 1 уровень
  																										//drawPixel(x, HEIGHT_d, thisColor - 0x050800);                                     // для длинных хвостов
  	}
  	return true;
  }
  
  // ***** BOUNCING BALLS / ПРЫГАЮЩИЕ МЯЧИКИ *****
  // v1.0 - Updating for GuverLamp v1.7 by SottNick 27.03.2020
  // v1.1 - Add light traces by PalPalych 29.03.2020
  // v1.2 - Pseudo 3D + change color by impact + white balls by PalPalych 01.04.2020
  // --------------------------- эффект мячики ----------------------
  //  BouncingBalls2014 is a program that lets you animate an LED strip
  //  to look like a group of bouncing balls
  //  Daniel Wilson, 2014
  //  https://github.com/githubcdr/Arduino/blob/master/bouncingballs/bouncingballs.ino
  //  With BIG thanks to the FastLED community!
  //  адаптация от SottNick
  #define bballsDIMMING (96U)																				 // Параметр послесвечения хвоста (0 - выключено)
  #define bbalsMAXDARKING (64U)																			 // максимальное оттенение всех шариков (иллюзия, что они на разной глубине)
  #define bbalsEVERYNISWHITE (WIDTH)																 // Каждый n-ный шарик белый
  #define bballsGRAVITY (-9.81)																			 // Downward (negative) acceleration of gravity in m/s^2
  #define bballsH0 (1)																							 // Starting height, in meters, of the ball (strip length)
  #define bballsMaxNUM (WIDTH * 2)																	 // максимальное количество мячиков прикручено при адаптации для бегунка Масштаб
  static uint8_t bballsNUM;																					 // Number of bouncing balls you want (recommend < 7, but 20 is fun in its own way) ... количество мячиков теперь задаётся бегунком, а не константой
  static uint8_t bballsCOLOR[bballsMaxNUM];													 // прикручено при адаптации для разноцветных мячиков
  static int8_t bballsX[bballsMaxNUM];															 // прикручено при адаптации для распределения мячиков по радиусу лампы
  static bool bballsShift[bballsMaxNUM];														 // прикручено при адаптации для того, чтобы мячики не стояли на месте
  static float bballsVImpact0 = sqrt(-2 * bballsGRAVITY * bballsH0); // Impact velocity of the ball when it hits the ground if "dropped" from the top of the strip
  static float bballsVImpact[bballsMaxNUM];													 // As time goes on the impact velocity will change, so make an array to store those values
  static int bballsPos[bballsMaxNUM];																 // The integer position of the dot on the strip (LED index)
  static long bballsTLast[bballsMaxNUM];														 // The clock time of the last ground strike
  static float bballsCOR[bballsMaxNUM];															 // Coefficient of Restitution (bounce damping)
  
  bool bouncingBallsRoutine(uint8_t Scale = effect.scale_real)
  {
  	if (effect.hasChangedEffect())
  	{
  		for (int i = 0; i < bballsMaxNUM; i++)
  		{ // Initialize variables
  			bballsCOLOR[i] = random8();
  			bballsX[i] = random8(0U, WIDTH);
  			bballsTLast[i] = millis();
  			bballsPos[i] = 0U;																	// Balls start on the ground
  			bballsVImpact[i] = bballsVImpact0;									// And "pop" up at vImpact0
  			bballsCOR[i] = 0.90 - float(i) / pow(bballsNUM, 2); // это, видимо, прыгучесть. для каждого мячика уникальная изначально
  			bballsShift[i] = false;
  		}
  	}
  
  	float bballsHi;
  	float bballsTCycle;
  	dimAll(bballsDIMMING);
  	bballsNUM = map8(Scale, 2, bballsMaxNUM); // Setup
  	uint8_t bballsDark = bbalsMAXDARKING / bballsNUM + 1U;
  	for (uint8_t i = 0; i < bballsNUM; i++)
  	{
  		//drawPixel(bballsX[i], bballsPos[i], CRGB::Black); // off for the next loop around
  		bballsTCycle = millis() - bballsTLast[i]; // Calculate the time since the last time the ball was on the ground
  		// A little kinematics equation calculates positon as a function of time, acceleration (gravity) and intial velocity
  		bballsHi = 0.5 * bballsGRAVITY * pow(bballsTCycle / 1000.0, 2.0) + bballsVImpact[i] * bballsTCycle / 1000.0;
  		if (bballsHi < 0)
  		{
  			bballsTLast[i] = millis();
  			bballsHi = 0;																				// If the ball crossed the threshold of the "ground," put it back on the ground
  			bballsVImpact[i] = bballsCOR[i] * bballsVImpact[i]; // and recalculate its new upward velocity as it's old velocity * COR
  
  			if (bballsVImpact[i] < 0.01) // If the ball is barely moving, "pop" it back up at vImpact0
  			{
  				bballsCOR[i] = 0.90 - float(random(0U, 9U)) / pow(random(4U, 9U), 2); // сделал, чтобы мячики меняли свою прыгучесть каждый цикл
  				bballsShift[i] = bballsCOR[i] >= 0.89;																// если мячик максимальной прыгучести, то разрешаем ему сдвинуться
  				bballsVImpact[i] = bballsVImpact0;
  				bballsCOLOR[i] = random8();
  			}
  		}
  		bballsPos[i] = round(bballsHi * (HEIGHT_d) / bballsH0); // Map "h" to a "pos" integer index position on the LED strip
  		if (bballsShift[i] && (bballsPos[i] == HEIGHT_d))				// если мячик получил право, то пускай сдвинется на максимальной высоте 1 раз
  		{
  			bballsShift[i] = false;
  			if (bballsCOLOR[i] % 2 == 0) // чётные налево, нечётные направо
  			{
  				if (bballsX[i] == 0U)
  					bballsX[i] = WIDTH_d;
  				else
  					--bballsX[i];
  			}
  			else
  			{
  				if (bballsX[i] == WIDTH_d)
  					bballsX[i] = 0U;
  				else
  					++bballsX[i];
  			}
  		}
  		drawPixel(bballsX[i], bballsPos[i], CHSV(bballsCOLOR[i], (~bballsCOLOR[i] % bbalsEVERYNISWHITE) ? 255U : 0U, 255U - ((bballsNUM + 1U) * bballsDark) + (i * bballsDark)));
  	}
  	return true;
  }
  
  #endif
  