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move Visual Layer docs to from UWP to WinUI
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.openpublishing.redirection.json

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uwp/composition/composition-animation.md renamed to hub/apps/develop/composition/composition-animation.md

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| Animation concept | Description |
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| ----------------- | ----------- |
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| [Time-based motion with KeyFrameAnimations](time-animations.md) | KeyFrameAnimations are used to directly control the entirety of a motion experience over a period of time. Developers describing a motion’s start, end, interpolation in between, and duration in a traditional keyframed fashion. |
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| [Relative motion with ExpressionAnimations](relation-animations.md) | ExpressionAnimations are used to describe how a motion of one object’s property should be driven relative to another object’s property. Developers define a mathematical equation that defines the reference-based relationship. |
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| [Time-based motion with KeyFrameAnimations](../../../../uwp/composition/time-animations.md) | KeyFrameAnimations are used to directly control the entirety of a motion experience over a period of time. Developers describing a motion’s start, end, interpolation in between, and duration in a traditional keyframed fashion. |
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| [Relative motion with ExpressionAnimations](../../../../uwp/composition/relation-animations.md) | ExpressionAnimations are used to describe how a motion of one object’s property should be driven relative to another object’s property. Developers define a mathematical equation that defines the reference-based relationship. |
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| ImplicitAnimations | These animations are trigger-based and are defined separately from core app logic. ImplicitAnimations are used to describe how and when animations occur as a response to direct property changes. |
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| [Input-driven motion with Input Animations](input-driven-animations.md) | Input Animations covers a set of scenarios that enable developers to describe manipulation-based motion via touch or other input modalities. These animations are driven based on active user input or gestures. |
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| [Physics-based motion with NaturalMotionAnimations](natural-animations.md) | NaturalMotionAnimations are used to describe natural and familiar motion experiences based on real-world force driven motion. Rather than defining time, developers define characteristics of the motion (for example, damping ratio for Springs) |
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| [Input-driven motion with Input Animations](../../../../uwp/composition/input-driven-animations.md) | Input Animations covers a set of scenarios that enable developers to describe manipulation-based motion via touch or other input modalities. These animations are driven based on active user input or gestures. |
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| [Physics-based motion with NaturalMotionAnimations](../../../../uwp/composition/natural-animations.md) | NaturalMotionAnimations are used to describe natural and familiar motion experiences based on real-world force driven motion. Rather than defining time, developers define characteristics of the motion (for example, damping ratio for Springs) |

uwp/composition/composition-brushes.md renamed to hub/apps/develop/composition/composition-brushes.md

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- [Related Topics](./composition-brushes.md#related-topics)
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## Prerequisites
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This overview assumes that you are familiar with the structure of a basic Composition application, as described in the [Visual layer overview](visual-layer.md).
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This overview assumes that you are familiar with the structure of a basic Composition application, as described in the [Visual layer overview](../../../../uwp/composition/visual-layer.md).
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## Paint with a CompositionBrush
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_effectVisual.Size = new Vector2(156, 156);
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```
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For more information on creating an Effect using CompositionBrushes see [Effects in Visual layer](./composition-effects.md)
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For more information on creating an Effect using CompositionBrushes see [Effects in Visual layer](../../../../uwp/composition/composition-effects.md)
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### Paint with a CompositionBrush with opacity mask applied
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## Related Topics
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[Composition native DirectX and Direct2D interop with BeginDraw and EndDraw](composition-native-interop.md)
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[Composition native DirectX and Direct2D interop with BeginDraw and EndDraw](../../../../uwp/composition/composition-native-interop.md)
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[XAML brush interop with XamlCompositionBrushBase](/windows/apps/design/style/brushes#xamlcompositionbrushbase)

uwp/composition/composition-effects.md renamed to hub/apps/develop/composition/composition-effects.md

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The [**Windows.UI.Composition**](/uwp/api/Windows.UI.Composition) APIs allows real-time effects to be applied to images and UI with animatable effect properties. In this overview, we’ll run through the functionality available that allows effects to be applied to a composition visual.
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To support [Universal Windows Platform (UWP)](../get-started/universal-application-platform-guide.md) consistency for developers describing effects in their applications, composition effects leverage Win2D’s IGraphicsEffect interface to use effect descriptions via the [Microsoft.Graphics.Canvas.Effects](https://microsoft.github.io/Win2D/WinUI2/html/N_Microsoft_Graphics_Canvas_Effects.htm) Namespace.
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To support [Universal Windows Platform (UWP)](../../../../uwp/get-started/universal-application-platform-guide.md) consistency for developers describing effects in their applications, composition effects leverage Win2D’s IGraphicsEffect interface to use effect descriptions via the [Microsoft.Graphics.Canvas.Effects](https://microsoft.github.io/Win2D/WinUI2/html/N_Microsoft_Graphics_Canvas_Effects.htm) Namespace.
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Brush effects are used to paint areas of an application by applying effects to a set of existing images. Windows 10 composition effect APIs are focused on Sprite Visuals. The SpriteVisual allows for flexibility and interplay in color, image and effect creation. The SpriteVisual is a composition visual type that can fill a 2D rectangle with a brush. The visual defines the bounds of the rectangle and the brush defines the pixels used to paint the rectangle.
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- [MicrosoftComposition GitHub](https://github.com/microsoft/WindowsCompositionSamples)
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- [**Windows.UI.Composition**](/uwp/api/Windows.UI.Composition)
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- [Composition Overview](https://blogs.windows.com/buildingapps/2015/12/08/awaken-your-creativity-with-the-new-windows-ui-composition/)
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- [Visual Tree Basics](composition-visual-tree.md)
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- [Composition Brushes](composition-brushes.md)
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- [Visual Tree Basics](../../../../uwp/composition/composition-visual-tree.md)
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- [Composition Brushes](../../../../uwp/composition/composition-brushes.md)
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- [XamlCompositionBrushBase](/uwp/api/windows.ui.xaml.media.xamlcompositionbrushbase)
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- [Animation Overview](composition-animation.md)
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- [Composition native DirectX and Direct2D interoperation with BeginDraw and EndDraw](composition-native-interop.md)
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- [Animation Overview](../../../../uwp/composition/composition-animation.md)
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- [Composition native DirectX and Direct2D interoperation with BeginDraw and EndDraw](../../../../uwp/composition/composition-native-interop.md)

uwp/composition/composition-lighting.md renamed to hub/apps/develop/composition/composition-lighting.md

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The Windows.UI.Composition APIs enable you to create real-time animations and effects. Composition Lighting enables 3D lighting in 2D applications. In this overview, we will run through the functionality of how to setup composition lights, identify visuals to receive each light, and use effects to define materials for your content.
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> [!NOTE]
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> To read how [XamlLight](/uwp/api/windows.ui.xaml.media.xamllight) objects apply [CompositionLights](/uwp/api/Windows.UI.Composition.CompositionLight) to illuminate XAML UIElements, see [XAML lighting](xaml-lighting.md).
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> To read how [XamlLight](/uwp/api/windows.ui.xaml.media.xamllight) objects apply [CompositionLights](/uwp/api/Windows.UI.Composition.CompositionLight) to illuminate XAML UIElements, see [XAML lighting](../../../../uwp/composition/xaml-lighting.md).
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Property | Description
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**Color** | The [Color](/uwp/api/windows.ui.color) of the light. Lighting color values are defined by [D3D](../graphics-concepts/light-properties.md) Diffuse, Ambient, and Specular that defines the color being emitted. Lighting uses RGBA values for lights; the alpha color component is not used.
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**Color** | The [Color](/uwp/api/windows.ui.color) of the light. Lighting color values are defined by [D3D](../../../../uwp/graphics-concepts/light-properties.md) Diffuse, Ambient, and Specular that defines the color being emitted. Lighting uses RGBA values for lights; the alpha color component is not used.
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**Direction** | The direction of light. The direction in which the light is pointing is specified relative to its [CoordinateSpace](/uwp/api/windows.ui.composition.distantlight.coordinatespace) Visual.
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**Coordinate Space** | Every Visual has an implicit 3D coordinate space. X direction is from left to right. Y direction is from top to bottom. Z direction is a point out of the plane. The original point of this coordinate is the upper-left corner of the visual, and the unit is Device Independent Pixel (DIP). A light's offset defined in this coordinate.
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**Inner and Outer Cones** | Spotlights emit a cone of light that has two parts: a bright inner cone and an outer cone. Composition allows you control over inner and outer cone angles and color.
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## Related articles
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- [Creating Materials and Lights in the Visual Layer](https://blogs.windows.com/buildingapps/2017/08/04/creating-materials-lights-visual-layer/)
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- [Lighting Overview](../graphics-concepts/lighting-overview.md)
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- [Lighting Overview](../../../../uwp/graphics-concepts/lighting-overview.md)
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- [CompositionCapabilities API](/uwp/api/windows.ui.composition.compositioncapabilities)
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- [Mathematics of Lighting](../graphics-concepts/mathematics-of-lighting.md)
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- [Mathematics of Lighting](../../../../uwp/graphics-concepts/mathematics-of-lighting.md)
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- [SceneLightingEffect](/uwp/api/windows.ui.composition.effects.scenelightingeffect)
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- [WindowsCompositionSamples GitHub Repo](https://github.com/microsoft/WindowsCompositionSamples)

uwp/composition/composition-native-interop.md renamed to hub/apps/develop/composition/composition-native-interop.md

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## C++/CX usage example
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> [!NOTE]
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> This code example exists to help you maintain your C++/CX application. But we recommend that you use [C++/WinRT](../cpp-and-winrt-apis/intro-to-using-cpp-with-winrt.md) for new applications. C++/WinRT is an entirely standard modern C++17 language projection for Windows Runtime (WinRT) APIs, implemented as a header-file-based library, and designed to provide you with first-class access to the modern Windows API.
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> This code example exists to help you maintain your C++/CX application. But we recommend that you use [C++/WinRT](../../../../uwp/cpp-and-winrt-apis/intro-to-using-cpp-with-winrt.md) for new applications. C++/WinRT is an entirely standard modern C++17 language projection for Windows Runtime (WinRT) APIs, implemented as a header-file-based library, and designed to provide you with first-class access to the modern Windows API.
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The C++/CX code example below omits the DirectWrite and Direct2D parts of the example.
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uwp/composition/composition-visual-tree.md renamed to hub/apps/develop/composition/composition-visual-tree.md

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- [**RedirectVisual**](/uwp/api/Windows.UI.Composition.RedirectVisual) – derives from [**ContainerVisual**](/uwp/api/Windows.UI.Composition.ContainerVisual). The visual gets its content from another visual.<br/>(_Introduced in Windows 10, version 1809, SDK 17763._)
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- [**SceneVisual**](/uwp/api/windows.ui.composition.scenes.scenevisual) – derives from [**ContainerVisual**](/uwp/api/Windows.UI.Composition.ContainerVisual). A container visual for the nodes of a 3D scene.<br/>(_Introduced in Windows 10, version 1903, SDK 18362._)
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You can apply content and effects to SpriteVisuals using the [**CompositionBrush**](/uwp/api/Windows.UI.Composition.CompositionBrush) and its subclasses including the [**CompositionColorBrush**](/uwp/api/Windows.UI.Composition.CompositionColorBrush), [**CompositionSurfaceBrush**](/uwp/api/Windows.UI.Composition.CompositionSurfaceBrush) and [**CompositionEffectBrush**](/uwp/api/Windows.UI.Composition.CompositionEffectBrush). To learn more about brushes see [**CompositionBrush Overview**](./composition-brushes.md).
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You can apply content and effects to SpriteVisuals using the [**CompositionBrush**](/uwp/api/Windows.UI.Composition.CompositionBrush) and its subclasses including the [**CompositionColorBrush**](/uwp/api/Windows.UI.Composition.CompositionColorBrush), [**CompositionSurfaceBrush**](/uwp/api/Windows.UI.Composition.CompositionSurfaceBrush) and [**CompositionEffectBrush**](/uwp/api/Windows.UI.Composition.CompositionEffectBrush). To learn more about brushes see [**CompositionBrush Overview**](../../../../uwp/composition/composition-brushes.md).
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## The CompositionVisual Sample
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uwp/composition/inertia-modifiers.md renamed to hub/apps/develop/composition/inertia-modifiers.md

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Here, we assume that you're familiar with the concepts discussed in these articles:
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- [Input-driven animations](input-driven-animations.md)
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- [Custom manipulation experiences with InteractionTracker](interaction-tracker-manipulations.md)
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- [Relation based animations](relation-animations.md)
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- [Input-driven animations](../../../../uwp/composition/input-driven-animations.md)
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- [Custom manipulation experiences with InteractionTracker](../../../../uwp/composition/interaction-tracker-manipulations.md)
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- [Relation based animations](../../../../uwp/composition/relation-animations.md)
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## What are snap points and why are they useful?
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