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1.0)).xy;\\n}\"],\"data\":{\"uniforms\":{}},\"id\":\"text\",\"windowWidth\":1280},{\"breakpoints\":[],\"visible\":true,\"aspectRatio\":1,\"userDownsample\":1,\"layerType\":\"effect\",\"type\":\"fog\",\"usesPingPong\":false,\"speed\":0.5,\"trackMouse\":0,\"trackAxes\":\"xy\",\"mouseMomentum\":0,\"texture\":false,\"animating\":true,\"isMask\":0,\"compiledFragmentShaders\":[\"#version 300 es\\nprecision highp float;\\nprecision highp int;in vec3 vVertexPosition;\\nin vec2 vTextureCoord;uniform sampler2D uTexture;\\nuniform float uTime;\\nuniform vec2 uMousePos;\\nuniform vec2 uResolution;\\nfloat ease (int easingFunc, float t) {\\nreturn t;\\n}\\nfloat getExponentialWeight(int index) {\\nswitch(index) {\\ncase 0: return 1.0000000000;\\ncase 1: return 0.7165313106;\\ncase 2: return 0.5134171190;\\ncase 3: return 0.3678794412;\\ncase 4: return 0.2636050919;\\ncase 5: return 0.1888756057;\\ncase 6: return 0.1353352832;\\ncase 7: return 0.0969670595;\\ncase 8: return 0.0694877157;\\ndefault: return 0.0;\\n}\\n}out vec4 fragColor;const int kernelSize = 36;\\nmat2 rot(float a) {\\nreturn mat2(cos(a),-sin(a),sin(a),cos(a));\\n}const float PHI = 1.618033988;\\nconst float PI = 3.14159265359;float dot_noise(vec3 p) {\\nconst mat3 GOLD = mat3(\\n-0.571464913, +0.814921382, +0.096597072,\\n-0.278044873, -0.303026659, +0.911518454,\\n+0.772087367, +0.494042493, +0.399753815);\\nreturn dot(cos(GOLD * p), sin(PHI * p * GOLD));\\n}float cheap_fbm(vec3 p) {\\nmat2 rota = mat2(0.6, -0.8, 0.8, 0.6);\\nfloat nos = 0.;\\nfloat amp = 1. + 0.8100 * 10.;\\nfloat xp = sqrt(2.);\\nfloat halfxp = xp * 0.5;\\nfor(int i = 0; i < 10; i++) {\\nfloat theta = uTime * 0.05 + float(i);\\np.xy *= xp;\\np.xy += sin(rota * p.xy * xp + theta) * 0.2;\\nfloat nz = dot_noise(vec3(p.xy * rota, p.z + theta));\\nnos += nz * amp * rota[0][0];\\namp *= halfxp;\\nrota *= mat2(0.6, -0.8, 0.8, 0.6);\\n}\\nnos *= 1./float(10);\\nfloat density = -3. + 0.5200 * 6.;\\nreturn smoothstep(-3., 3., nos + density);\\n}float fnoise(vec2 uv) {\\nfloat aspectRatio = uResolution.x/uResolution.y;\\nvec2 aspect = vec2(aspectRatio, 1);\\nfloat multiplier = 10.0 * (1.0000 / ((aspectRatio + 1.) / 2.));\\nvec2 st = ((uv * aspect - vec2(0.5189138472400274, 0.4674414283856344) * aspect)) * multiplier * rot((0.2484 - 0.125) * 2. * PI);vec2 mPos = vec2(0.5189138472400274, 0.4674414283856344) + mix(vec2(0), (uMousePos-0.5), 0.0000);\\nvec2 pos = mix(vec2(0.5189138472400274, 0.4674414283856344), mPos, floor(1.0000));\\nfloat dist = ease(0, max(0.,1.-distance(uv * aspect, mPos * aspect) * 4. * (1. - 1.0000)));if (0 == 1) {\\ndist = max(0., (0.5 - dist));\\n}\\nfloat time = uTime * 0.05;\\nvec2 drift = vec2(time * 0.2) * 2.0 * 0.6700;\\nfloat fbm = cheap_fbm(vec3(st - drift, time)) * dist;\\nfbm = fbm / (1. + fbm);\\nreturn fbm;\\n}vec4 ExponentialBlur(sampler2D tex, vec2 uv, vec2 direction) {\\nvec4 color = vec4(0.0);\\nfloat total_weight = 0.0;float fogNoise = fnoise(uv);\\nfloat radius = 8.0 * fogNoise * max(0.4200, 0.1);\\nradius = mix(0.01, 0.03, radius);vec2 dir = normalize(direction) / vec2(uResolution.x/uResolution.y, 1);vec4 center = texture(tex, uv);\\nfloat center_weight = getExponentialWeight(0);\\ncolor += center * center_weight;\\ntotal_weight += center_weight;for (int i = 1; i <= 8; i++) {\\nfloat weight = getExponentialWeight(i);\\nfloat offset = radius * float(i) / 8.0;\\nvec4 sample1 = texture(tex, uv + offset * dir);\\nvec4 sample2 = texture(tex, uv - offset * dir);\\ncolor += (sample1 + sample2) * weight;\\ntotal_weight += 2.0 * weight;\\n}\\nfloat scatter = radius * 2.;\\ncolor += (\\ntexture(tex, uv + scatter * dir) +\\ntexture(tex, uv - scatter * dir)\\n) * 0.0694877157;return color / total_weight;\\n}vec4 blur(vec2 uv, vec2 direction) {\\nreturn ExponentialBlur(uTexture, uv, direction);\\n}vec4 getColor(vec2 uv) {\\nreturn blur(uv, vec2(1, 0));\\n}void main() {\\nvec2 uv = vTextureCoord;\\nvec4 color = getColor(uv);\\nfragColor = color;}\",\"#version 300 es\\nprecision highp float;\\nprecision highp int;in vec3 vVertexPosition;\\nin vec2 vTextureCoord;uniform sampler2D uTexture;\\nuniform float uTime;\\nuniform vec2 uMousePos;\\nuniform vec2 uResolution;\\nfloat ease (int easingFunc, float t) {\\nreturn t;\\n}\\nfloat getExponentialWeight(int index) {\\nswitch(index) {\\ncase 0: return 1.0000000000;\\ncase 1: return 0.7165313106;\\ncase 2: return 0.5134171190;\\ncase 3: return 0.3678794412;\\ncase 4: return 0.2636050919;\\ncase 5: return 0.1888756057;\\ncase 6: return 0.1353352832;\\ncase 7: return 0.0969670595;\\ncase 8: return 0.0694877157;\\ndefault: return 0.0;\\n}\\n}out vec4 fragColor;const int kernelSize = 36;\\nmat2 rot(float a) {\\nreturn mat2(cos(a),-sin(a),sin(a),cos(a));\\n}const float PHI = 1.618033988;\\nconst float PI = 3.14159265359;float dot_noise(vec3 p) {\\nconst mat3 GOLD = mat3(\\n-0.571464913, +0.814921382, +0.096597072,\\n-0.278044873, -0.303026659, +0.911518454,\\n+0.772087367, +0.494042493, +0.399753815);\\nreturn dot(cos(GOLD * p), sin(PHI * p * GOLD));\\n}float cheap_fbm(vec3 p) {\\nmat2 rota = mat2(0.6, -0.8, 0.8, 0.6);\\nfloat nos = 0.;\\nfloat amp = 1. + 0.8100 * 10.;\\nfloat xp = sqrt(2.);\\nfloat halfxp = xp * 0.5;\\nfor(int i = 0; i < 10; i++) {\\nfloat theta = uTime * 0.05 + float(i);\\np.xy *= xp;\\np.xy += sin(rota * p.xy * xp + theta) * 0.2;\\nfloat nz = dot_noise(vec3(p.xy * rota, p.z + theta));\\nnos += nz * amp * rota[0][0];\\namp *= halfxp;\\nrota *= mat2(0.6, -0.8, 0.8, 0.6);\\n}\\nnos *= 1./float(10);\\nfloat density = -3. + 0.5200 * 6.;\\nreturn smoothstep(-3., 3., nos + density);\\n}float fnoise(vec2 uv) {\\nfloat aspectRatio = uResolution.x/uResolution.y;\\nvec2 aspect = vec2(aspectRatio, 1);\\nfloat multiplier = 10.0 * (1.0000 / ((aspectRatio + 1.) / 2.));\\nvec2 st = ((uv * aspect - vec2(0.5189138472400274, 0.4674414283856344) * aspect)) * multiplier * rot((0.2484 - 0.125) * 2. * PI);vec2 mPos = vec2(0.5189138472400274, 0.4674414283856344) + mix(vec2(0), (uMousePos-0.5), 0.0000);\\nvec2 pos = mix(vec2(0.5189138472400274, 0.4674414283856344), mPos, floor(1.0000));\\nfloat dist = ease(0, max(0.,1.-distance(uv * aspect, mPos * aspect) * 4. * (1. - 1.0000)));if (0 == 1) {\\ndist = max(0., (0.5 - dist));\\n}\\nfloat time = uTime * 0.05;\\nvec2 drift = vec2(time * 0.2) * 2.0 * 0.6700;\\nfloat fbm = cheap_fbm(vec3(st - drift, time)) * dist;\\nfbm = fbm / (1. + fbm);\\nreturn fbm;\\n}vec4 ExponentialBlur(sampler2D tex, vec2 uv, vec2 direction) {\\nvec4 color = vec4(0.0);\\nfloat total_weight = 0.0;float fogNoise = fnoise(uv);\\nfloat radius = 8.0 * fogNoise * max(0.4200, 0.1);\\nradius = mix(0.01, 0.03, radius);vec2 dir = normalize(direction) / vec2(uResolution.x/uResolution.y, 1);vec4 center = texture(tex, uv);\\nfloat center_weight = getExponentialWeight(0);\\ncolor += center * center_weight;\\ntotal_weight += center_weight;for (int i = 1; i <= 8; i++) {\\nfloat weight = getExponentialWeight(i);\\nfloat offset = radius * float(i) / 8.0;\\nvec4 sample1 = texture(tex, uv + offset * dir);\\nvec4 sample2 = texture(tex, uv - offset * dir);\\ncolor += (sample1 + sample2) * weight;\\ntotal_weight += 2.0 * weight;\\n}\\nfloat scatter = radius * 2.;\\ncolor += (\\ntexture(tex, uv + scatter * dir) +\\ntexture(tex, uv - scatter * dir)\\n) * 0.0694877157;return color / total_weight;\\n}vec4 blur(vec2 uv, vec2 direction) {\\nreturn ExponentialBlur(uTexture, uv, direction);\\n}vec4 getColor(vec2 uv) {\\nreturn blur(uv, vec2(0, 1));\\n}void main() {\\nvec2 uv = vTextureCoord;\\nvec4 color = getColor(uv);\\nfragColor = color;}\",\"#version 300 es\\nprecision highp float;\\nprecision highp int;in vec3 vVertexPosition;\\nin vec2 vTextureCoord;uniform sampler2D uTexture;\\nuniform float uTime;\\nuniform vec2 uMousePos;\\nuniform vec2 uResolution;\\nfloat ease (int easingFunc, float t) {\\nreturn t;\\n}\\nfloat getExponentialWeight(int index) {\\nswitch(index) {\\ncase 0: return 1.0000000000;\\ncase 1: return 0.7165313106;\\ncase 2: return 0.5134171190;\\ncase 3: return 0.3678794412;\\ncase 4: return 0.2636050919;\\ncase 5: return 0.1888756057;\\ncase 6: return 0.1353352832;\\ncase 7: return 0.0969670595;\\ncase 8: return 0.0694877157;\\ndefault: return 0.0;\\n}\\n}out vec4 fragColor;const int kernelSize = 36;\\nmat2 rot(float a) {\\nreturn mat2(cos(a),-sin(a),sin(a),cos(a));\\n}const float PHI = 1.618033988;\\nconst float PI = 3.14159265359;float dot_noise(vec3 p) {\\nconst mat3 GOLD = mat3(\\n-0.571464913, +0.814921382, +0.096597072,\\n-0.278044873, -0.303026659, +0.911518454,\\n+0.772087367, +0.494042493, +0.399753815);\\nreturn dot(cos(GOLD * p), sin(PHI * p * GOLD));\\n}float cheap_fbm(vec3 p) {\\nmat2 rota = mat2(0.6, -0.8, 0.8, 0.6);\\nfloat nos = 0.;\\nfloat amp = 1. + 0.8100 * 10.;\\nfloat xp = sqrt(2.);\\nfloat halfxp = xp * 0.5;\\nfor(int i = 0; i < 10; i++) {\\nfloat theta = uTime * 0.05 + float(i);\\np.xy *= xp;\\np.xy += sin(rota * p.xy * xp + theta) * 0.2;\\nfloat nz = dot_noise(vec3(p.xy * rota, p.z + theta));\\nnos += nz * amp * rota[0][0];\\namp *= halfxp;\\nrota *= mat2(0.6, -0.8, 0.8, 0.6);\\n}\\nnos *= 1./float(10);\\nfloat density = -3. + 0.5200 * 6.;\\nreturn smoothstep(-3., 3., nos + density);\\n}float fnoise(vec2 uv) {\\nfloat aspectRatio = uResolution.x/uResolution.y;\\nvec2 aspect = vec2(aspectRatio, 1);\\nfloat multiplier = 10.0 * (1.0000 / ((aspectRatio + 1.) / 2.));\\nvec2 st = ((uv * aspect - vec2(0.5189138472400274, 0.4674414283856344) * aspect)) * multiplier * rot((0.2484 - 0.125) * 2. * PI);vec2 mPos = vec2(0.5189138472400274, 0.4674414283856344) + mix(vec2(0), (uMousePos-0.5), 0.0000);\\nvec2 pos = mix(vec2(0.5189138472400274, 0.4674414283856344), mPos, floor(1.0000));\\nfloat dist = ease(0, max(0.,1.-distance(uv * aspect, mPos * aspect) * 4. * (1. - 1.0000)));if (0 == 1) {\\ndist = max(0., (0.5 - dist));\\n}\\nfloat time = uTime * 0.05;\\nvec2 drift = vec2(time * 0.2) * 2.0 * 0.6700;\\nfloat fbm = cheap_fbm(vec3(st - drift, time)) * dist;\\nfbm = fbm / (1. + fbm);\\nreturn fbm;\\n}vec4 ExponentialBlur(sampler2D tex, vec2 uv, vec2 direction) {\\nvec4 color = vec4(0.0);\\nfloat total_weight = 0.0;float fogNoise = fnoise(uv);\\nfloat radius = 8.0 * fogNoise * max(0.4200, 0.1);\\nradius = mix(0.01, 0.03, radius);vec2 dir = normalize(direction) / vec2(uResolution.x/uResolution.y, 1);vec4 center = texture(tex, uv);\\nfloat center_weight = getExponentialWeight(0);\\ncolor += center * center_weight;\\ntotal_weight += center_weight;for (int i = 1; i <= 8; i++) {\\nfloat weight = getExponentialWeight(i);\\nfloat offset = radius * float(i) / 8.0;\\nvec4 sample1 = texture(tex, uv + offset * dir);\\nvec4 sample2 = texture(tex, uv - offset * dir);\\ncolor += (sample1 + sample2) * weight;\\ntotal_weight += 2.0 * weight;\\n}\\nfloat scatter = radius * 2.;\\ncolor += (\\ntexture(tex, uv + scatter * dir) +\\ntexture(tex, uv - scatter * dir)\\n) * 0.0694877157;return color / total_weight;\\n}vec4 blur(vec2 uv, vec2 direction) {\\nreturn ExponentialBlur(uTexture, uv, direction);\\n}vec4 getColor(vec2 uv) {\\nreturn blur(uv, vec2(1, 1));\\n}void main() {\\nvec2 uv = vTextureCoord;\\nvec4 color = getColor(uv);\\nfragColor = color;}\",\"#version 300 es\\nprecision highp float;\\nprecision highp int;in vec3 vVertexPosition;\\nin vec2 vTextureCoord;uniform sampler2D uTexture;\\nuniform float uTime;\\nuniform vec2 uMousePos;\\nuniform vec2 uResolution;\\nfloat ease (int easingFunc, float t) {\\nreturn t;\\n}\\nfloat getExponentialWeight(int index) {\\nswitch(index) {\\ncase 0: return 1.0000000000;\\ncase 1: return 0.7165313106;\\ncase 2: return 0.5134171190;\\ncase 3: return 0.3678794412;\\ncase 4: return 0.2636050919;\\ncase 5: return 0.1888756057;\\ncase 6: return 0.1353352832;\\ncase 7: return 0.0969670595;\\ncase 8: return 0.0694877157;\\ndefault: return 0.0;\\n}\\n}out vec4 fragColor;const int kernelSize = 36;\\nmat2 rot(float a) {\\nreturn mat2(cos(a),-sin(a),sin(a),cos(a));\\n}const float PHI = 1.618033988;\\nconst float PI = 3.14159265359;float dot_noise(vec3 p) {\\nconst mat3 GOLD = mat3(\\n-0.571464913, +0.814921382, +0.096597072,\\n-0.278044873, -0.303026659, +0.911518454,\\n+0.772087367, +0.494042493, +0.399753815);\\nreturn dot(cos(GOLD * p), sin(PHI * p * GOLD));\\n}float cheap_fbm(vec3 p) {\\nmat2 rota = mat2(0.6, -0.8, 0.8, 0.6);\\nfloat nos = 0.;\\nfloat amp = 1. + 0.8100 * 10.;\\nfloat xp = sqrt(2.);\\nfloat halfxp = xp * 0.5;\\nfor(int i = 0; i < 10; i++) {\\nfloat theta = uTime * 0.05 + float(i);\\np.xy *= xp;\\np.xy += sin(rota * p.xy * xp + theta) * 0.2;\\nfloat nz = dot_noise(vec3(p.xy * rota, p.z + theta));\\nnos += nz * amp * rota[0][0];\\namp *= halfxp;\\nrota *= mat2(0.6, -0.8, 0.8, 0.6);\\n}\\nnos *= 1./float(10);\\nfloat density = -3. + 0.5200 * 6.;\\nreturn smoothstep(-3., 3., nos + density);\\n}float fnoise(vec2 uv) {\\nfloat aspectRatio = uResolution.x/uResolution.y;\\nvec2 aspect = vec2(aspectRatio, 1);\\nfloat multiplier = 10.0 * (1.0000 / ((aspectRatio + 1.) / 2.));\\nvec2 st = ((uv * aspect - vec2(0.5189138472400274, 0.4674414283856344) * aspect)) * multiplier * rot((0.2484 - 0.125) * 2. * PI);vec2 mPos = vec2(0.5189138472400274, 0.4674414283856344) + mix(vec2(0), (uMousePos-0.5), 0.0000);\\nvec2 pos = mix(vec2(0.5189138472400274, 0.4674414283856344), mPos, floor(1.0000));\\nfloat dist = ease(0, max(0.,1.-distance(uv * aspect, mPos * aspect) * 4. * (1. - 1.0000)));if (0 == 1) {\\ndist = max(0., (0.5 - dist));\\n}\\nfloat time = uTime * 0.05;\\nvec2 drift = vec2(time * 0.2) * 2.0 * 0.6700;\\nfloat fbm = cheap_fbm(vec3(st - drift, time)) * dist;\\nfbm = fbm / (1. + fbm);\\nreturn fbm;\\n}vec4 ExponentialBlur(sampler2D tex, vec2 uv, vec2 direction) {\\nvec4 color = vec4(0.0);\\nfloat total_weight = 0.0;float fogNoise = fnoise(uv);\\nfloat radius = 8.0 * fogNoise * max(0.4200, 0.1);\\nradius = mix(0.01, 0.03, radius);vec2 dir = normalize(direction) / vec2(uResolution.x/uResolution.y, 1);vec4 center = texture(tex, uv);\\nfloat center_weight = getExponentialWeight(0);\\ncolor += center * center_weight;\\ntotal_weight += center_weight;for (int i = 1; i <= 8; i++) {\\nfloat weight = getExponentialWeight(i);\\nfloat offset = radius * float(i) / 8.0;\\nvec4 sample1 = texture(tex, uv + offset * dir);\\nvec4 sample2 = texture(tex, uv - offset * dir);\\ncolor += (sample1 + sample2) * weight;\\ntotal_weight += 2.0 * weight;\\n}\\nfloat scatter = radius * 2.;\\ncolor += (\\ntexture(tex, uv + scatter * dir) +\\ntexture(tex, uv - scatter * dir)\\n) * 0.0694877157;return color / total_weight;\\n}vec4 blur(vec2 uv, vec2 direction) {\\nreturn ExponentialBlur(uTexture, uv, direction);\\n}vec4 getColor(vec2 uv) {\\nreturn blur(uv, vec2(1, -1));\\n}void main() {\\nvec2 uv = vTextureCoord;\\nvec4 color = getColor(uv);\\nfragColor = color;}\",\"#version 300 es\\nprecision highp float;\\nprecision highp int;in vec3 vVertexPosition;\\nin vec2 vTextureCoord;uniform sampler2D uTexture;\\nuniform sampler2D uBgTexture;\\nuniform float uTime;\\nuniform vec2 uMousePos;\\nuniform vec2 uResolution;\\nfloat ease (int easingFunc, float t) {\\nreturn t;\\n}\\nuvec2 pcg2d(uvec2 v) {\\nv = v * 1664525u + 1013904223u;\\nv.x += v.y * v.y * 1664525u + 1013904223u;\\nv.y += v.x * v.x * 1664525u + 1013904223u;\\nv ^= v >> 16;\\nv.x += v.y * v.y * 1664525u + 1013904223u;\\nv.y += v.x * v.x * 1664525u + 1013904223u;\\nreturn v;\\n}float randFibo(vec2 p) {\\nuvec2 v = floatBitsToUint(p);\\nv = pcg2d(v);\\nuint r = v.x ^ v.y;\\nreturn float(r) / float(0xffffffffu);\\n}vec3 blend (int blendMode, vec3 src, vec3 dst) {\\nreturn src + dst;\\n}out vec4 fragColor;const int kernelSize = 36;\\nmat2 rot(float a) {\\nreturn mat2(cos(a),-sin(a),sin(a),cos(a));\\n}vec3 Tonemap_ACES(vec3 x) {\\nconst float a = 2.51;\\nconst float b = 0.03;\\nconst float c = 2.43;\\nconst float d = 0.59;\\nconst float e = 0.14;\\nreturn (x * (a * x + b)) / (x * (c * x + d) + e);\\n}vec3 chromatic_aberration(vec3 color, vec2 uv, float amount) {\\nvec2 offset = normalize(vTextureCoord - 0.5) * amount / vec2(uResolution.x/uResolution.y, 1);\\nvec4 left = texture(uTexture, uv - offset);\\nvec4 right = texture(uTexture, uv + offset);color.r = left.r;\\ncolor.b = right.b;return color;\\n}const float PHI = 1.618033988;\\nconst float PI = 3.14159265359;float dot_noise(vec3 p) {\\nconst mat3 GOLD = mat3(\\n-0.571464913, +0.814921382, +0.096597072,\\n-0.278044873, -0.303026659, +0.911518454,\\n+0.772087367, +0.494042493, +0.399753815);\\nreturn dot(cos(GOLD * p), sin(PHI * p * GOLD));\\n}float cheap_fbm(vec3 p) {\\nmat2 rota = mat2(0.6, -0.8, 0.8, 0.6);\\nfloat nos = 0.;\\nfloat amp = 1. + 0.8100 * 10.;\\nfloat xp = sqrt(2.);\\nfloat halfxp = xp * 0.5;\\nfor(int i = 0; i < 10; i++) {\\nfloat theta = uTime * 0.05 + float(i);\\np.xy *= xp;\\np.xy += sin(rota * p.xy * xp + theta) * 0.2;\\nfloat nz = dot_noise(vec3(p.xy * rota, p.z + theta));\\nnos += nz * amp * rota[0][0];\\namp *= halfxp;\\nrota *= mat2(0.6, -0.8, 0.8, 0.6);\\n}\\nnos *= 1./float(10);\\nfloat density = -3. + 0.5200 * 6.;\\nreturn smoothstep(-3., 3., nos + density);\\n}float fnoise(vec2 uv) {\\nfloat aspectRatio = uResolution.x/uResolution.y;\\nvec2 aspect = vec2(aspectRatio, 1);\\nfloat multiplier = 10.0 * (1.0000 / ((aspectRatio + 1.) / 2.));\\nvec2 st = ((uv * aspect - vec2(0.5189138472400274, 0.4674414283856344) * aspect)) * multiplier * rot((0.2484 - 0.125) * 2. * PI);vec2 mPos = vec2(0.5189138472400274, 0.4674414283856344) + mix(vec2(0), (uMousePos-0.5), 0.0000);\\nvec2 pos = mix(vec2(0.5189138472400274, 0.4674414283856344), mPos, floor(1.0000));\\nfloat dist = ease(0, max(0.,1.-distance(uv * aspect, mPos * aspect) * 4. * (1. - 1.0000)));if (0 == 1) {\\ndist = max(0., (0.5 - dist));\\n}\\nfloat time = uTime * 0.05;\\nvec2 drift = vec2(time * 0.2) * 2.0 * 0.6700;\\nfloat fbm = cheap_fbm(vec3(st - drift, time)) * dist;\\nfbm = fbm / (1. + fbm);\\nreturn fbm;\\n}vec4 fogComposite(vec2 uv) {\\nvec4 bg = texture(uBgTexture, uv);\\nvec4 blur = texture(uTexture, uv);\\nfloat aspectRatio = uResolution.x/uResolution.y;\\nfloat fogNoise = fnoise(uv);\\nfloat fogMask = clamp(fogNoise * 2., 0., 1.);vec3 grain = vec3(randFibo(uv + fogNoise));blur.rgb = chromatic_aberration(blur.rgb, uv, fogMask * 0.01 * 0.4200 * (0.2900 * 2.5));\\nblur.rgb = Tonemap_ACES(blur.rgb * (1.2700 + 0.5)) + grain * 0.05;\\nvec4 foggedBlur = vec4(blur.rgb * vec3(0, 0.35294117647058826, 1), blur.a);\\nfoggedBlur.rgb += (0.0000 * 0.25 * fogMask * vec3(0, 0.35294117647058826, 1));\\nfoggedBlur.rgb = blend(1, bg.rgb, foggedBlur.rgb * fogMask);\\nreturn foggedBlur;\\n}vec4 getColor(vec2 uv) {\\nreturn fogComposite(uv);\\n}void main() {\\nvec2 uv = vTextureCoord;\\nvec4 color = getColor(uv);\\nfragColor = color;}\"],\"compiledVertexShaders\":[\"#version 300 es\\nprecision mediump float;in vec3 aVertexPosition;\\nin vec2 aTextureCoord;uniform mat4 uMVMatrix;\\nuniform mat4 uPMatrix;\\nuniform mat4 uTextureMatrix;out vec2 vTextureCoord;\\nout vec3 vVertexPosition;void main() {\\ngl_Position = uPMatrix * 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1.0)).xy;\\n}\"],\"data\":{\"uniforms\":{}},\"id\":\"text\",\"windowWidth\":1280},{\"breakpoints\":[],\"visible\":true,\"aspectRatio\":1,\"userDownsample\":1,\"layerType\":\"effect\",\"type\":\"fog\",\"usesPingPong\":false,\"speed\":0.5,\"trackMouse\":0,\"trackAxes\":\"xy\",\"mouseMomentum\":0,\"texture\":false,\"animating\":true,\"isMask\":0,\"compiledFragmentShaders\":[\"#version 300 es\\nprecision highp float;\\nprecision highp int;in vec3 vVertexPosition;\\nin vec2 vTextureCoord;uniform sampler2D uTexture;\\nuniform float uTime;\\nuniform vec2 uMousePos;\\nuniform vec2 uResolution;\\nfloat ease (int easingFunc, float t) {\\nreturn t;\\n}\\nfloat getExponentialWeight(int index) {\\nswitch(index) {\\ncase 0: return 1.0000000000;\\ncase 1: return 0.7165313106;\\ncase 2: return 0.5134171190;\\ncase 3: return 0.3678794412;\\ncase 4: return 0.2636050919;\\ncase 5: return 0.1888756057;\\ncase 6: return 0.1353352832;\\ncase 7: return 0.0969670595;\\ncase 8: return 0.0694877157;\\ndefault: return 0.0;\\n}\\n}out vec4 fragColor;const int kernelSize = 36;\\nmat2 rot(float a) {\\nreturn mat2(cos(a),-sin(a),sin(a),cos(a));\\n}const float PHI = 1.618033988;\\nconst float PI = 3.14159265359;float dot_noise(vec3 p) {\\nconst mat3 GOLD = mat3(\\n-0.571464913, +0.814921382, +0.096597072,\\n-0.278044873, -0.303026659, +0.911518454,\\n+0.772087367, +0.494042493, +0.399753815);\\nreturn dot(cos(GOLD * p), sin(PHI * p * GOLD));\\n}float cheap_fbm(vec3 p) {\\nmat2 rota = mat2(0.6, -0.8, 0.8, 0.6);\\nfloat nos = 0.;\\nfloat amp = 1. + 0.8100 * 10.;\\nfloat xp = sqrt(2.);\\nfloat halfxp = xp * 0.5;\\nfor(int i = 0; i < 10; i++) {\\nfloat theta = uTime * 0.05 + float(i);\\np.xy *= xp;\\np.xy += sin(rota * p.xy * xp + theta) * 0.2;\\nfloat nz = dot_noise(vec3(p.xy * rota, p.z + theta));\\nnos += nz * amp * rota[0][0];\\namp *= halfxp;\\nrota *= mat2(0.6, -0.8, 0.8, 0.6);\\n}\\nnos *= 1./float(10);\\nfloat density = -3. + 0.5200 * 6.;\\nreturn smoothstep(-3., 3., nos + density);\\n}float fnoise(vec2 uv) {\\nfloat aspectRatio = uResolution.x/uResolution.y;\\nvec2 aspect = vec2(aspectRatio, 1);\\nfloat multiplier = 10.0 * (1.0000 / ((aspectRatio + 1.) / 2.));\\nvec2 st = ((uv * aspect - vec2(0.5189138472400274, 0.4674414283856344) * aspect)) * multiplier * rot((0.2484 - 0.125) * 2. * PI);vec2 mPos = vec2(0.5189138472400274, 0.4674414283856344) + mix(vec2(0), (uMousePos-0.5), 0.0000);\\nvec2 pos = mix(vec2(0.5189138472400274, 0.4674414283856344), mPos, floor(1.0000));\\nfloat dist = ease(0, max(0.,1.-distance(uv * aspect, mPos * aspect) * 4. * (1. - 1.0000)));if (0 == 1) {\\ndist = max(0., (0.5 - dist));\\n}\\nfloat time = uTime * 0.05;\\nvec2 drift = vec2(time * 0.2) * 2.0 * 0.6700;\\nfloat fbm = cheap_fbm(vec3(st - drift, time)) * dist;\\nfbm = fbm / (1. + fbm);\\nreturn fbm;\\n}vec4 ExponentialBlur(sampler2D tex, vec2 uv, vec2 direction) {\\nvec4 color = vec4(0.0);\\nfloat total_weight = 0.0;float fogNoise = fnoise(uv);\\nfloat radius = 8.0 * fogNoise * max(0.4200, 0.1);\\nradius = mix(0.01, 0.03, radius);vec2 dir = normalize(direction) / vec2(uResolution.x/uResolution.y, 1);vec4 center = texture(tex, uv);\\nfloat center_weight = getExponentialWeight(0);\\ncolor += center * center_weight;\\ntotal_weight += center_weight;for (int i = 1; i <= 8; i++) {\\nfloat weight = getExponentialWeight(i);\\nfloat offset = radius * float(i) / 8.0;\\nvec4 sample1 = texture(tex, uv + offset * dir);\\nvec4 sample2 = texture(tex, uv - offset * dir);\\ncolor += (sample1 + sample2) * weight;\\ntotal_weight += 2.0 * weight;\\n}\\nfloat scatter = radius * 2.;\\ncolor += (\\ntexture(tex, uv + scatter * dir) +\\ntexture(tex, uv - scatter * dir)\\n) * 0.0694877157;return color / total_weight;\\n}vec4 blur(vec2 uv, vec2 direction) {\\nreturn ExponentialBlur(uTexture, uv, direction);\\n}vec4 getColor(vec2 uv) {\\nreturn blur(uv, vec2(1, 0));\\n}void main() {\\nvec2 uv = vTextureCoord;\\nvec4 color = getColor(uv);\\nfragColor = color;}\",\"#version 300 es\\nprecision highp float;\\nprecision highp int;in vec3 vVertexPosition;\\nin vec2 vTextureCoord;uniform sampler2D uTexture;\\nuniform float uTime;\\nuniform vec2 uMousePos;\\nuniform vec2 uResolution;\\nfloat ease (int easingFunc, float t) {\\nreturn t;\\n}\\nfloat getExponentialWeight(int index) {\\nswitch(index) {\\ncase 0: return 1.0000000000;\\ncase 1: return 0.7165313106;\\ncase 2: return 0.5134171190;\\ncase 3: return 0.3678794412;\\ncase 4: return 0.2636050919;\\ncase 5: return 0.1888756057;\\ncase 6: return 0.1353352832;\\ncase 7: return 0.0969670595;\\ncase 8: return 0.0694877157;\\ndefault: return 0.0;\\n}\\n}out vec4 fragColor;const int kernelSize = 36;\\nmat2 rot(float a) {\\nreturn mat2(cos(a),-sin(a),sin(a),cos(a));\\n}const float PHI = 1.618033988;\\nconst float PI = 3.14159265359;float dot_noise(vec3 p) {\\nconst mat3 GOLD = mat3(\\n-0.571464913, +0.814921382, +0.096597072,\\n-0.278044873, -0.303026659, +0.911518454,\\n+0.772087367, +0.494042493, +0.399753815);\\nreturn dot(cos(GOLD * p), sin(PHI * p * GOLD));\\n}float cheap_fbm(vec3 p) {\\nmat2 rota = mat2(0.6, -0.8, 0.8, 0.6);\\nfloat nos = 0.;\\nfloat amp = 1. + 0.8100 * 10.;\\nfloat xp = sqrt(2.);\\nfloat halfxp = xp * 0.5;\\nfor(int i = 0; i < 10; i++) {\\nfloat theta = uTime * 0.05 + float(i);\\np.xy *= xp;\\np.xy += sin(rota * p.xy * xp + theta) * 0.2;\\nfloat nz = dot_noise(vec3(p.xy * rota, p.z + theta));\\nnos += nz * amp * rota[0][0];\\namp *= halfxp;\\nrota *= mat2(0.6, -0.8, 0.8, 0.6);\\n}\\nnos *= 1./float(10);\\nfloat density = -3. + 0.5200 * 6.;\\nreturn smoothstep(-3., 3., nos + density);\\n}float fnoise(vec2 uv) {\\nfloat aspectRatio = uResolution.x/uResolution.y;\\nvec2 aspect = vec2(aspectRatio, 1);\\nfloat multiplier = 10.0 * (1.0000 / ((aspectRatio + 1.) / 2.));\\nvec2 st = ((uv * aspect - vec2(0.5189138472400274, 0.4674414283856344) * aspect)) * multiplier * rot((0.2484 - 0.125) * 2. * PI);vec2 mPos = vec2(0.5189138472400274, 0.4674414283856344) + mix(vec2(0), (uMousePos-0.5), 0.0000);\\nvec2 pos = mix(vec2(0.5189138472400274, 0.4674414283856344), mPos, floor(1.0000));\\nfloat dist = ease(0, max(0.,1.-distance(uv * aspect, mPos * aspect) * 4. * (1. - 1.0000)));if (0 == 1) {\\ndist = max(0., (0.5 - dist));\\n}\\nfloat time = uTime * 0.05;\\nvec2 drift = vec2(time * 0.2) * 2.0 * 0.6700;\\nfloat fbm = cheap_fbm(vec3(st - drift, time)) * dist;\\nfbm = fbm / (1. + fbm);\\nreturn fbm;\\n}vec4 ExponentialBlur(sampler2D tex, vec2 uv, vec2 direction) {\\nvec4 color = vec4(0.0);\\nfloat total_weight = 0.0;float fogNoise = fnoise(uv);\\nfloat radius = 8.0 * fogNoise * max(0.4200, 0.1);\\nradius = mix(0.01, 0.03, radius);vec2 dir = normalize(direction) / vec2(uResolution.x/uResolution.y, 1);vec4 center = texture(tex, uv);\\nfloat center_weight = getExponentialWeight(0);\\ncolor += center * center_weight;\\ntotal_weight += center_weight;for (int i = 1; i <= 8; i++) {\\nfloat weight = getExponentialWeight(i);\\nfloat offset = radius * float(i) / 8.0;\\nvec4 sample1 = texture(tex, uv + offset * dir);\\nvec4 sample2 = texture(tex, uv - offset * dir);\\ncolor += (sample1 + sample2) * weight;\\ntotal_weight += 2.0 * weight;\\n}\\nfloat scatter = radius * 2.;\\ncolor += (\\ntexture(tex, uv + scatter * dir) +\\ntexture(tex, uv - scatter * dir)\\n) * 0.0694877157;return color / total_weight;\\n}vec4 blur(vec2 uv, vec2 direction) {\\nreturn ExponentialBlur(uTexture, uv, direction);\\n}vec4 getColor(vec2 uv) {\\nreturn blur(uv, vec2(0, 1));\\n}void main() {\\nvec2 uv = vTextureCoord;\\nvec4 color = getColor(uv);\\nfragColor = color;}\",\"#version 300 es\\nprecision highp float;\\nprecision highp int;in vec3 vVertexPosition;\\nin vec2 vTextureCoord;uniform sampler2D uTexture;\\nuniform float uTime;\\nuniform vec2 uMousePos;\\nuniform vec2 uResolution;\\nfloat ease (int easingFunc, float t) {\\nreturn t;\\n}\\nfloat getExponentialWeight(int index) {\\nswitch(index) {\\ncase 0: return 1.0000000000;\\ncase 1: return 0.7165313106;\\ncase 2: return 0.5134171190;\\ncase 3: return 0.3678794412;\\ncase 4: return 0.2636050919;\\ncase 5: return 0.1888756057;\\ncase 6: return 0.1353352832;\\ncase 7: return 0.0969670595;\\ncase 8: return 0.0694877157;\\ndefault: return 0.0;\\n}\\n}out vec4 fragColor;const int kernelSize = 36;\\nmat2 rot(float a) {\\nreturn mat2(cos(a),-sin(a),sin(a),cos(a));\\n}const float PHI = 1.618033988;\\nconst float PI = 3.14159265359;float dot_noise(vec3 p) {\\nconst mat3 GOLD = mat3(\\n-0.571464913, +0.814921382, +0.096597072,\\n-0.278044873, -0.303026659, +0.911518454,\\n+0.772087367, +0.494042493, +0.399753815);\\nreturn dot(cos(GOLD * p), sin(PHI * p * GOLD));\\n}float cheap_fbm(vec3 p) {\\nmat2 rota = mat2(0.6, -0.8, 0.8, 0.6);\\nfloat nos = 0.;\\nfloat amp = 1. + 0.8100 * 10.;\\nfloat xp = sqrt(2.);\\nfloat halfxp = xp * 0.5;\\nfor(int i = 0; i < 10; i++) {\\nfloat theta = uTime * 0.05 + float(i);\\np.xy *= xp;\\np.xy += sin(rota * p.xy * xp + theta) * 0.2;\\nfloat nz = dot_noise(vec3(p.xy * rota, p.z + theta));\\nnos += nz * amp * rota[0][0];\\namp *= halfxp;\\nrota *= mat2(0.6, -0.8, 0.8, 0.6);\\n}\\nnos *= 1./float(10);\\nfloat density = -3. + 0.5200 * 6.;\\nreturn smoothstep(-3., 3., nos + density);\\n}float fnoise(vec2 uv) {\\nfloat aspectRatio = uResolution.x/uResolution.y;\\nvec2 aspect = vec2(aspectRatio, 1);\\nfloat multiplier = 10.0 * (1.0000 / ((aspectRatio + 1.) / 2.));\\nvec2 st = ((uv * aspect - vec2(0.5189138472400274, 0.4674414283856344) * aspect)) * multiplier * rot((0.2484 - 0.125) * 2. * PI);vec2 mPos = vec2(0.5189138472400274, 0.4674414283856344) + mix(vec2(0), (uMousePos-0.5), 0.0000);\\nvec2 pos = mix(vec2(0.5189138472400274, 0.4674414283856344), mPos, floor(1.0000));\\nfloat dist = ease(0, max(0.,1.-distance(uv * aspect, mPos * aspect) * 4. * (1. - 1.0000)));if (0 == 1) {\\ndist = max(0., (0.5 - dist));\\n}\\nfloat time = uTime * 0.05;\\nvec2 drift = vec2(time * 0.2) * 2.0 * 0.6700;\\nfloat fbm = cheap_fbm(vec3(st - drift, time)) * dist;\\nfbm = fbm / (1. + fbm);\\nreturn fbm;\\n}vec4 ExponentialBlur(sampler2D tex, vec2 uv, vec2 direction) {\\nvec4 color = vec4(0.0);\\nfloat total_weight = 0.0;float fogNoise = fnoise(uv);\\nfloat radius = 8.0 * fogNoise * max(0.4200, 0.1);\\nradius = mix(0.01, 0.03, radius);vec2 dir = normalize(direction) / vec2(uResolution.x/uResolution.y, 1);vec4 center = texture(tex, uv);\\nfloat center_weight = getExponentialWeight(0);\\ncolor += center * center_weight;\\ntotal_weight += center_weight;for (int i = 1; i <= 8; i++) {\\nfloat weight = getExponentialWeight(i);\\nfloat offset = radius * float(i) / 8.0;\\nvec4 sample1 = texture(tex, uv + offset * dir);\\nvec4 sample2 = texture(tex, uv - offset * dir);\\ncolor += (sample1 + sample2) * weight;\\ntotal_weight += 2.0 * weight;\\n}\\nfloat scatter = radius * 2.;\\ncolor += (\\ntexture(tex, uv + scatter * dir) +\\ntexture(tex, uv - scatter * dir)\\n) * 0.0694877157;return color / total_weight;\\n}vec4 blur(vec2 uv, vec2 direction) {\\nreturn ExponentialBlur(uTexture, uv, direction);\\n}vec4 getColor(vec2 uv) {\\nreturn blur(uv, vec2(1, 1));\\n}void main() {\\nvec2 uv = vTextureCoord;\\nvec4 color = getColor(uv);\\nfragColor = color;}\",\"#version 300 es\\nprecision highp float;\\nprecision highp int;in vec3 vVertexPosition;\\nin vec2 vTextureCoord;uniform sampler2D uTexture;\\nuniform float uTime;\\nuniform vec2 uMousePos;\\nuniform vec2 uResolution;\\nfloat ease (int easingFunc, float t) {\\nreturn t;\\n}\\nfloat getExponentialWeight(int index) {\\nswitch(index) {\\ncase 0: return 1.0000000000;\\ncase 1: return 0.7165313106;\\ncase 2: return 0.5134171190;\\ncase 3: return 0.3678794412;\\ncase 4: return 0.2636050919;\\ncase 5: return 0.1888756057;\\ncase 6: return 0.1353352832;\\ncase 7: return 0.0969670595;\\ncase 8: return 0.0694877157;\\ndefault: return 0.0;\\n}\\n}out vec4 fragColor;const int kernelSize = 36;\\nmat2 rot(float a) {\\nreturn mat2(cos(a),-sin(a),sin(a),cos(a));\\n}const float PHI = 1.618033988;\\nconst float PI = 3.14159265359;float dot_noise(vec3 p) {\\nconst mat3 GOLD = mat3(\\n-0.571464913, +0.814921382, +0.096597072,\\n-0.278044873, -0.303026659, +0.911518454,\\n+0.772087367, +0.494042493, +0.399753815);\\nreturn dot(cos(GOLD * p), sin(PHI * p * GOLD));\\n}float cheap_fbm(vec3 p) {\\nmat2 rota = mat2(0.6, -0.8, 0.8, 0.6);\\nfloat nos = 0.;\\nfloat amp = 1. + 0.8100 * 10.;\\nfloat xp = sqrt(2.);\\nfloat halfxp = xp * 0.5;\\nfor(int i = 0; i < 10; i++) {\\nfloat theta = uTime * 0.05 + float(i);\\np.xy *= xp;\\np.xy += sin(rota * p.xy * xp + theta) * 0.2;\\nfloat nz = dot_noise(vec3(p.xy * rota, p.z + theta));\\nnos += nz * amp * rota[0][0];\\namp *= halfxp;\\nrota *= mat2(0.6, -0.8, 0.8, 0.6);\\n}\\nnos *= 1./float(10);\\nfloat density = -3. + 0.5200 * 6.;\\nreturn smoothstep(-3., 3., nos + density);\\n}float fnoise(vec2 uv) {\\nfloat aspectRatio = uResolution.x/uResolution.y;\\nvec2 aspect = vec2(aspectRatio, 1);\\nfloat multiplier = 10.0 * (1.0000 / ((aspectRatio + 1.) / 2.));\\nvec2 st = ((uv * aspect - vec2(0.5189138472400274, 0.4674414283856344) * aspect)) * multiplier * rot((0.2484 - 0.125) * 2. * PI);vec2 mPos = vec2(0.5189138472400274, 0.4674414283856344) + mix(vec2(0), (uMousePos-0.5), 0.0000);\\nvec2 pos = mix(vec2(0.5189138472400274, 0.4674414283856344), mPos, floor(1.0000));\\nfloat dist = ease(0, max(0.,1.-distance(uv * aspect, mPos * aspect) * 4. * (1. - 1.0000)));if (0 == 1) {\\ndist = max(0., (0.5 - dist));\\n}\\nfloat time = uTime * 0.05;\\nvec2 drift = vec2(time * 0.2) * 2.0 * 0.6700;\\nfloat fbm = cheap_fbm(vec3(st - drift, time)) * dist;\\nfbm = fbm / (1. + fbm);\\nreturn fbm;\\n}vec4 ExponentialBlur(sampler2D tex, vec2 uv, vec2 direction) {\\nvec4 color = vec4(0.0);\\nfloat total_weight = 0.0;float fogNoise = fnoise(uv);\\nfloat radius = 8.0 * fogNoise * max(0.4200, 0.1);\\nradius = mix(0.01, 0.03, radius);vec2 dir = normalize(direction) / vec2(uResolution.x/uResolution.y, 1);vec4 center = texture(tex, uv);\\nfloat center_weight = getExponentialWeight(0);\\ncolor += center * center_weight;\\ntotal_weight += center_weight;for (int i = 1; i <= 8; i++) {\\nfloat weight = getExponentialWeight(i);\\nfloat offset = radius * float(i) / 8.0;\\nvec4 sample1 = texture(tex, uv + offset * dir);\\nvec4 sample2 = texture(tex, uv - offset * dir);\\ncolor += (sample1 + sample2) * weight;\\ntotal_weight += 2.0 * weight;\\n}\\nfloat scatter = radius * 2.;\\ncolor += (\\ntexture(tex, uv + scatter * dir) +\\ntexture(tex, uv - scatter * dir)\\n) * 0.0694877157;return color / total_weight;\\n}vec4 blur(vec2 uv, vec2 direction) {\\nreturn ExponentialBlur(uTexture, uv, direction);\\n}vec4 getColor(vec2 uv) {\\nreturn blur(uv, vec2(1, -1));\\n}void main() {\\nvec2 uv = vTextureCoord;\\nvec4 color = getColor(uv);\\nfragColor = color;}\",\"#version 300 es\\nprecision highp float;\\nprecision highp int;in vec3 vVertexPosition;\\nin vec2 vTextureCoord;uniform sampler2D uTexture;\\nuniform sampler2D uBgTexture;\\nuniform float uTime;\\nuniform vec2 uMousePos;\\nuniform vec2 uResolution;\\nfloat ease (int easingFunc, float t) {\\nreturn t;\\n}\\nuvec2 pcg2d(uvec2 v) {\\nv = v * 1664525u + 1013904223u;\\nv.x += v.y * v.y * 1664525u + 1013904223u;\\nv.y += v.x * v.x * 1664525u + 1013904223u;\\nv ^= v >> 16;\\nv.x += v.y * v.y * 1664525u + 1013904223u;\\nv.y += v.x * v.x * 1664525u + 1013904223u;\\nreturn v;\\n}float randFibo(vec2 p) {\\nuvec2 v = floatBitsToUint(p);\\nv = pcg2d(v);\\nuint r = v.x ^ v.y;\\nreturn float(r) / float(0xffffffffu);\\n}vec3 blend (int blendMode, vec3 src, vec3 dst) {\\nreturn src + dst;\\n}out vec4 fragColor;const int kernelSize = 36;\\nmat2 rot(float a) {\\nreturn mat2(cos(a),-sin(a),sin(a),cos(a));\\n}vec3 Tonemap_ACES(vec3 x) {\\nconst float a = 2.51;\\nconst float b = 0.03;\\nconst float c = 2.43;\\nconst float d = 0.59;\\nconst float e = 0.14;\\nreturn (x * (a * x + b)) / (x * (c * x + d) + e);\\n}vec3 chromatic_aberration(vec3 color, vec2 uv, float amount) {\\nvec2 offset = normalize(vTextureCoord - 0.5) * amount / vec2(uResolution.x/uResolution.y, 1);\\nvec4 left = texture(uTexture, uv - offset);\\nvec4 right = texture(uTexture, uv + offset);color.r = left.r;\\ncolor.b = right.b;return color;\\n}const float PHI = 1.618033988;\\nconst float PI = 3.14159265359;float dot_noise(vec3 p) {\\nconst mat3 GOLD = mat3(\\n-0.571464913, +0.814921382, +0.096597072,\\n-0.278044873, -0.303026659, +0.911518454,\\n+0.772087367, +0.494042493, +0.399753815);\\nreturn dot(cos(GOLD * p), sin(PHI * p * GOLD));\\n}float cheap_fbm(vec3 p) {\\nmat2 rota = mat2(0.6, -0.8, 0.8, 0.6);\\nfloat nos = 0.;\\nfloat amp = 1. + 0.8100 * 10.;\\nfloat xp = sqrt(2.);\\nfloat halfxp = xp * 0.5;\\nfor(int i = 0; i < 10; i++) {\\nfloat theta = uTime * 0.05 + float(i);\\np.xy *= xp;\\np.xy += sin(rota * p.xy * xp + theta) * 0.2;\\nfloat nz = dot_noise(vec3(p.xy * rota, p.z + theta));\\nnos += nz * amp * rota[0][0];\\namp *= halfxp;\\nrota *= mat2(0.6, -0.8, 0.8, 0.6);\\n}\\nnos *= 1./float(10);\\nfloat density = -3. + 0.5200 * 6.;\\nreturn smoothstep(-3., 3., nos + density);\\n}float fnoise(vec2 uv) {\\nfloat aspectRatio = uResolution.x/uResolution.y;\\nvec2 aspect = vec2(aspectRatio, 1);\\nfloat multiplier = 10.0 * (1.0000 / ((aspectRatio + 1.) / 2.));\\nvec2 st = ((uv * aspect - vec2(0.5189138472400274, 0.4674414283856344) * aspect)) * multiplier * rot((0.2484 - 0.125) * 2. * PI);vec2 mPos = vec2(0.5189138472400274, 0.4674414283856344) + mix(vec2(0), (uMousePos-0.5), 0.0000);\\nvec2 pos = mix(vec2(0.5189138472400274, 0.4674414283856344), mPos, floor(1.0000));\\nfloat dist = ease(0, max(0.,1.-distance(uv * aspect, mPos * aspect) * 4. * (1. - 1.0000)));if (0 == 1) {\\ndist = max(0., (0.5 - dist));\\n}\\nfloat time = uTime * 0.05;\\nvec2 drift = vec2(time * 0.2) * 2.0 * 0.6700;\\nfloat fbm = cheap_fbm(vec3(st - drift, time)) * dist;\\nfbm = fbm / (1. + fbm);\\nreturn fbm;\\n}vec4 fogComposite(vec2 uv) {\\nvec4 bg = texture(uBgTexture, uv);\\nvec4 blur = texture(uTexture, uv);\\nfloat aspectRatio = uResolution.x/uResolution.y;\\nfloat fogNoise = fnoise(uv);\\nfloat fogMask = clamp(fogNoise * 2., 0., 1.);vec3 grain = vec3(randFibo(uv + fogNoise));blur.rgb = chromatic_aberration(blur.rgb, uv, fogMask * 0.01 * 0.4200 * (0.2900 * 2.5));\\nblur.rgb = Tonemap_ACES(blur.rgb * (1.2700 + 0.5)) + grain * 0.05;\\nvec4 foggedBlur = vec4(blur.rgb * vec3(0, 0.35294117647058826, 1), blur.a);\\nfoggedBlur.rgb += (0.0000 * 0.25 * fogMask * vec3(0, 0.35294117647058826, 1));\\nfoggedBlur.rgb = blend(1, bg.rgb, foggedBlur.rgb * fogMask);\\nreturn foggedBlur;\\n}vec4 getColor(vec2 uv) {\\nreturn fogComposite(uv);\\n}void main() {\\nvec2 uv = vTextureCoord;\\nvec4 color = getColor(uv);\\nfragColor = color;}\"],\"compiledVertexShaders\":[\"#version 300 es\\nprecision mediump float;in vec3 aVertexPosition;\\nin vec2 aTextureCoord;uniform mat4 uMVMatrix;\\nuniform mat4 uPMatrix;\\nuniform mat4 uTextureMatrix;out vec2 vTextureCoord;\\nout vec3 vVertexPosition;void main() {\\ngl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0);\\nvTextureCoord = (uTextureMatrix * vec4(aTextureCoord, 0.0, 1.0)).xy;\\n}\"],\"data\":{\"downSample\":0.25,\"depth\":false,\"uniforms\":{},\"isBackground\":false,\"passes\":[{\"prop\":\"pass\",\"value\":1,\"downSample\":0.25},{\"prop\":\"pass\",\"value\":2,\"downSample\":0.25},{\"prop\":\"pass\",\"value\":3,\"downSample\":0.25},{\"prop\":\"pass\",\"value\":4,\"includeBg\":true}]},\"id\":\"effect1\"},{\"breakpoints\":[],\"visible\":true,\"aspectRatio\":1,\"userDownsample\":1,\"layerType\":\"effect\",\"type\":\"godrays\",\"usesPingPong\":false,\"trackMouse\":0.52,\"trackAxes\":\"xy\",\"mouseMomentum\":1,\"texture\":false,\"animating\":false,\"isMask\":0,\"compiledFragmentShaders\":[\"#version 300 es\\nprecision highp float;\\nprecision highp int;in vec3 vVertexPosition;\\nin vec2 vTextureCoord;uniform sampler2D uTexture;const float PI2 = 6.28318530718;vec4 getBrightAreas(vec2 uv) {\\nvec4 color = texture(uTexture, uv);\\nfloat lum = dot(color.rgb, vec3(0.299, 0.587, 0.114));\\ncolor = color * smoothstep(0.0000 - 0.1, 0.0000, lum);\\nreturn color;\\n}vec4 getColor(vec2 uv) {\\nreturn getBrightAreas(uv);\\n}out vec4 fragColor;void main() {\\nvec2 uv = vTextureCoord;\\nvec4 color = getColor(uv);\\nif(0 == 1) {\\nfragColor = color;} else {\\nfragColor = color;\\n}\\n}\",\"#version 300 es\\nprecision highp float;\\nprecision highp int;in vec3 vVertexPosition;\\nin vec2 vTextureCoord;uniform sampler2D uTexture;\\nuniform sampler2D uBgTexture;uniform vec2 uMousePos;\\nuniform vec2 uResolution;const float PI2 = 6.28318530718;float interleavedGradientNoise(vec2 st) {\\nreturn fract(52.9829189 * fract(dot(st, vec2(0.06711056, 0.00583715))));\\n}vec4 godRays(vec2 st) {\\nvec3 color = vec3(0);\\nfloat decay = mix(0.89, 0.965, 0.2000);\\nvec2 pos = vec2(0.5, 0.5) - mix(vec2(0), (vec2(1. - uMousePos.x, 1. - uMousePos.y) - 0.5), 0.5200);\\nfloat weight = 1.0;\\nfloat MAX_ITERATIONS = 32.0;\\nvec2 stepDir = (pos - st) / MAX_ITERATIONS * (0.25 + min(1., 0.2000)) * 0.75;\\nfloat noise = interleavedGradientNoise(st * uResolution);\\nvec2 sampleUv = st + stepDir * noise;\\nvec2 perpDir = vec2(-stepDir.y, stepDir.x);\\nfloat intensity = 2.8 * 0.8000;for (float i = 0.0; i < MAX_ITERATIONS; i++) {\\nfloat theta = i/MAX_ITERATIONS;\\nsampleUv += stepDir + (perpDir * theta * sin((noise * 0.25) * (1.0 + theta) * 50.0)) * 1.0000 * 0.25;\\ncolor += texture(uTexture, sampleUv).rgb * weight * intensity;\\nweight *= decay;\\nif(weight < 0.05) break;\\n}\\nreturn vec4(color / MAX_ITERATIONS, 1.0);\\n}vec4 getGodRays(vec2 uv) {\\nvec4 bg = texture(uBgTexture, uv);\\nif(0.8000 <= 0.01) {\\nreturn bg;\\n}\\nvec4 rays = godRays(uv);\\nrays.rgb *= vec3(0, 0.35294117647058826, 1);vec4 color;\\ncolor.rgb = bg.rgb + rays.rgb;\\ncolor.a = bg.a + rays.r;\\nreturn color;\\n}vec4 getColor(vec2 uv) {\\nreturn getGodRays(uv);\\n}out vec4 fragColor;void main() {\\nvec2 uv = vTextureCoord;\\nvec4 color = getColor(uv);\\nif(1 == 1) {\\nfragColor = color;} else {\\nfragColor = color;\\n}\\n}\"],\"compiledVertexShaders\":[\"#version 300 es\\nprecision mediump float;in vec3 aVertexPosition;\\nin vec2 aTextureCoord;uniform mat4 uMVMatrix;\\nuniform mat4 uPMatrix;\\nuniform mat4 uTextureMatrix;out vec2 vTextureCoord;\\nout vec3 vVertexPosition;void main() {\\ngl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0);\\nvTextureCoord = (uTextureMatrix * vec4(aTextureCoord, 0.0, 1.0)).xy;\\n}\"],\"data\":{\"depth\":false,\"uniforms\":{},\"isBackground\":false,\"passes\":[{\"prop\":\"pass\",\"value\":1,\"includeBg\":true}]},\"id\":\"effect2\"}],\"options\":{\"name\":\"Glow\",\"fps\":120,\"dpi\":1.5,\"scale\":1,\"includeLogo\":false,\"isProduction\":false,\"freePlan\":false},\"version\":\"2.0.0\",\"id\":\"OAnOGmU2JaSbADWYvBzI\"}","characterStyleOverrides":[],"styleOverrideTable":{},"lineTypes":["NONE"],"lineIndentations":[0],"listStartOffsets":[],"lineStyleOverrides":[0]}},"jsonFilePath#1:3":{"type":"TEXT","value":{"characters":"","characterStyleOverrides":[],"styleOverrideTable":{},"lineTypes":["NONE"],"lineIndentations":[0],"listStartOffsets":[],"lineStyleOverrides":[0]},"isDefault":true},"sdkVersion#1:4":{"type":"TEXT","value":{"characters":"2.0.0","characterStyleOverrides":[],"styleOverrideTable":{},"lineTypes":["NONE"],"lineIndentations":[0],"listStartOffsets":[],"lineStyleOverrides":[0]}},"lazyLoad#1:10":{"type":"BOOLEAN","value":false,"isDefault":true},"fps#1:7":{"type":"NUMBER","value":120.0},"fixed#1:11":{"type":"BOOLEAN","value":false,"isDefault":true},"altText#1:8":{"type":"TEXT","value":{"characters":"","characterStyleOverrides":[],"styleOverrideTable":{},"lineTypes":["NONE"],"lineIndentations":[0],"listStartOffsets":[],"lineStyleOverrides":[0]}},"dpi#1:6":{"type":"NUMBER","value":5.0},"ariaLabel#1:9":{"type":"TEXT","value":{"characters":"","characterStyleOverrides":[],"styleOverrideTable":{},"lineTypes":["NONE"],"lineIndentations":[0],"listStartOffsets":[],"lineStyleOverrides":[0]}},"scale#1:5":{"type":"NUMBER","value":1.0,"isDefault":true},"header#1:12":{"type":"TEXT","value":{"characters":"","characterStyleOverrides":[],"styleOverrideTable":{},"lineTypes":["NONE"],"lineIndentations":[0],"listStartOffsets":[],"lineStyleOverrides":[0]},"isDefault":true}}},"314:391761":{"type":"CODE_INSTANCE","id":"314:391761","name":"Code 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300 es\\nprecision highp float;in vec2 vTextureCoord;uniform vec2 uMousePos;vec3 getColor(int index) {\\nswitch(index) {\\ncase 0: return vec3(0, 0, 0);\\ncase 1: return vec3(0, 0, 0);\\ncase 2: return vec3(0, 0, 0);\\ncase 3: return vec3(0, 0, 0);\\ncase 4: return vec3(0, 0, 0);\\ncase 5: return vec3(0, 0, 0);\\ncase 6: return vec3(0, 0, 0);\\ncase 7: return vec3(0, 0, 0);\\ncase 8: return vec3(0, 0, 0);\\ncase 9: return vec3(0, 0, 0);\\ncase 10: return vec3(0, 0, 0);\\ncase 11: return vec3(0, 0, 0);\\ncase 12: return vec3(0, 0, 0);\\ncase 13: return vec3(0, 0, 0);\\ncase 14: return vec3(0, 0, 0);\\ncase 15: return vec3(0, 0, 0);\\ndefault: return vec3(0.0);\\n}\\n}const float PI = 3.14159265;vec2 rotate(vec2 coord, float angle) {\\nfloat s = sin(angle);\\nfloat c = cos(angle);\\nreturn vec2(\\ncoord.x * c - coord.y * s,\\ncoord.x * s + coord.y * c\\n);\\n}out vec4 fragColor;vec3 getColor(vec2 uv) {return vec3(0, 0, 0);\\n}void main() {vec2 uv = vTextureCoord;\\nvec2 pos = vec2(0.5, 0.5) + mix(vec2(0), (uMousePos-0.5), 0.0000);\\nuv -= pos;\\nuv /= max(0.5000*2., 1e-5);\\nuv = rotate(uv, (0.0000 - 0.5) * 2. * PI);\\nvec4 color = vec4(getColor(uv), 1.0000);\\nfragColor = color;\\n}\"],\"compiledVertexShaders\":[\"#version 300 es\\nprecision mediump float;in vec3 aVertexPosition;\\nin vec2 aTextureCoord;uniform mat4 uMVMatrix;\\nuniform mat4 uPMatrix;out vec2 vTextureCoord;\\nout vec3 vVertexPosition;void main() {\\ngl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0);\\nvTextureCoord = aTextureCoord;\\n}\"],\"data\":{\"downSample\":0.5,\"depth\":false,\"uniforms\":{},\"isBackground\":true},\"id\":\"effect\"},{\"breakpoints\":[],\"aspectRatio\":2.0273224043715845,\"userDownsample\":1,\"effects\":[],\"anchorPoint\":\"center\",\"mask\":0,\"maskDepthLayer\":1,\"states\":{\"appear\":[],\"scroll\":[],\"hover\":[]},\"layerType\":\"text\",\"width\":0.725,\"widthMode\":\"relative\",\"height\":64.35164835164835,\"heightMode\":\"fixed\",\"left\":0.5002002268738462,\"top\":0.5003203629981541,\"fontSize\":0.05,\"lineHeight\":1.0054945054945055,\"letterSpacing\":-0.031722542263166245,\"fontFamily\":\"Poppins\",\"fontStyle\":\"regular\",\"fontWeight\":\"400\",\"textAlign\":\"center\",\"textContent\":\"vc@fdlabs.finance\",\"fill\":[\"#FFFFFF\"],\"fontSizeMode\":\"relative\",\"noTextAsHtml\":false,\"fontCSS\":{\"family\":\"Poppins\",\"src\":\"https://assets.unicorn.studio/fonts/google_fonts/pxiEyp8kv8JHgFVrFJDUc1NECPY.ttf\"},\"compiledFragmentShaders\":[\"#version 300 es\\nprecision highp float;\\nin vec2 vTextureCoord;\\nin vec3 vVertexPosition;uniform vec2 uMousePos;\\nuniform sampler2D uBgTexture;\\nuniform sampler2D uTexture;const float STEPS = 24.0;\\nconst float PI = 3.1415926;out vec4 fragColor;vec4 getNormalOutput(vec4 color, vec4 background) {\\nreturn mix(background, color + background * (1.0 - color.a), 0.9300);\\n}vec4 getOutputByMode(vec4 color, vec4 background) {\\nreturn getNormalOutput(color, background);\\n}void main() {\\nvec2 uv = vTextureCoord;\\nvec2 pos = vec2(0);pos = mix(vec2(0), (uMousePos - 0.5), 0.0000);uv -= pos;vec4 background = vec4(0);background = texture(uBgTexture, vTextureCoord);\\nvec4 color = texture(uTexture, uv);vec4 col = getOutputByMode(color, background);fragColor = col;\\n}\"],\"compiledVertexShaders\":[\"#version 300 es\\nprecision highp float;in vec3 aVertexPosition;\\nin vec2 aTextureCoord;uniform mat4 uMVMatrix;\\nuniform mat4 uPMatrix;\\nuniform mat4 uTextureMatrix;\\nuniform vec2 uMousePos;out vec2 vTextureCoord;\\nout vec3 vVertexPosition;void main() {\\nfloat angleX = uMousePos.y * 0.5 - 0.25;\\nfloat angleY = (1.-uMousePos.x) * 0.5 - 0.25;mat4 rotateX = mat4(1.0, 0.0, 0.0, 0.0,\\n0.0, cos(angleX), -sin(angleX), 0.0,\\n0.0, sin(angleX), cos(angleX), 0.0,\\n0.0, 0.0, 0.0, 1.0);\\nmat4 rotateY = mat4(cos(angleY), 0.0, sin(angleY), 0.0,\\n0.0, 1.0, 0.0, 0.0,\\n-sin(angleY), 0.0, cos(angleY), 0.0,\\n0.0, 0.0, 0.0, 1.0);mat4 rotationMatrix = rotateX * rotateY;\\ngl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0);\\nvVertexPosition = (rotationMatrix * vec4(aVertexPosition, 1.0)).xyz;\\nvTextureCoord = (uTextureMatrix * vec4(aTextureCoord, 0.0, 1.0)).xy;\\n}\"],\"data\":{\"uniforms\":{}},\"id\":\"text\",\"windowWidth\":1280},{\"breakpoints\":[],\"visible\":true,\"aspectRatio\":1,\"userDownsample\":1,\"layerType\":\"effect\",\"type\":\"fog\",\"usesPingPong\":false,\"speed\":0.5,\"trackMouse\":0,\"trackAxes\":\"xy\",\"mouseMomentum\":0,\"texture\":false,\"animating\":true,\"isMask\":0,\"compiledFragmentShaders\":[\"#version 300 es\\nprecision highp float;\\nprecision highp int;in vec3 vVertexPosition;\\nin vec2 vTextureCoord;uniform sampler2D uTexture;\\nuniform float uTime;\\nuniform vec2 uMousePos;\\nuniform vec2 uResolution;\\nfloat ease (int easingFunc, float t) {\\nreturn t;\\n}\\nfloat getExponentialWeight(int index) {\\nswitch(index) {\\ncase 0: return 1.0000000000;\\ncase 1: return 0.7165313106;\\ncase 2: return 0.5134171190;\\ncase 3: return 0.3678794412;\\ncase 4: return 0.2636050919;\\ncase 5: return 0.1888756057;\\ncase 6: return 0.1353352832;\\ncase 7: return 0.0969670595;\\ncase 8: return 0.0694877157;\\ndefault: return 0.0;\\n}\\n}out vec4 fragColor;const int kernelSize = 36;\\nmat2 rot(float a) {\\nreturn mat2(cos(a),-sin(a),sin(a),cos(a));\\n}const float PHI = 1.618033988;\\nconst float PI = 3.14159265359;float dot_noise(vec3 p) {\\nconst mat3 GOLD = mat3(\\n-0.571464913, +0.814921382, +0.096597072,\\n-0.278044873, -0.303026659, +0.911518454,\\n+0.772087367, +0.494042493, +0.399753815);\\nreturn dot(cos(GOLD * p), sin(PHI * p * GOLD));\\n}float cheap_fbm(vec3 p) {\\nmat2 rota = mat2(0.6, -0.8, 0.8, 0.6);\\nfloat nos = 0.;\\nfloat amp = 1. + 0.8100 * 10.;\\nfloat xp = sqrt(2.);\\nfloat halfxp = xp * 0.5;\\nfor(int i = 0; i < 10; i++) {\\nfloat theta = uTime * 0.05 + float(i);\\np.xy *= xp;\\np.xy += sin(rota * p.xy * xp + theta) * 0.2;\\nfloat nz = dot_noise(vec3(p.xy * rota, p.z + theta));\\nnos += nz * amp * rota[0][0];\\namp *= halfxp;\\nrota *= mat2(0.6, -0.8, 0.8, 0.6);\\n}\\nnos *= 1./float(10);\\nfloat density = -3. + 0.5200 * 6.;\\nreturn smoothstep(-3., 3., nos + density);\\n}float fnoise(vec2 uv) {\\nfloat aspectRatio = uResolution.x/uResolution.y;\\nvec2 aspect = vec2(aspectRatio, 1);\\nfloat multiplier = 10.0 * (1.0000 / ((aspectRatio + 1.) / 2.));\\nvec2 st = ((uv * aspect - vec2(0.5189138472400274, 0.4674414283856344) * aspect)) * multiplier * rot((0.2484 - 0.125) * 2. * PI);vec2 mPos = vec2(0.5189138472400274, 0.4674414283856344) + mix(vec2(0), (uMousePos-0.5), 0.0000);\\nvec2 pos = mix(vec2(0.5189138472400274, 0.4674414283856344), mPos, floor(1.0000));\\nfloat dist = ease(0, max(0.,1.-distance(uv * aspect, mPos * aspect) * 4. * (1. - 1.0000)));if (0 == 1) {\\ndist = max(0., (0.5 - dist));\\n}\\nfloat time = uTime * 0.05;\\nvec2 drift = vec2(time * 0.2) * 2.0 * 0.6700;\\nfloat fbm = cheap_fbm(vec3(st - drift, time)) * dist;\\nfbm = fbm / (1. + fbm);\\nreturn fbm;\\n}vec4 ExponentialBlur(sampler2D tex, vec2 uv, vec2 direction) {\\nvec4 color = vec4(0.0);\\nfloat total_weight = 0.0;float fogNoise = fnoise(uv);\\nfloat radius = 8.0 * fogNoise * max(0.4200, 0.1);\\nradius = mix(0.01, 0.03, radius);vec2 dir = normalize(direction) / vec2(uResolution.x/uResolution.y, 1);vec4 center = texture(tex, uv);\\nfloat center_weight = getExponentialWeight(0);\\ncolor += center * center_weight;\\ntotal_weight += center_weight;for (int i = 1; i <= 8; i++) {\\nfloat weight = getExponentialWeight(i);\\nfloat offset = radius * float(i) / 8.0;\\nvec4 sample1 = texture(tex, uv + offset * dir);\\nvec4 sample2 = texture(tex, uv - offset * dir);\\ncolor += (sample1 + sample2) * weight;\\ntotal_weight += 2.0 * weight;\\n}\\nfloat scatter = radius * 2.;\\ncolor += (\\ntexture(tex, uv + scatter * dir) +\\ntexture(tex, uv - scatter * dir)\\n) * 0.0694877157;return color / total_weight;\\n}vec4 blur(vec2 uv, vec2 direction) {\\nreturn ExponentialBlur(uTexture, uv, direction);\\n}vec4 getColor(vec2 uv) {\\nreturn blur(uv, vec2(1, 0));\\n}void main() {\\nvec2 uv = vTextureCoord;\\nvec4 color = getColor(uv);\\nfragColor = color;}\",\"#version 300 es\\nprecision highp float;\\nprecision highp int;in vec3 vVertexPosition;\\nin vec2 vTextureCoord;uniform sampler2D uTexture;\\nuniform float uTime;\\nuniform vec2 uMousePos;\\nuniform vec2 uResolution;\\nfloat ease (int easingFunc, float t) {\\nreturn t;\\n}\\nfloat getExponentialWeight(int index) {\\nswitch(index) {\\ncase 0: return 1.0000000000;\\ncase 1: return 0.7165313106;\\ncase 2: return 0.5134171190;\\ncase 3: return 0.3678794412;\\ncase 4: return 0.2636050919;\\ncase 5: return 0.1888756057;\\ncase 6: return 0.1353352832;\\ncase 7: return 0.0969670595;\\ncase 8: return 0.0694877157;\\ndefault: return 0.0;\\n}\\n}out vec4 fragColor;const int kernelSize = 36;\\nmat2 rot(float a) {\\nreturn mat2(cos(a),-sin(a),sin(a),cos(a));\\n}const float PHI = 1.618033988;\\nconst float PI = 3.14159265359;float dot_noise(vec3 p) {\\nconst mat3 GOLD = mat3(\\n-0.571464913, +0.814921382, +0.096597072,\\n-0.278044873, -0.303026659, +0.911518454,\\n+0.772087367, +0.494042493, +0.399753815);\\nreturn dot(cos(GOLD * p), sin(PHI * p * GOLD));\\n}float cheap_fbm(vec3 p) {\\nmat2 rota = mat2(0.6, -0.8, 0.8, 0.6);\\nfloat nos = 0.;\\nfloat amp = 1. + 0.8100 * 10.;\\nfloat xp = sqrt(2.);\\nfloat halfxp = xp * 0.5;\\nfor(int i = 0; i < 10; i++) {\\nfloat theta = uTime * 0.05 + float(i);\\np.xy *= xp;\\np.xy += sin(rota * p.xy * xp + theta) * 0.2;\\nfloat nz = dot_noise(vec3(p.xy * rota, p.z + theta));\\nnos += nz * amp * rota[0][0];\\namp *= halfxp;\\nrota *= mat2(0.6, -0.8, 0.8, 0.6);\\n}\\nnos *= 1./float(10);\\nfloat density = -3. + 0.5200 * 6.;\\nreturn smoothstep(-3., 3., nos + density);\\n}float fnoise(vec2 uv) {\\nfloat aspectRatio = uResolution.x/uResolution.y;\\nvec2 aspect = vec2(aspectRatio, 1);\\nfloat multiplier = 10.0 * (1.0000 / ((aspectRatio + 1.) / 2.));\\nvec2 st = ((uv * aspect - vec2(0.5189138472400274, 0.4674414283856344) * aspect)) * multiplier * rot((0.2484 - 0.125) * 2. * PI);vec2 mPos = vec2(0.5189138472400274, 0.4674414283856344) + mix(vec2(0), (uMousePos-0.5), 0.0000);\\nvec2 pos = mix(vec2(0.5189138472400274, 0.4674414283856344), mPos, floor(1.0000));\\nfloat dist = ease(0, max(0.,1.-distance(uv * aspect, mPos * aspect) * 4. * (1. - 1.0000)));if (0 == 1) {\\ndist = max(0., (0.5 - dist));\\n}\\nfloat time = uTime * 0.05;\\nvec2 drift = vec2(time * 0.2) * 2.0 * 0.6700;\\nfloat fbm = cheap_fbm(vec3(st - drift, time)) * dist;\\nfbm = fbm / (1. + fbm);\\nreturn fbm;\\n}vec4 ExponentialBlur(sampler2D tex, vec2 uv, vec2 direction) {\\nvec4 color = vec4(0.0);\\nfloat total_weight = 0.0;float fogNoise = fnoise(uv);\\nfloat radius = 8.0 * fogNoise * max(0.4200, 0.1);\\nradius = mix(0.01, 0.03, radius);vec2 dir = normalize(direction) / vec2(uResolution.x/uResolution.y, 1);vec4 center = texture(tex, uv);\\nfloat center_weight = getExponentialWeight(0);\\ncolor += center * center_weight;\\ntotal_weight += center_weight;for (int i = 1; i <= 8; i++) {\\nfloat weight = getExponentialWeight(i);\\nfloat offset = radius * float(i) / 8.0;\\nvec4 sample1 = texture(tex, uv + offset * dir);\\nvec4 sample2 = texture(tex, uv - offset * dir);\\ncolor += (sample1 + sample2) * weight;\\ntotal_weight += 2.0 * weight;\\n}\\nfloat scatter = radius * 2.;\\ncolor += (\\ntexture(tex, uv + scatter * dir) +\\ntexture(tex, uv - scatter * dir)\\n) * 0.0694877157;return color / total_weight;\\n}vec4 blur(vec2 uv, vec2 direction) {\\nreturn ExponentialBlur(uTexture, uv, direction);\\n}vec4 getColor(vec2 uv) {\\nreturn blur(uv, vec2(0, 1));\\n}void main() {\\nvec2 uv = vTextureCoord;\\nvec4 color = getColor(uv);\\nfragColor = color;}\",\"#version 300 es\\nprecision highp float;\\nprecision highp int;in vec3 vVertexPosition;\\nin vec2 vTextureCoord;uniform sampler2D uTexture;\\nuniform float uTime;\\nuniform vec2 uMousePos;\\nuniform vec2 uResolution;\\nfloat ease (int easingFunc, float t) {\\nreturn t;\\n}\\nfloat getExponentialWeight(int index) {\\nswitch(index) {\\ncase 0: return 1.0000000000;\\ncase 1: return 0.7165313106;\\ncase 2: return 0.5134171190;\\ncase 3: return 0.3678794412;\\ncase 4: return 0.2636050919;\\ncase 5: return 0.1888756057;\\ncase 6: return 0.1353352832;\\ncase 7: return 0.0969670595;\\ncase 8: return 0.0694877157;\\ndefault: return 0.0;\\n}\\n}out vec4 fragColor;const int kernelSize = 36;\\nmat2 rot(float a) {\\nreturn mat2(cos(a),-sin(a),sin(a),cos(a));\\n}const float PHI = 1.618033988;\\nconst float PI = 3.14159265359;float dot_noise(vec3 p) {\\nconst mat3 GOLD = mat3(\\n-0.571464913, +0.814921382, +0.096597072,\\n-0.278044873, -0.303026659, +0.911518454,\\n+0.772087367, +0.494042493, +0.399753815);\\nreturn dot(cos(GOLD * p), sin(PHI * p * GOLD));\\n}float cheap_fbm(vec3 p) {\\nmat2 rota = mat2(0.6, -0.8, 0.8, 0.6);\\nfloat nos = 0.;\\nfloat amp = 1. + 0.8100 * 10.;\\nfloat xp = sqrt(2.);\\nfloat halfxp = xp * 0.5;\\nfor(int i = 0; i < 10; i++) {\\nfloat theta = uTime * 0.05 + float(i);\\np.xy *= xp;\\np.xy += sin(rota * p.xy * xp + theta) * 0.2;\\nfloat nz = dot_noise(vec3(p.xy * rota, p.z + theta));\\nnos += nz * amp * rota[0][0];\\namp *= halfxp;\\nrota *= mat2(0.6, -0.8, 0.8, 0.6);\\n}\\nnos *= 1./float(10);\\nfloat density = -3. + 0.5200 * 6.;\\nreturn smoothstep(-3., 3., nos + density);\\n}float fnoise(vec2 uv) {\\nfloat aspectRatio = uResolution.x/uResolution.y;\\nvec2 aspect = vec2(aspectRatio, 1);\\nfloat multiplier = 10.0 * (1.0000 / ((aspectRatio + 1.) / 2.));\\nvec2 st = ((uv * aspect - vec2(0.5189138472400274, 0.4674414283856344) * aspect)) * multiplier * rot((0.2484 - 0.125) * 2. * PI);vec2 mPos = vec2(0.5189138472400274, 0.4674414283856344) + mix(vec2(0), (uMousePos-0.5), 0.0000);\\nvec2 pos = mix(vec2(0.5189138472400274, 0.4674414283856344), mPos, floor(1.0000));\\nfloat dist = ease(0, max(0.,1.-distance(uv * aspect, mPos * aspect) * 4. * (1. - 1.0000)));if (0 == 1) {\\ndist = max(0., (0.5 - dist));\\n}\\nfloat time = uTime * 0.05;\\nvec2 drift = vec2(time * 0.2) * 2.0 * 0.6700;\\nfloat fbm = cheap_fbm(vec3(st - drift, time)) * dist;\\nfbm = fbm / (1. + fbm);\\nreturn fbm;\\n}vec4 ExponentialBlur(sampler2D tex, vec2 uv, vec2 direction) {\\nvec4 color = vec4(0.0);\\nfloat total_weight = 0.0;float fogNoise = fnoise(uv);\\nfloat radius = 8.0 * fogNoise * max(0.4200, 0.1);\\nradius = mix(0.01, 0.03, radius);vec2 dir = normalize(direction) / vec2(uResolution.x/uResolution.y, 1);vec4 center = texture(tex, uv);\\nfloat center_weight = getExponentialWeight(0);\\ncolor += center * center_weight;\\ntotal_weight += center_weight;for (int i = 1; i <= 8; i++) {\\nfloat weight = getExponentialWeight(i);\\nfloat offset = radius * float(i) / 8.0;\\nvec4 sample1 = texture(tex, uv + offset * dir);\\nvec4 sample2 = texture(tex, uv - offset * dir);\\ncolor += (sample1 + sample2) * weight;\\ntotal_weight += 2.0 * weight;\\n}\\nfloat scatter = radius * 2.;\\ncolor += (\\ntexture(tex, uv + scatter * dir) +\\ntexture(tex, uv - scatter * dir)\\n) * 0.0694877157;return color / total_weight;\\n}vec4 blur(vec2 uv, vec2 direction) {\\nreturn ExponentialBlur(uTexture, uv, direction);\\n}vec4 getColor(vec2 uv) {\\nreturn blur(uv, vec2(1, 1));\\n}void main() {\\nvec2 uv = vTextureCoord;\\nvec4 color = getColor(uv);\\nfragColor = color;}\",\"#version 300 es\\nprecision highp float;\\nprecision highp int;in vec3 vVertexPosition;\\nin vec2 vTextureCoord;uniform sampler2D uTexture;\\nuniform float uTime;\\nuniform vec2 uMousePos;\\nuniform vec2 uResolution;\\nfloat ease (int easingFunc, float t) {\\nreturn t;\\n}\\nfloat getExponentialWeight(int index) {\\nswitch(index) {\\ncase 0: return 1.0000000000;\\ncase 1: return 0.7165313106;\\ncase 2: return 0.5134171190;\\ncase 3: return 0.3678794412;\\ncase 4: return 0.2636050919;\\ncase 5: return 0.1888756057;\\ncase 6: return 0.1353352832;\\ncase 7: return 0.0969670595;\\ncase 8: return 0.0694877157;\\ndefault: return 0.0;\\n}\\n}out vec4 fragColor;const int kernelSize = 36;\\nmat2 rot(float a) {\\nreturn mat2(cos(a),-sin(a),sin(a),cos(a));\\n}const float PHI = 1.618033988;\\nconst float PI = 3.14159265359;float dot_noise(vec3 p) {\\nconst mat3 GOLD = mat3(\\n-0.571464913, +0.814921382, +0.096597072,\\n-0.278044873, -0.303026659, +0.911518454,\\n+0.772087367, +0.494042493, +0.399753815);\\nreturn dot(cos(GOLD * p), sin(PHI * p * GOLD));\\n}float cheap_fbm(vec3 p) {\\nmat2 rota = mat2(0.6, -0.8, 0.8, 0.6);\\nfloat nos = 0.;\\nfloat amp = 1. + 0.8100 * 10.;\\nfloat xp = sqrt(2.);\\nfloat halfxp = xp * 0.5;\\nfor(int i = 0; i < 10; i++) {\\nfloat theta = uTime * 0.05 + float(i);\\np.xy *= xp;\\np.xy += sin(rota * p.xy * xp + theta) * 0.2;\\nfloat nz = dot_noise(vec3(p.xy * rota, p.z + theta));\\nnos += nz * amp * rota[0][0];\\namp *= halfxp;\\nrota *= mat2(0.6, -0.8, 0.8, 0.6);\\n}\\nnos *= 1./float(10);\\nfloat density = -3. + 0.5200 * 6.;\\nreturn smoothstep(-3., 3., nos + density);\\n}float fnoise(vec2 uv) {\\nfloat aspectRatio = uResolution.x/uResolution.y;\\nvec2 aspect = vec2(aspectRatio, 1);\\nfloat multiplier = 10.0 * (1.0000 / ((aspectRatio + 1.) / 2.));\\nvec2 st = ((uv * aspect - vec2(0.5189138472400274, 0.4674414283856344) * aspect)) * multiplier * rot((0.2484 - 0.125) * 2. * PI);vec2 mPos = vec2(0.5189138472400274, 0.4674414283856344) + mix(vec2(0), (uMousePos-0.5), 0.0000);\\nvec2 pos = mix(vec2(0.5189138472400274, 0.4674414283856344), mPos, floor(1.0000));\\nfloat dist = ease(0, max(0.,1.-distance(uv * aspect, mPos * aspect) * 4. * (1. - 1.0000)));if (0 == 1) {\\ndist = max(0., (0.5 - dist));\\n}\\nfloat time = uTime * 0.05;\\nvec2 drift = vec2(time * 0.2) * 2.0 * 0.6700;\\nfloat fbm = cheap_fbm(vec3(st - drift, time)) * dist;\\nfbm = fbm / (1. + fbm);\\nreturn fbm;\\n}vec4 ExponentialBlur(sampler2D tex, vec2 uv, vec2 direction) {\\nvec4 color = vec4(0.0);\\nfloat total_weight = 0.0;float fogNoise = fnoise(uv);\\nfloat radius = 8.0 * fogNoise * max(0.4200, 0.1);\\nradius = mix(0.01, 0.03, radius);vec2 dir = normalize(direction) / vec2(uResolution.x/uResolution.y, 1);vec4 center = texture(tex, uv);\\nfloat center_weight = getExponentialWeight(0);\\ncolor += center * center_weight;\\ntotal_weight += center_weight;for (int i = 1; i <= 8; i++) {\\nfloat weight = getExponentialWeight(i);\\nfloat offset = radius * float(i) / 8.0;\\nvec4 sample1 = texture(tex, uv + offset * dir);\\nvec4 sample2 = texture(tex, uv - offset * dir);\\ncolor += (sample1 + sample2) * weight;\\ntotal_weight += 2.0 * weight;\\n}\\nfloat scatter = radius * 2.;\\ncolor += (\\ntexture(tex, uv + scatter * dir) +\\ntexture(tex, uv - scatter * dir)\\n) * 0.0694877157;return color / total_weight;\\n}vec4 blur(vec2 uv, vec2 direction) {\\nreturn ExponentialBlur(uTexture, uv, direction);\\n}vec4 getColor(vec2 uv) {\\nreturn blur(uv, vec2(1, -1));\\n}void main() {\\nvec2 uv = vTextureCoord;\\nvec4 color = getColor(uv);\\nfragColor = color;}\",\"#version 300 es\\nprecision highp float;\\nprecision highp int;in vec3 vVertexPosition;\\nin vec2 vTextureCoord;uniform sampler2D uTexture;\\nuniform sampler2D uBgTexture;\\nuniform float uTime;\\nuniform vec2 uMousePos;\\nuniform vec2 uResolution;\\nfloat ease (int easingFunc, float t) {\\nreturn t;\\n}\\nuvec2 pcg2d(uvec2 v) {\\nv = v * 1664525u + 1013904223u;\\nv.x += v.y * v.y * 1664525u + 1013904223u;\\nv.y += v.x * v.x * 1664525u + 1013904223u;\\nv ^= v >> 16;\\nv.x += v.y * v.y * 1664525u + 1013904223u;\\nv.y += v.x * v.x * 1664525u + 1013904223u;\\nreturn v;\\n}float randFibo(vec2 p) {\\nuvec2 v = floatBitsToUint(p);\\nv = pcg2d(v);\\nuint r = v.x ^ v.y;\\nreturn float(r) / float(0xffffffffu);\\n}vec3 blend (int blendMode, vec3 src, vec3 dst) {\\nreturn src + dst;\\n}out vec4 fragColor;const int kernelSize = 36;\\nmat2 rot(float a) {\\nreturn mat2(cos(a),-sin(a),sin(a),cos(a));\\n}vec3 Tonemap_ACES(vec3 x) {\\nconst float a = 2.51;\\nconst float b = 0.03;\\nconst float c = 2.43;\\nconst float d = 0.59;\\nconst float e = 0.14;\\nreturn (x * (a * x + b)) / (x * (c * x + d) + e);\\n}vec3 chromatic_aberration(vec3 color, vec2 uv, float amount) {\\nvec2 offset = normalize(vTextureCoord - 0.5) * amount / vec2(uResolution.x/uResolution.y, 1);\\nvec4 left = texture(uTexture, uv - offset);\\nvec4 right = texture(uTexture, uv + offset);color.r = left.r;\\ncolor.b = right.b;return color;\\n}const float PHI = 1.618033988;\\nconst float PI = 3.14159265359;float dot_noise(vec3 p) {\\nconst mat3 GOLD = mat3(\\n-0.571464913, +0.814921382, +0.096597072,\\n-0.278044873, -0.303026659, +0.911518454,\\n+0.772087367, +0.494042493, +0.399753815);\\nreturn dot(cos(GOLD * p), sin(PHI * p * GOLD));\\n}float cheap_fbm(vec3 p) {\\nmat2 rota = mat2(0.6, -0.8, 0.8, 0.6);\\nfloat nos = 0.;\\nfloat amp = 1. + 0.8100 * 10.;\\nfloat xp = sqrt(2.);\\nfloat halfxp = xp * 0.5;\\nfor(int i = 0; i < 10; i++) {\\nfloat theta = uTime * 0.05 + float(i);\\np.xy *= xp;\\np.xy += sin(rota * p.xy * xp + theta) * 0.2;\\nfloat nz = dot_noise(vec3(p.xy * rota, p.z + theta));\\nnos += nz * amp * rota[0][0];\\namp *= halfxp;\\nrota *= mat2(0.6, -0.8, 0.8, 0.6);\\n}\\nnos *= 1./float(10);\\nfloat density = -3. + 0.5200 * 6.;\\nreturn smoothstep(-3., 3., nos + density);\\n}float fnoise(vec2 uv) {\\nfloat aspectRatio = uResolution.x/uResolution.y;\\nvec2 aspect = vec2(aspectRatio, 1);\\nfloat multiplier = 10.0 * (1.0000 / ((aspectRatio + 1.) / 2.));\\nvec2 st = ((uv * aspect - vec2(0.5189138472400274, 0.4674414283856344) * aspect)) * multiplier * rot((0.2484 - 0.125) * 2. * PI);vec2 mPos = vec2(0.5189138472400274, 0.4674414283856344) + mix(vec2(0), (uMousePos-0.5), 0.0000);\\nvec2 pos = mix(vec2(0.5189138472400274, 0.4674414283856344), mPos, floor(1.0000));\\nfloat dist = ease(0, max(0.,1.-distance(uv * aspect, mPos * aspect) * 4. * (1. - 1.0000)));if (0 == 1) {\\ndist = max(0., (0.5 - dist));\\n}\\nfloat time = uTime * 0.05;\\nvec2 drift = vec2(time * 0.2) * 2.0 * 0.6700;\\nfloat fbm = cheap_fbm(vec3(st - drift, time)) * dist;\\nfbm = fbm / (1. + fbm);\\nreturn fbm;\\n}vec4 fogComposite(vec2 uv) {\\nvec4 bg = texture(uBgTexture, uv);\\nvec4 blur = texture(uTexture, uv);\\nfloat aspectRatio = uResolution.x/uResolution.y;\\nfloat fogNoise = fnoise(uv);\\nfloat fogMask = clamp(fogNoise * 2., 0., 1.);vec3 grain = vec3(randFibo(uv + fogNoise));blur.rgb = chromatic_aberration(blur.rgb, uv, fogMask * 0.01 * 0.4200 * (0.2900 * 2.5));\\nblur.rgb = Tonemap_ACES(blur.rgb * (1.2700 + 0.5)) + grain * 0.05;\\nvec4 foggedBlur = vec4(blur.rgb * vec3(0, 0.35294117647058826, 1), blur.a);\\nfoggedBlur.rgb += (0.0000 * 0.25 * fogMask * vec3(0, 0.35294117647058826, 1));\\nfoggedBlur.rgb = blend(1, bg.rgb, foggedBlur.rgb * fogMask);\\nreturn foggedBlur;\\n}vec4 getColor(vec2 uv) {\\nreturn fogComposite(uv);\\n}void main() {\\nvec2 uv = vTextureCoord;\\nvec4 color = getColor(uv);\\nfragColor = color;}\"],\"compiledVertexShaders\":[\"#version 300 es\\nprecision mediump float;in vec3 aVertexPosition;\\nin vec2 aTextureCoord;uniform mat4 uMVMatrix;\\nuniform mat4 uPMatrix;\\nuniform mat4 uTextureMatrix;out vec2 vTextureCoord;\\nout vec3 vVertexPosition;void main() {\\ngl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0);\\nvTextureCoord = (uTextureMatrix * vec4(aTextureCoord, 0.0, 1.0)).xy;\\n}\"],\"data\":{\"downSample\":0.25,\"depth\":false,\"uniforms\":{},\"isBackground\":false,\"passes\":[{\"prop\":\"pass\",\"value\":1,\"downSample\":0.25},{\"prop\":\"pass\",\"value\":2,\"downSample\":0.25},{\"prop\":\"pass\",\"value\":3,\"downSample\":0.25},{\"prop\":\"pass\",\"value\":4,\"includeBg\":true}]},\"id\":\"effect1\"},{\"breakpoints\":[],\"visible\":true,\"aspectRatio\":1,\"userDownsample\":1,\"layerType\":\"effect\",\"type\":\"godrays\",\"usesPingPong\":false,\"trackMouse\":0.52,\"trackAxes\":\"xy\",\"mouseMomentum\":1,\"texture\":false,\"animating\":false,\"isMask\":0,\"compiledFragmentShaders\":[\"#version 300 es\\nprecision highp float;\\nprecision highp int;in vec3 vVertexPosition;\\nin vec2 vTextureCoord;uniform sampler2D uTexture;const float PI2 = 6.28318530718;vec4 getBrightAreas(vec2 uv) {\\nvec4 color = texture(uTexture, uv);\\nfloat lum = dot(color.rgb, vec3(0.299, 0.587, 0.114));\\ncolor = color * smoothstep(0.0000 - 0.1, 0.0000, lum);\\nreturn color;\\n}vec4 getColor(vec2 uv) {\\nreturn getBrightAreas(uv);\\n}out vec4 fragColor;void main() {\\nvec2 uv = vTextureCoord;\\nvec4 color = getColor(uv);\\nif(0 == 1) {\\nfragColor = color;} else {\\nfragColor = color;\\n}\\n}\",\"#version 300 es\\nprecision highp float;\\nprecision highp int;in vec3 vVertexPosition;\\nin vec2 vTextureCoord;uniform sampler2D uTexture;\\nuniform sampler2D uBgTexture;uniform vec2 uMousePos;\\nuniform vec2 uResolution;const float PI2 = 6.28318530718;float interleavedGradientNoise(vec2 st) {\\nreturn fract(52.9829189 * fract(dot(st, vec2(0.06711056, 0.00583715))));\\n}vec4 godRays(vec2 st) {\\nvec3 color = vec3(0);\\nfloat decay = mix(0.89, 0.965, 0.2000);\\nvec2 pos = vec2(0.5, 0.5) - mix(vec2(0), (vec2(1. - uMousePos.x, 1. - uMousePos.y) - 0.5), 0.5200);\\nfloat weight = 1.0;\\nfloat MAX_ITERATIONS = 32.0;\\nvec2 stepDir = (pos - st) / MAX_ITERATIONS * (0.25 + min(1., 0.2000)) * 0.75;\\nfloat noise = interleavedGradientNoise(st * uResolution);\\nvec2 sampleUv = st + stepDir * noise;\\nvec2 perpDir = vec2(-stepDir.y, stepDir.x);\\nfloat intensity = 2.8 * 0.8000;for (float i = 0.0; i < MAX_ITERATIONS; i++) {\\nfloat theta = i/MAX_ITERATIONS;\\nsampleUv += stepDir + (perpDir * theta * sin((noise * 0.25) * (1.0 + theta) * 50.0)) * 1.0000 * 0.25;\\ncolor += texture(uTexture, sampleUv).rgb * weight * intensity;\\nweight *= decay;\\nif(weight < 0.05) break;\\n}\\nreturn vec4(color / MAX_ITERATIONS, 1.0);\\n}vec4 getGodRays(vec2 uv) {\\nvec4 bg = texture(uBgTexture, uv);\\nif(0.8000 <= 0.01) {\\nreturn bg;\\n}\\nvec4 rays = godRays(uv);\\nrays.rgb *= vec3(0, 0.35294117647058826, 1);vec4 color;\\ncolor.rgb = bg.rgb + rays.rgb;\\ncolor.a = bg.a + rays.r;\\nreturn color;\\n}vec4 getColor(vec2 uv) {\\nreturn getGodRays(uv);\\n}out vec4 fragColor;void main() {\\nvec2 uv = vTextureCoord;\\nvec4 color = getColor(uv);\\nif(1 == 1) {\\nfragColor = color;} 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300 es\\nprecision highp float;in vec2 vTextureCoord;uniform vec2 uMousePos;vec3 getColor(int index) {\\nswitch(index) {\\ncase 0: return vec3(0, 0, 0);\\ncase 1: return vec3(0, 0, 0);\\ncase 2: return vec3(0, 0, 0);\\ncase 3: return vec3(0, 0, 0);\\ncase 4: return vec3(0, 0, 0);\\ncase 5: return vec3(0, 0, 0);\\ncase 6: return vec3(0, 0, 0);\\ncase 7: return vec3(0, 0, 0);\\ncase 8: return vec3(0, 0, 0);\\ncase 9: return vec3(0, 0, 0);\\ncase 10: return vec3(0, 0, 0);\\ncase 11: return vec3(0, 0, 0);\\ncase 12: return vec3(0, 0, 0);\\ncase 13: return vec3(0, 0, 0);\\ncase 14: return vec3(0, 0, 0);\\ncase 15: return vec3(0, 0, 0);\\ndefault: return vec3(0.0);\\n}\\n}const float PI = 3.14159265;vec2 rotate(vec2 coord, float angle) {\\nfloat s = sin(angle);\\nfloat c = cos(angle);\\nreturn vec2(\\ncoord.x * c - coord.y * s,\\ncoord.x * s + coord.y * c\\n);\\n}out vec4 fragColor;vec3 getColor(vec2 uv) {return vec3(0, 0, 0);\\n}void main() {vec2 uv = vTextureCoord;\\nvec2 pos = vec2(0.5, 0.5) + mix(vec2(0), (uMousePos-0.5), 0.0000);\\nuv -= pos;\\nuv /= max(0.5000*2., 1e-5);\\nuv = rotate(uv, (0.0000 - 0.5) * 2. * PI);\\nvec4 color = vec4(getColor(uv), 1.0000);\\nfragColor = color;\\n}\"],\"compiledVertexShaders\":[\"#version 300 es\\nprecision mediump float;in vec3 aVertexPosition;\\nin vec2 aTextureCoord;uniform mat4 uMVMatrix;\\nuniform mat4 uPMatrix;out vec2 vTextureCoord;\\nout vec3 vVertexPosition;void main() {\\ngl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0);\\nvTextureCoord = 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highp float;\\nin vec2 vTextureCoord;\\nin vec3 vVertexPosition;uniform vec2 uMousePos;\\nuniform sampler2D uBgTexture;\\nuniform sampler2D uTexture;const float STEPS = 24.0;\\nconst float PI = 3.1415926;out vec4 fragColor;vec4 getNormalOutput(vec4 color, vec4 background) {\\nreturn mix(background, color + background * (1.0 - color.a), 0.9300);\\n}vec4 getOutputByMode(vec4 color, vec4 background) {\\nreturn getNormalOutput(color, background);\\n}void main() {\\nvec2 uv = vTextureCoord;\\nvec2 pos = vec2(0);pos = mix(vec2(0), (uMousePos - 0.5), 0.0000);uv -= pos;vec4 background = vec4(0);background = texture(uBgTexture, vTextureCoord);\\nvec4 color = texture(uTexture, uv);vec4 col = getOutputByMode(color, background);fragColor = col;\\n}\"],\"compiledVertexShaders\":[\"#version 300 es\\nprecision highp float;in vec3 aVertexPosition;\\nin vec2 aTextureCoord;uniform mat4 uMVMatrix;\\nuniform mat4 uPMatrix;\\nuniform mat4 uTextureMatrix;\\nuniform vec2 uMousePos;out vec2 vTextureCoord;\\nout vec3 vVertexPosition;void main() {\\nfloat angleX = uMousePos.y * 0.5 - 0.25;\\nfloat angleY = (1.-uMousePos.x) * 0.5 - 0.25;mat4 rotateX = mat4(1.0, 0.0, 0.0, 0.0,\\n0.0, cos(angleX), -sin(angleX), 0.0,\\n0.0, sin(angleX), cos(angleX), 0.0,\\n0.0, 0.0, 0.0, 1.0);\\nmat4 rotateY = mat4(cos(angleY), 0.0, sin(angleY), 0.0,\\n0.0, 1.0, 0.0, 0.0,\\n-sin(angleY), 0.0, cos(angleY), 0.0,\\n0.0, 0.0, 0.0, 1.0);mat4 rotationMatrix = rotateX * rotateY;\\ngl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0);\\nvVertexPosition = (rotationMatrix * vec4(aVertexPosition, 1.0)).xyz;\\nvTextureCoord = (uTextureMatrix * vec4(aTextureCoord, 0.0, 1.0)).xy;\\n}\"],\"data\":{\"uniforms\":{}},\"id\":\"text\",\"windowWidth\":1280},{\"breakpoints\":[],\"visible\":true,\"aspectRatio\":1,\"userDownsample\":1,\"layerType\":\"effect\",\"type\":\"fog\",\"usesPingPong\":false,\"speed\":0.5,\"trackMouse\":0,\"trackAxes\":\"xy\",\"mouseMomentum\":0,\"texture\":false,\"animating\":true,\"isMask\":0,\"compiledFragmentShaders\":[\"#version 300 es\\nprecision highp float;\\nprecision highp int;in vec3 vVertexPosition;\\nin vec2 vTextureCoord;uniform sampler2D uTexture;\\nuniform float uTime;\\nuniform vec2 uMousePos;\\nuniform vec2 uResolution;\\nfloat ease (int easingFunc, float t) {\\nreturn t;\\n}\\nfloat getExponentialWeight(int index) {\\nswitch(index) {\\ncase 0: return 1.0000000000;\\ncase 1: return 0.7165313106;\\ncase 2: return 0.5134171190;\\ncase 3: return 0.3678794412;\\ncase 4: return 0.2636050919;\\ncase 5: return 0.1888756057;\\ncase 6: return 0.1353352832;\\ncase 7: return 0.0969670595;\\ncase 8: return 0.0694877157;\\ndefault: return 0.0;\\n}\\n}out vec4 fragColor;const int kernelSize = 36;\\nmat2 rot(float a) {\\nreturn mat2(cos(a),-sin(a),sin(a),cos(a));\\n}const float PHI = 1.618033988;\\nconst float PI = 3.14159265359;float dot_noise(vec3 p) {\\nconst mat3 GOLD = mat3(\\n-0.571464913, +0.814921382, +0.096597072,\\n-0.278044873, -0.303026659, +0.911518454,\\n+0.772087367, +0.494042493, +0.399753815);\\nreturn dot(cos(GOLD * p), sin(PHI * p * GOLD));\\n}float cheap_fbm(vec3 p) {\\nmat2 rota = mat2(0.6, -0.8, 0.8, 0.6);\\nfloat nos = 0.;\\nfloat amp = 1. + 0.8100 * 10.;\\nfloat xp = sqrt(2.);\\nfloat halfxp = xp * 0.5;\\nfor(int i = 0; i < 10; i++) {\\nfloat theta = uTime * 0.05 + float(i);\\np.xy *= xp;\\np.xy += sin(rota * p.xy * xp + theta) * 0.2;\\nfloat nz = dot_noise(vec3(p.xy * rota, p.z + theta));\\nnos += nz * amp * rota[0][0];\\namp *= halfxp;\\nrota *= mat2(0.6, -0.8, 0.8, 0.6);\\n}\\nnos *= 1./float(10);\\nfloat density = -3. + 0.5200 * 6.;\\nreturn smoothstep(-3., 3., nos + density);\\n}float fnoise(vec2 uv) {\\nfloat aspectRatio = uResolution.x/uResolution.y;\\nvec2 aspect = vec2(aspectRatio, 1);\\nfloat multiplier = 10.0 * (1.0000 / ((aspectRatio + 1.) / 2.));\\nvec2 st = ((uv * aspect - vec2(0.5189138472400274, 0.4674414283856344) * aspect)) * multiplier * rot((0.2484 - 0.125) * 2. * PI);vec2 mPos = vec2(0.5189138472400274, 0.4674414283856344) + mix(vec2(0), (uMousePos-0.5), 0.0000);\\nvec2 pos = mix(vec2(0.5189138472400274, 0.4674414283856344), mPos, floor(1.0000));\\nfloat dist = ease(0, max(0.,1.-distance(uv * aspect, mPos * aspect) * 4. * (1. - 1.0000)));if (0 == 1) {\\ndist = max(0., (0.5 - dist));\\n}\\nfloat time = uTime * 0.05;\\nvec2 drift = vec2(time * 0.2) * 2.0 * 0.6700;\\nfloat fbm = cheap_fbm(vec3(st - drift, time)) * dist;\\nfbm = fbm / (1. + fbm);\\nreturn fbm;\\n}vec4 ExponentialBlur(sampler2D tex, vec2 uv, vec2 direction) {\\nvec4 color = vec4(0.0);\\nfloat total_weight = 0.0;float fogNoise = fnoise(uv);\\nfloat radius = 8.0 * fogNoise * max(0.4200, 0.1);\\nradius = mix(0.01, 0.03, radius);vec2 dir = normalize(direction) / vec2(uResolution.x/uResolution.y, 1);vec4 center = texture(tex, uv);\\nfloat center_weight = getExponentialWeight(0);\\ncolor += center * center_weight;\\ntotal_weight += center_weight;for (int i = 1; i <= 8; i++) {\\nfloat weight = getExponentialWeight(i);\\nfloat offset = radius * float(i) / 8.0;\\nvec4 sample1 = texture(tex, uv + offset * dir);\\nvec4 sample2 = texture(tex, uv - offset * dir);\\ncolor += (sample1 + sample2) * weight;\\ntotal_weight += 2.0 * weight;\\n}\\nfloat scatter = radius * 2.;\\ncolor += (\\ntexture(tex, uv + scatter * dir) +\\ntexture(tex, uv - scatter * dir)\\n) * 0.0694877157;return color / total_weight;\\n}vec4 blur(vec2 uv, vec2 direction) {\\nreturn ExponentialBlur(uTexture, uv, direction);\\n}vec4 getColor(vec2 uv) {\\nreturn blur(uv, vec2(1, 0));\\n}void main() {\\nvec2 uv = vTextureCoord;\\nvec4 color = getColor(uv);\\nfragColor = color;}\",\"#version 300 es\\nprecision highp float;\\nprecision highp int;in vec3 vVertexPosition;\\nin vec2 vTextureCoord;uniform sampler2D uTexture;\\nuniform float uTime;\\nuniform vec2 uMousePos;\\nuniform vec2 uResolution;\\nfloat ease (int easingFunc, float t) {\\nreturn t;\\n}\\nfloat getExponentialWeight(int index) {\\nswitch(index) {\\ncase 0: return 1.0000000000;\\ncase 1: return 0.7165313106;\\ncase 2: return 0.5134171190;\\ncase 3: return 0.3678794412;\\ncase 4: return 0.2636050919;\\ncase 5: return 0.1888756057;\\ncase 6: return 0.1353352832;\\ncase 7: return 0.0969670595;\\ncase 8: return 0.0694877157;\\ndefault: return 0.0;\\n}\\n}out vec4 fragColor;const int kernelSize = 36;\\nmat2 rot(float a) {\\nreturn mat2(cos(a),-sin(a),sin(a),cos(a));\\n}const float PHI = 1.618033988;\\nconst float PI = 3.14159265359;float dot_noise(vec3 p) {\\nconst mat3 GOLD = mat3(\\n-0.571464913, +0.814921382, +0.096597072,\\n-0.278044873, -0.303026659, +0.911518454,\\n+0.772087367, +0.494042493, +0.399753815);\\nreturn dot(cos(GOLD * p), sin(PHI * p * GOLD));\\n}float cheap_fbm(vec3 p) {\\nmat2 rota = mat2(0.6, -0.8, 0.8, 0.6);\\nfloat nos = 0.;\\nfloat amp = 1. + 0.8100 * 10.;\\nfloat xp = sqrt(2.);\\nfloat halfxp = xp * 0.5;\\nfor(int i = 0; i < 10; i++) {\\nfloat theta = uTime * 0.05 + float(i);\\np.xy *= xp;\\np.xy += sin(rota * p.xy * xp + theta) * 0.2;\\nfloat nz = dot_noise(vec3(p.xy * rota, p.z + theta));\\nnos += nz * amp * rota[0][0];\\namp *= halfxp;\\nrota *= mat2(0.6, -0.8, 0.8, 0.6);\\n}\\nnos *= 1./float(10);\\nfloat density = -3. + 0.5200 * 6.;\\nreturn smoothstep(-3., 3., nos + density);\\n}float fnoise(vec2 uv) {\\nfloat aspectRatio = uResolution.x/uResolution.y;\\nvec2 aspect = vec2(aspectRatio, 1);\\nfloat multiplier = 10.0 * (1.0000 / ((aspectRatio + 1.) / 2.));\\nvec2 st = ((uv * aspect - vec2(0.5189138472400274, 0.4674414283856344) * aspect)) * multiplier * rot((0.2484 - 0.125) * 2. * PI);vec2 mPos = vec2(0.5189138472400274, 0.4674414283856344) + mix(vec2(0), (uMousePos-0.5), 0.0000);\\nvec2 pos = mix(vec2(0.5189138472400274, 0.4674414283856344), mPos, floor(1.0000));\\nfloat dist = ease(0, max(0.,1.-distance(uv * aspect, mPos * aspect) * 4. * (1. - 1.0000)));if (0 == 1) {\\ndist = max(0., (0.5 - dist));\\n}\\nfloat time = uTime * 0.05;\\nvec2 drift = vec2(time * 0.2) * 2.0 * 0.6700;\\nfloat fbm = cheap_fbm(vec3(st - drift, time)) * dist;\\nfbm = fbm / (1. + fbm);\\nreturn fbm;\\n}vec4 ExponentialBlur(sampler2D tex, vec2 uv, vec2 direction) {\\nvec4 color = vec4(0.0);\\nfloat total_weight = 0.0;float fogNoise = fnoise(uv);\\nfloat radius = 8.0 * fogNoise * max(0.4200, 0.1);\\nradius = mix(0.01, 0.03, radius);vec2 dir = normalize(direction) / vec2(uResolution.x/uResolution.y, 1);vec4 center = texture(tex, uv);\\nfloat center_weight = getExponentialWeight(0);\\ncolor += center * center_weight;\\ntotal_weight += center_weight;for (int i = 1; i <= 8; i++) {\\nfloat weight = getExponentialWeight(i);\\nfloat offset = radius * float(i) / 8.0;\\nvec4 sample1 = texture(tex, uv + offset * dir);\\nvec4 sample2 = texture(tex, uv - offset * dir);\\ncolor += (sample1 + sample2) * weight;\\ntotal_weight += 2.0 * weight;\\n}\\nfloat scatter = radius * 2.;\\ncolor += (\\ntexture(tex, uv + scatter * dir) +\\ntexture(tex, uv - scatter * dir)\\n) * 0.0694877157;return color / total_weight;\\n}vec4 blur(vec2 uv, vec2 direction) {\\nreturn ExponentialBlur(uTexture, uv, direction);\\n}vec4 getColor(vec2 uv) {\\nreturn blur(uv, vec2(0, 1));\\n}void main() {\\nvec2 uv = vTextureCoord;\\nvec4 color = getColor(uv);\\nfragColor = color;}\",\"#version 300 es\\nprecision highp float;\\nprecision highp int;in vec3 vVertexPosition;\\nin vec2 vTextureCoord;uniform sampler2D uTexture;\\nuniform float uTime;\\nuniform vec2 uMousePos;\\nuniform vec2 uResolution;\\nfloat ease (int easingFunc, float t) {\\nreturn t;\\n}\\nfloat getExponentialWeight(int index) {\\nswitch(index) {\\ncase 0: return 1.0000000000;\\ncase 1: return 0.7165313106;\\ncase 2: return 0.5134171190;\\ncase 3: return 0.3678794412;\\ncase 4: return 0.2636050919;\\ncase 5: return 0.1888756057;\\ncase 6: return 0.1353352832;\\ncase 7: return 0.0969670595;\\ncase 8: return 0.0694877157;\\ndefault: return 0.0;\\n}\\n}out vec4 fragColor;const int kernelSize = 36;\\nmat2 rot(float a) {\\nreturn mat2(cos(a),-sin(a),sin(a),cos(a));\\n}const float PHI = 1.618033988;\\nconst float PI = 3.14159265359;float dot_noise(vec3 p) {\\nconst mat3 GOLD = mat3(\\n-0.571464913, +0.814921382, +0.096597072,\\n-0.278044873, -0.303026659, +0.911518454,\\n+0.772087367, +0.494042493, +0.399753815);\\nreturn dot(cos(GOLD * p), sin(PHI * p * GOLD));\\n}float cheap_fbm(vec3 p) {\\nmat2 rota = mat2(0.6, -0.8, 0.8, 0.6);\\nfloat nos = 0.;\\nfloat amp = 1. + 0.8100 * 10.;\\nfloat xp = sqrt(2.);\\nfloat halfxp = xp * 0.5;\\nfor(int i = 0; i < 10; i++) {\\nfloat theta = uTime * 0.05 + float(i);\\np.xy *= xp;\\np.xy += sin(rota * p.xy * xp + theta) * 0.2;\\nfloat nz = dot_noise(vec3(p.xy * rota, p.z + theta));\\nnos += nz * amp * rota[0][0];\\namp *= halfxp;\\nrota *= mat2(0.6, -0.8, 0.8, 0.6);\\n}\\nnos *= 1./float(10);\\nfloat density = -3. + 0.5200 * 6.;\\nreturn smoothstep(-3., 3., nos + density);\\n}float fnoise(vec2 uv) {\\nfloat aspectRatio = uResolution.x/uResolution.y;\\nvec2 aspect = vec2(aspectRatio, 1);\\nfloat multiplier = 10.0 * (1.0000 / ((aspectRatio + 1.) / 2.));\\nvec2 st = ((uv * aspect - vec2(0.5189138472400274, 0.4674414283856344) * aspect)) * multiplier * rot((0.2484 - 0.125) * 2. * PI);vec2 mPos = vec2(0.5189138472400274, 0.4674414283856344) + mix(vec2(0), (uMousePos-0.5), 0.0000);\\nvec2 pos = mix(vec2(0.5189138472400274, 0.4674414283856344), mPos, floor(1.0000));\\nfloat dist = ease(0, max(0.,1.-distance(uv * aspect, mPos * aspect) * 4. * (1. - 1.0000)));if (0 == 1) {\\ndist = max(0., (0.5 - dist));\\n}\\nfloat time = uTime * 0.05;\\nvec2 drift = vec2(time * 0.2) * 2.0 * 0.6700;\\nfloat fbm = cheap_fbm(vec3(st - drift, time)) * dist;\\nfbm = fbm / (1. + fbm);\\nreturn fbm;\\n}vec4 ExponentialBlur(sampler2D tex, vec2 uv, vec2 direction) {\\nvec4 color = vec4(0.0);\\nfloat total_weight = 0.0;float fogNoise = fnoise(uv);\\nfloat radius = 8.0 * fogNoise * max(0.4200, 0.1);\\nradius = mix(0.01, 0.03, radius);vec2 dir = normalize(direction) / vec2(uResolution.x/uResolution.y, 1);vec4 center = texture(tex, uv);\\nfloat center_weight = getExponentialWeight(0);\\ncolor += center * center_weight;\\ntotal_weight += center_weight;for (int i = 1; i <= 8; i++) {\\nfloat weight = getExponentialWeight(i);\\nfloat offset = radius * float(i) / 8.0;\\nvec4 sample1 = texture(tex, uv + offset * dir);\\nvec4 sample2 = texture(tex, uv - offset * dir);\\ncolor += (sample1 + sample2) * weight;\\ntotal_weight += 2.0 * weight;\\n}\\nfloat scatter = radius * 2.;\\ncolor += (\\ntexture(tex, uv + scatter * dir) +\\ntexture(tex, uv - scatter * dir)\\n) * 0.0694877157;return color / total_weight;\\n}vec4 blur(vec2 uv, vec2 direction) {\\nreturn ExponentialBlur(uTexture, uv, direction);\\n}vec4 getColor(vec2 uv) {\\nreturn blur(uv, vec2(1, 1));\\n}void main() {\\nvec2 uv = vTextureCoord;\\nvec4 color = getColor(uv);\\nfragColor = color;}\",\"#version 300 es\\nprecision highp float;\\nprecision highp int;in vec3 vVertexPosition;\\nin vec2 vTextureCoord;uniform sampler2D uTexture;\\nuniform float uTime;\\nuniform vec2 uMousePos;\\nuniform vec2 uResolution;\\nfloat ease (int easingFunc, float t) {\\nreturn t;\\n}\\nfloat getExponentialWeight(int index) {\\nswitch(index) {\\ncase 0: return 1.0000000000;\\ncase 1: return 0.7165313106;\\ncase 2: return 0.5134171190;\\ncase 3: return 0.3678794412;\\ncase 4: return 0.2636050919;\\ncase 5: return 0.1888756057;\\ncase 6: return 0.1353352832;\\ncase 7: return 0.0969670595;\\ncase 8: return 0.0694877157;\\ndefault: return 0.0;\\n}\\n}out vec4 fragColor;const int kernelSize = 36;\\nmat2 rot(float a) {\\nreturn mat2(cos(a),-sin(a),sin(a),cos(a));\\n}const float PHI = 1.618033988;\\nconst float PI = 3.14159265359;float dot_noise(vec3 p) {\\nconst mat3 GOLD = mat3(\\n-0.571464913, +0.814921382, +0.096597072,\\n-0.278044873, -0.303026659, +0.911518454,\\n+0.772087367, +0.494042493, +0.399753815);\\nreturn dot(cos(GOLD * p), sin(PHI * p * GOLD));\\n}float cheap_fbm(vec3 p) {\\nmat2 rota = mat2(0.6, -0.8, 0.8, 0.6);\\nfloat nos = 0.;\\nfloat amp = 1. + 0.8100 * 10.;\\nfloat xp = sqrt(2.);\\nfloat halfxp = xp * 0.5;\\nfor(int i = 0; i < 10; i++) {\\nfloat theta = uTime * 0.05 + float(i);\\np.xy *= xp;\\np.xy += sin(rota * p.xy * xp + theta) * 0.2;\\nfloat nz = dot_noise(vec3(p.xy * rota, p.z + theta));\\nnos += nz * amp * rota[0][0];\\namp *= halfxp;\\nrota *= mat2(0.6, -0.8, 0.8, 0.6);\\n}\\nnos *= 1./float(10);\\nfloat density = -3. + 0.5200 * 6.;\\nreturn smoothstep(-3., 3., nos + density);\\n}float fnoise(vec2 uv) {\\nfloat aspectRatio = uResolution.x/uResolution.y;\\nvec2 aspect = vec2(aspectRatio, 1);\\nfloat multiplier = 10.0 * (1.0000 / ((aspectRatio + 1.) / 2.));\\nvec2 st = ((uv * aspect - vec2(0.5189138472400274, 0.4674414283856344) * aspect)) * multiplier * rot((0.2484 - 0.125) * 2. * PI);vec2 mPos = vec2(0.5189138472400274, 0.4674414283856344) + mix(vec2(0), (uMousePos-0.5), 0.0000);\\nvec2 pos = mix(vec2(0.5189138472400274, 0.4674414283856344), mPos, floor(1.0000));\\nfloat dist = ease(0, max(0.,1.-distance(uv * aspect, mPos * aspect) * 4. * (1. - 1.0000)));if (0 == 1) {\\ndist = max(0., (0.5 - dist));\\n}\\nfloat time = uTime * 0.05;\\nvec2 drift = vec2(time * 0.2) * 2.0 * 0.6700;\\nfloat fbm = cheap_fbm(vec3(st - drift, time)) * dist;\\nfbm = fbm / (1. + fbm);\\nreturn fbm;\\n}vec4 ExponentialBlur(sampler2D tex, vec2 uv, vec2 direction) {\\nvec4 color = vec4(0.0);\\nfloat total_weight = 0.0;float fogNoise = fnoise(uv);\\nfloat radius = 8.0 * fogNoise * max(0.4200, 0.1);\\nradius = mix(0.01, 0.03, radius);vec2 dir = normalize(direction) / vec2(uResolution.x/uResolution.y, 1);vec4 center = texture(tex, uv);\\nfloat center_weight = getExponentialWeight(0);\\ncolor += center * center_weight;\\ntotal_weight += center_weight;for (int i = 1; i <= 8; i++) {\\nfloat weight = getExponentialWeight(i);\\nfloat offset = radius * float(i) / 8.0;\\nvec4 sample1 = texture(tex, uv + offset * dir);\\nvec4 sample2 = texture(tex, uv - offset * dir);\\ncolor += (sample1 + sample2) * weight;\\ntotal_weight += 2.0 * weight;\\n}\\nfloat scatter = radius * 2.;\\ncolor += (\\ntexture(tex, uv + scatter * dir) +\\ntexture(tex, uv - scatter * dir)\\n) * 0.0694877157;return color / total_weight;\\n}vec4 blur(vec2 uv, vec2 direction) {\\nreturn ExponentialBlur(uTexture, uv, direction);\\n}vec4 getColor(vec2 uv) {\\nreturn blur(uv, vec2(1, -1));\\n}void main() {\\nvec2 uv = vTextureCoord;\\nvec4 color = getColor(uv);\\nfragColor = color;}\",\"#version 300 es\\nprecision highp float;\\nprecision highp int;in vec3 vVertexPosition;\\nin vec2 vTextureCoord;uniform sampler2D uTexture;\\nuniform sampler2D uBgTexture;\\nuniform float uTime;\\nuniform vec2 uMousePos;\\nuniform vec2 uResolution;\\nfloat ease (int easingFunc, float t) {\\nreturn t;\\n}\\nuvec2 pcg2d(uvec2 v) {\\nv = v * 1664525u + 1013904223u;\\nv.x += v.y * v.y * 1664525u + 1013904223u;\\nv.y += v.x * v.x * 1664525u + 1013904223u;\\nv ^= v >> 16;\\nv.x += v.y * v.y * 1664525u + 1013904223u;\\nv.y += v.x * v.x * 1664525u + 1013904223u;\\nreturn v;\\n}float randFibo(vec2 p) {\\nuvec2 v = floatBitsToUint(p);\\nv = pcg2d(v);\\nuint r = v.x ^ v.y;\\nreturn float(r) / float(0xffffffffu);\\n}vec3 blend (int blendMode, vec3 src, vec3 dst) {\\nreturn src + dst;\\n}out vec4 fragColor;const int kernelSize = 36;\\nmat2 rot(float a) {\\nreturn mat2(cos(a),-sin(a),sin(a),cos(a));\\n}vec3 Tonemap_ACES(vec3 x) {\\nconst float a = 2.51;\\nconst float b = 0.03;\\nconst float c = 2.43;\\nconst float d = 0.59;\\nconst float e = 0.14;\\nreturn (x * (a * x + b)) / (x * (c * x + d) + e);\\n}vec3 chromatic_aberration(vec3 color, vec2 uv, float amount) {\\nvec2 offset = normalize(vTextureCoord - 0.5) * amount / vec2(uResolution.x/uResolution.y, 1);\\nvec4 left = texture(uTexture, uv - offset);\\nvec4 right = texture(uTexture, uv + offset);color.r = left.r;\\ncolor.b = right.b;return color;\\n}const float PHI = 1.618033988;\\nconst float PI = 3.14159265359;float dot_noise(vec3 p) {\\nconst mat3 GOLD = mat3(\\n-0.571464913, +0.814921382, +0.096597072,\\n-0.278044873, -0.303026659, +0.911518454,\\n+0.772087367, +0.494042493, +0.399753815);\\nreturn dot(cos(GOLD * p), sin(PHI * p * GOLD));\\n}float cheap_fbm(vec3 p) {\\nmat2 rota = mat2(0.6, -0.8, 0.8, 0.6);\\nfloat nos = 0.;\\nfloat amp = 1. + 0.8100 * 10.;\\nfloat xp = sqrt(2.);\\nfloat halfxp = xp * 0.5;\\nfor(int i = 0; i < 10; i++) {\\nfloat theta = uTime * 0.05 + float(i);\\np.xy *= xp;\\np.xy += sin(rota * p.xy * xp + theta) * 0.2;\\nfloat nz = dot_noise(vec3(p.xy * rota, p.z + theta));\\nnos += nz * amp * rota[0][0];\\namp *= halfxp;\\nrota *= mat2(0.6, -0.8, 0.8, 0.6);\\n}\\nnos *= 1./float(10);\\nfloat density = -3. + 0.5200 * 6.;\\nreturn smoothstep(-3., 3., nos + density);\\n}float fnoise(vec2 uv) {\\nfloat aspectRatio = uResolution.x/uResolution.y;\\nvec2 aspect = vec2(aspectRatio, 1);\\nfloat multiplier = 10.0 * (1.0000 / ((aspectRatio + 1.) / 2.));\\nvec2 st = ((uv * aspect - vec2(0.5189138472400274, 0.4674414283856344) * aspect)) * multiplier * rot((0.2484 - 0.125) * 2. * PI);vec2 mPos = vec2(0.5189138472400274, 0.4674414283856344) + mix(vec2(0), (uMousePos-0.5), 0.0000);\\nvec2 pos = mix(vec2(0.5189138472400274, 0.4674414283856344), mPos, floor(1.0000));\\nfloat dist = ease(0, max(0.,1.-distance(uv * aspect, mPos * aspect) * 4. * (1. - 1.0000)));if (0 == 1) {\\ndist = max(0., (0.5 - dist));\\n}\\nfloat time = uTime * 0.05;\\nvec2 drift = vec2(time * 0.2) * 2.0 * 0.6700;\\nfloat fbm = cheap_fbm(vec3(st - drift, time)) * dist;\\nfbm = fbm / (1. + fbm);\\nreturn fbm;\\n}vec4 fogComposite(vec2 uv) {\\nvec4 bg = texture(uBgTexture, uv);\\nvec4 blur = texture(uTexture, uv);\\nfloat aspectRatio = uResolution.x/uResolution.y;\\nfloat fogNoise = fnoise(uv);\\nfloat fogMask = clamp(fogNoise * 2., 0., 1.);vec3 grain = vec3(randFibo(uv + fogNoise));blur.rgb = chromatic_aberration(blur.rgb, uv, fogMask * 0.01 * 0.4200 * (0.2900 * 2.5));\\nblur.rgb = Tonemap_ACES(blur.rgb * (1.2700 + 0.5)) + grain * 0.05;\\nvec4 foggedBlur = vec4(blur.rgb * vec3(0, 0.35294117647058826, 1), blur.a);\\nfoggedBlur.rgb += (0.0000 * 0.25 * fogMask * vec3(0, 0.35294117647058826, 1));\\nfoggedBlur.rgb = blend(1, bg.rgb, foggedBlur.rgb * fogMask);\\nreturn foggedBlur;\\n}vec4 getColor(vec2 uv) {\\nreturn fogComposite(uv);\\n}void main() {\\nvec2 uv = vTextureCoord;\\nvec4 color = getColor(uv);\\nfragColor = color;}\"],\"compiledVertexShaders\":[\"#version 300 es\\nprecision mediump float;in vec3 aVertexPosition;\\nin vec2 aTextureCoord;uniform mat4 uMVMatrix;\\nuniform mat4 uPMatrix;\\nuniform mat4 uTextureMatrix;out vec2 vTextureCoord;\\nout vec3 vVertexPosition;void main() {\\ngl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0);\\nvTextureCoord = (uTextureMatrix * vec4(aTextureCoord, 0.0, 1.0)).xy;\\n}\"],\"data\":{\"downSample\":0.25,\"depth\":false,\"uniforms\":{},\"isBackground\":false,\"passes\":[{\"prop\":\"pass\",\"value\":1,\"downSample\":0.25},{\"prop\":\"pass\",\"value\":2,\"downSample\":0.25},{\"prop\":\"pass\",\"value\":3,\"downSample\":0.25},{\"prop\":\"pass\",\"value\":4,\"includeBg\":true}]},\"id\":\"effect1\"},{\"breakpoints\":[],\"visible\":true,\"aspectRatio\":1,\"userDownsample\":1,\"layerType\":\"effect\",\"type\":\"godrays\",\"usesPingPong\":false,\"trackMouse\":0.52,\"trackAxes\":\"xy\",\"mouseMomentum\":1,\"texture\":false,\"animating\":false,\"isMask\":0,\"compiledFragmentShaders\":[\"#version 300 es\\nprecision highp float;\\nprecision highp int;in vec3 vVertexPosition;\\nin vec2 vTextureCoord;uniform sampler2D uTexture;const float PI2 = 6.28318530718;vec4 getBrightAreas(vec2 uv) {\\nvec4 color = texture(uTexture, uv);\\nfloat lum = dot(color.rgb, vec3(0.299, 0.587, 0.114));\\ncolor = color * smoothstep(0.0000 - 0.1, 0.0000, lum);\\nreturn color;\\n}vec4 getColor(vec2 uv) {\\nreturn getBrightAreas(uv);\\n}out vec4 fragColor;void main() {\\nvec2 uv = vTextureCoord;\\nvec4 color = getColor(uv);\\nif(0 == 1) {\\nfragColor = color;} else {\\nfragColor = color;\\n}\\n}\",\"#version 300 es\\nprecision highp float;\\nprecision highp int;in vec3 vVertexPosition;\\nin vec2 vTextureCoord;uniform sampler2D uTexture;\\nuniform sampler2D uBgTexture;uniform vec2 uMousePos;\\nuniform vec2 uResolution;const float PI2 = 6.28318530718;float interleavedGradientNoise(vec2 st) {\\nreturn fract(52.9829189 * fract(dot(st, vec2(0.06711056, 0.00583715))));\\n}vec4 godRays(vec2 st) {\\nvec3 color = vec3(0);\\nfloat decay = mix(0.89, 0.965, 0.2000);\\nvec2 pos = vec2(0.5, 0.5) - mix(vec2(0), (vec2(1. - uMousePos.x, 1. - uMousePos.y) - 0.5), 0.5200);\\nfloat weight = 1.0;\\nfloat MAX_ITERATIONS = 32.0;\\nvec2 stepDir = (pos - st) / MAX_ITERATIONS * (0.25 + min(1., 0.2000)) * 0.75;\\nfloat noise = interleavedGradientNoise(st * uResolution);\\nvec2 sampleUv = st + stepDir * noise;\\nvec2 perpDir = vec2(-stepDir.y, stepDir.x);\\nfloat intensity = 2.8 * 0.8000;for (float i = 0.0; i < MAX_ITERATIONS; i++) {\\nfloat theta = i/MAX_ITERATIONS;\\nsampleUv += stepDir + (perpDir * theta * sin((noise * 0.25) * (1.0 + theta) * 50.0)) * 1.0000 * 0.25;\\ncolor += texture(uTexture, sampleUv).rgb * weight * intensity;\\nweight *= decay;\\nif(weight < 0.05) break;\\n}\\nreturn vec4(color / MAX_ITERATIONS, 1.0);\\n}vec4 getGodRays(vec2 uv) {\\nvec4 bg = texture(uBgTexture, uv);\\nif(0.8000 <= 0.01) {\\nreturn bg;\\n}\\nvec4 rays = godRays(uv);\\nrays.rgb *= vec3(0, 0.35294117647058826, 1);vec4 color;\\ncolor.rgb = bg.rgb + rays.rgb;\\ncolor.a = bg.a + rays.r;\\nreturn color;\\n}vec4 getColor(vec2 uv) {\\nreturn getGodRays(uv);\\n}out vec4 fragColor;void main() {\\nvec2 uv = vTextureCoord;\\nvec4 color = getColor(uv);\\nif(1 == 1) {\\nfragColor = color;} else {\\nfragColor = color;\\n}\\n}\"],\"compiledVertexShaders\":[\"#version 300 es\\nprecision mediump float;in vec3 aVertexPosition;\\nin vec2 aTextureCoord;uniform mat4 uMVMatrix;\\nuniform mat4 uPMatrix;\\nuniform mat4 uTextureMatrix;out vec2 vTextureCoord;\\nout vec3 vVertexPosition;void main() {\\ngl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0);\\nvTextureCoord = (uTextureMatrix * vec4(aTextureCoord, 0.0, 1.0)).xy;\\n}\"],\"data\":{\"depth\":false,\"uniforms\":{},\"isBackground\":false,\"passes\":[{\"prop\":\"pass\",\"value\":1,\"includeBg\":true}]},\"id\":\"effect2\"}],\"options\":{\"name\":\"Glow\",\"fps\":120,\"dpi\":1.5,\"scale\":1,\"includeLogo\":false,\"isProduction\":false,\"freePlan\":false},\"version\":\"2.0.0\",\"id\":\"OAnOGmU2JaSbADWYvBzI\"}","characterStyleOverrides":[],"styleOverrideTable":{},"lineTypes":["NONE"],"lineIndentations":[0],"listStartOffsets":[],"lineStyleOverrides":[0]}},"jsonFilePath#1:3":{"type":"TEXT","value":{"characters":"","characterStyleOverrides":[],"styleOverrideTable":{},"lineTypes":["NONE"],"lineIndentations":[0],"listStartOffsets":[],"lineStyleOverrides":[0]},"isDefault":true},"sdkVersion#1:4":{"type":"TEXT","value":{"characters":"2.0.0","characterStyleOverrides":[],"styleOverrideTable":{},"lineTypes":["NONE"],"lineIndentations":[0],"listStartOffsets":[],"lineStyleOverrides":[0]}},"lazyLoad#1:10":{"type":"BOOLEAN","value":false,"isDefault":true},"fps#1:7":{"type":"NUMBER","value":120.0},"fixed#1:11":{"type":"BOOLEAN","value":false,"isDefault":true},"altText#1:8":{"type":"TEXT","value":{"characters":"","characterStyleOverrides":[],"styleOverrideTable":{},"lineTypes":["NONE"],"lineIndentations":[0],"listStartOffsets":[],"lineStyleOverrides":[0]}},"dpi#1:6":{"type":"NUMBER","value":10.0},"ariaLabel#1:9":{"type":"TEXT","value":{"characters":"","characterStyleOverrides":[],"styleOverrideTable":{},"lineTypes":["NONE"],"lineIndentations":[0],"listStartOffsets":[],"lineStyleOverrides":[0]}},"scale#1:5":{"type":"NUMBER","value":1.0,"isDefault":true},"header#1:12":{"type":"TEXT","value":{"characters":"","characterStyleOverrides":[],"styleOverrideTable":{},"lineTypes":["NONE"],"lineIndentations":[0],"listStartOffsets":[],"lineStyleOverrides":[0]},"isDefault":true}}},"314:391782":{"type":"CODE_INSTANCE","id":"314:391782","name":"Code 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300 es\\nprecision highp float;in vec2 vTextureCoord;uniform vec2 uMousePos;vec3 getColor(int index) {\\nswitch(index) {\\ncase 0: return vec3(0, 0, 0);\\ncase 1: return vec3(0, 0, 0);\\ncase 2: return vec3(0, 0, 0);\\ncase 3: return vec3(0, 0, 0);\\ncase 4: return vec3(0, 0, 0);\\ncase 5: return vec3(0, 0, 0);\\ncase 6: return vec3(0, 0, 0);\\ncase 7: return vec3(0, 0, 0);\\ncase 8: return vec3(0, 0, 0);\\ncase 9: return vec3(0, 0, 0);\\ncase 10: return vec3(0, 0, 0);\\ncase 11: return vec3(0, 0, 0);\\ncase 12: return vec3(0, 0, 0);\\ncase 13: return vec3(0, 0, 0);\\ncase 14: return vec3(0, 0, 0);\\ncase 15: return vec3(0, 0, 0);\\ndefault: return vec3(0.0);\\n}\\n}const float PI = 3.14159265;vec2 rotate(vec2 coord, float angle) {\\nfloat s = sin(angle);\\nfloat c = cos(angle);\\nreturn vec2(\\ncoord.x * c - coord.y * s,\\ncoord.x * s + coord.y * c\\n);\\n}out vec4 fragColor;vec3 getColor(vec2 uv) {return vec3(0, 0, 0);\\n}void main() {vec2 uv = vTextureCoord;\\nvec2 pos = vec2(0.5, 0.5) + mix(vec2(0), (uMousePos-0.5), 0.0000);\\nuv -= pos;\\nuv /= max(0.5000*2., 1e-5);\\nuv = rotate(uv, (0.0000 - 0.5) * 2. * PI);\\nvec4 color = vec4(getColor(uv), 1.0000);\\nfragColor = color;\\n}\"],\"compiledVertexShaders\":[\"#version 300 es\\nprecision mediump float;in vec3 aVertexPosition;\\nin vec2 aTextureCoord;uniform mat4 uMVMatrix;\\nuniform mat4 uPMatrix;out vec2 vTextureCoord;\\nout vec3 vVertexPosition;void main() {\\ngl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0);\\nvTextureCoord = 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highp float;\\nin vec2 vTextureCoord;\\nin vec3 vVertexPosition;uniform vec2 uMousePos;\\nuniform sampler2D uBgTexture;\\nuniform sampler2D uTexture;const float STEPS = 24.0;\\nconst float PI = 3.1415926;out vec4 fragColor;vec4 getNormalOutput(vec4 color, vec4 background) {\\nreturn mix(background, color + background * (1.0 - color.a), 0.9300);\\n}vec4 getOutputByMode(vec4 color, vec4 background) {\\nreturn getNormalOutput(color, background);\\n}void main() {\\nvec2 uv = vTextureCoord;\\nvec2 pos = vec2(0);pos = mix(vec2(0), (uMousePos - 0.5), 0.0000);uv -= pos;vec4 background = vec4(0);background = texture(uBgTexture, vTextureCoord);\\nvec4 color = texture(uTexture, uv);vec4 col = getOutputByMode(color, background);fragColor = col;\\n}\"],\"compiledVertexShaders\":[\"#version 300 es\\nprecision highp float;in vec3 aVertexPosition;\\nin vec2 aTextureCoord;uniform mat4 uMVMatrix;\\nuniform mat4 uPMatrix;\\nuniform mat4 uTextureMatrix;\\nuniform vec2 uMousePos;out vec2 vTextureCoord;\\nout vec3 vVertexPosition;void main() {\\nfloat angleX = uMousePos.y * 0.5 - 0.25;\\nfloat angleY = (1.-uMousePos.x) * 0.5 - 0.25;mat4 rotateX = mat4(1.0, 0.0, 0.0, 0.0,\\n0.0, cos(angleX), -sin(angleX), 0.0,\\n0.0, sin(angleX), cos(angleX), 0.0,\\n0.0, 0.0, 0.0, 1.0);\\nmat4 rotateY = mat4(cos(angleY), 0.0, sin(angleY), 0.0,\\n0.0, 1.0, 0.0, 0.0,\\n-sin(angleY), 0.0, cos(angleY), 0.0,\\n0.0, 0.0, 0.0, 1.0);mat4 rotationMatrix = rotateX * rotateY;\\ngl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0);\\nvVertexPosition = (rotationMatrix * vec4(aVertexPosition, 1.0)).xyz;\\nvTextureCoord = (uTextureMatrix * vec4(aTextureCoord, 0.0, 1.0)).xy;\\n}\"],\"data\":{\"uniforms\":{}},\"id\":\"text\",\"windowWidth\":1280},{\"breakpoints\":[],\"visible\":true,\"aspectRatio\":1,\"userDownsample\":1,\"layerType\":\"effect\",\"type\":\"fog\",\"usesPingPong\":false,\"speed\":0.5,\"trackMouse\":0,\"trackAxes\":\"xy\",\"mouseMomentum\":0,\"texture\":false,\"animating\":true,\"isMask\":0,\"compiledFragmentShaders\":[\"#version 300 es\\nprecision highp float;\\nprecision highp int;in vec3 vVertexPosition;\\nin vec2 vTextureCoord;uniform sampler2D uTexture;\\nuniform float uTime;\\nuniform vec2 uMousePos;\\nuniform vec2 uResolution;\\nfloat ease (int easingFunc, float t) {\\nreturn t;\\n}\\nfloat getExponentialWeight(int index) {\\nswitch(index) {\\ncase 0: return 1.0000000000;\\ncase 1: return 0.7165313106;\\ncase 2: return 0.5134171190;\\ncase 3: return 0.3678794412;\\ncase 4: return 0.2636050919;\\ncase 5: return 0.1888756057;\\ncase 6: return 0.1353352832;\\ncase 7: return 0.0969670595;\\ncase 8: return 0.0694877157;\\ndefault: return 0.0;\\n}\\n}out vec4 fragColor;const int kernelSize = 36;\\nmat2 rot(float a) {\\nreturn mat2(cos(a),-sin(a),sin(a),cos(a));\\n}const float PHI = 1.618033988;\\nconst float PI = 3.14159265359;float dot_noise(vec3 p) {\\nconst mat3 GOLD = mat3(\\n-0.571464913, +0.814921382, +0.096597072,\\n-0.278044873, -0.303026659, +0.911518454,\\n+0.772087367, +0.494042493, +0.399753815);\\nreturn dot(cos(GOLD * p), sin(PHI * p * GOLD));\\n}float cheap_fbm(vec3 p) {\\nmat2 rota = mat2(0.6, -0.8, 0.8, 0.6);\\nfloat nos = 0.;\\nfloat amp = 1. + 0.8100 * 10.;\\nfloat xp = sqrt(2.);\\nfloat halfxp = xp * 0.5;\\nfor(int i = 0; i < 10; i++) {\\nfloat theta = uTime * 0.05 + float(i);\\np.xy *= xp;\\np.xy += sin(rota * p.xy * xp + theta) * 0.2;\\nfloat nz = dot_noise(vec3(p.xy * rota, p.z + theta));\\nnos += nz * amp * rota[0][0];\\namp *= halfxp;\\nrota *= mat2(0.6, -0.8, 0.8, 0.6);\\n}\\nnos *= 1./float(10);\\nfloat density = -3. + 0.5200 * 6.;\\nreturn smoothstep(-3., 3., nos + density);\\n}float fnoise(vec2 uv) {\\nfloat aspectRatio = uResolution.x/uResolution.y;\\nvec2 aspect = vec2(aspectRatio, 1);\\nfloat multiplier = 10.0 * (1.0000 / ((aspectRatio + 1.) / 2.));\\nvec2 st = ((uv * aspect - vec2(0.5189138472400274, 0.4674414283856344) * aspect)) * multiplier * rot((0.2484 - 0.125) * 2. * PI);vec2 mPos = vec2(0.5189138472400274, 0.4674414283856344) + mix(vec2(0), (uMousePos-0.5), 0.0000);\\nvec2 pos = mix(vec2(0.5189138472400274, 0.4674414283856344), mPos, floor(1.0000));\\nfloat dist = ease(0, max(0.,1.-distance(uv * aspect, mPos * aspect) * 4. * (1. - 1.0000)));if (0 == 1) {\\ndist = max(0., (0.5 - dist));\\n}\\nfloat time = uTime * 0.05;\\nvec2 drift = vec2(time * 0.2) * 2.0 * 0.6700;\\nfloat fbm = cheap_fbm(vec3(st - drift, time)) * dist;\\nfbm = fbm / (1. + fbm);\\nreturn fbm;\\n}vec4 ExponentialBlur(sampler2D tex, vec2 uv, vec2 direction) {\\nvec4 color = vec4(0.0);\\nfloat total_weight = 0.0;float fogNoise = fnoise(uv);\\nfloat radius = 8.0 * fogNoise * max(0.4200, 0.1);\\nradius = mix(0.01, 0.03, radius);vec2 dir = normalize(direction) / vec2(uResolution.x/uResolution.y, 1);vec4 center = texture(tex, uv);\\nfloat center_weight = getExponentialWeight(0);\\ncolor += center * center_weight;\\ntotal_weight += center_weight;for (int i = 1; i <= 8; i++) {\\nfloat weight = getExponentialWeight(i);\\nfloat offset = radius * float(i) / 8.0;\\nvec4 sample1 = texture(tex, uv + offset * dir);\\nvec4 sample2 = texture(tex, uv - offset * dir);\\ncolor += (sample1 + sample2) * weight;\\ntotal_weight += 2.0 * weight;\\n}\\nfloat scatter = radius * 2.;\\ncolor += (\\ntexture(tex, uv + scatter * dir) +\\ntexture(tex, uv - scatter * dir)\\n) * 0.0694877157;return color / total_weight;\\n}vec4 blur(vec2 uv, vec2 direction) {\\nreturn ExponentialBlur(uTexture, uv, direction);\\n}vec4 getColor(vec2 uv) {\\nreturn blur(uv, vec2(1, 0));\\n}void main() {\\nvec2 uv = vTextureCoord;\\nvec4 color = getColor(uv);\\nfragColor = color;}\",\"#version 300 es\\nprecision highp float;\\nprecision highp int;in vec3 vVertexPosition;\\nin vec2 vTextureCoord;uniform sampler2D uTexture;\\nuniform float uTime;\\nuniform vec2 uMousePos;\\nuniform vec2 uResolution;\\nfloat ease (int easingFunc, float t) {\\nreturn t;\\n}\\nfloat getExponentialWeight(int index) {\\nswitch(index) {\\ncase 0: return 1.0000000000;\\ncase 1: return 0.7165313106;\\ncase 2: return 0.5134171190;\\ncase 3: return 0.3678794412;\\ncase 4: return 0.2636050919;\\ncase 5: return 0.1888756057;\\ncase 6: return 0.1353352832;\\ncase 7: return 0.0969670595;\\ncase 8: return 0.0694877157;\\ndefault: return 0.0;\\n}\\n}out vec4 fragColor;const int kernelSize = 36;\\nmat2 rot(float a) {\\nreturn mat2(cos(a),-sin(a),sin(a),cos(a));\\n}const float PHI = 1.618033988;\\nconst float PI = 3.14159265359;float dot_noise(vec3 p) {\\nconst mat3 GOLD = mat3(\\n-0.571464913, +0.814921382, +0.096597072,\\n-0.278044873, -0.303026659, +0.911518454,\\n+0.772087367, +0.494042493, +0.399753815);\\nreturn dot(cos(GOLD * p), sin(PHI * p * GOLD));\\n}float cheap_fbm(vec3 p) {\\nmat2 rota = mat2(0.6, -0.8, 0.8, 0.6);\\nfloat nos = 0.;\\nfloat amp = 1. + 0.8100 * 10.;\\nfloat xp = sqrt(2.);\\nfloat halfxp = xp * 0.5;\\nfor(int i = 0; i < 10; i++) {\\nfloat theta = uTime * 0.05 + float(i);\\np.xy *= xp;\\np.xy += sin(rota * p.xy * xp + theta) * 0.2;\\nfloat nz = dot_noise(vec3(p.xy * rota, p.z + theta));\\nnos += nz * amp * rota[0][0];\\namp *= halfxp;\\nrota *= mat2(0.6, -0.8, 0.8, 0.6);\\n}\\nnos *= 1./float(10);\\nfloat density = -3. + 0.5200 * 6.;\\nreturn smoothstep(-3., 3., nos + density);\\n}float fnoise(vec2 uv) {\\nfloat aspectRatio = uResolution.x/uResolution.y;\\nvec2 aspect = vec2(aspectRatio, 1);\\nfloat multiplier = 10.0 * (1.0000 / ((aspectRatio + 1.) / 2.));\\nvec2 st = ((uv * aspect - vec2(0.5189138472400274, 0.4674414283856344) * aspect)) * multiplier * rot((0.2484 - 0.125) * 2. * PI);vec2 mPos = vec2(0.5189138472400274, 0.4674414283856344) + mix(vec2(0), (uMousePos-0.5), 0.0000);\\nvec2 pos = mix(vec2(0.5189138472400274, 0.4674414283856344), mPos, floor(1.0000));\\nfloat dist = ease(0, max(0.,1.-distance(uv * aspect, mPos * aspect) * 4. * (1. - 1.0000)));if (0 == 1) {\\ndist = max(0., (0.5 - dist));\\n}\\nfloat time = uTime * 0.05;\\nvec2 drift = vec2(time * 0.2) * 2.0 * 0.6700;\\nfloat fbm = cheap_fbm(vec3(st - drift, time)) * dist;\\nfbm = fbm / (1. + fbm);\\nreturn fbm;\\n}vec4 ExponentialBlur(sampler2D tex, vec2 uv, vec2 direction) {\\nvec4 color = vec4(0.0);\\nfloat total_weight = 0.0;float fogNoise = fnoise(uv);\\nfloat radius = 8.0 * fogNoise * max(0.4200, 0.1);\\nradius = mix(0.01, 0.03, radius);vec2 dir = normalize(direction) / vec2(uResolution.x/uResolution.y, 1);vec4 center = texture(tex, uv);\\nfloat center_weight = getExponentialWeight(0);\\ncolor += center * center_weight;\\ntotal_weight += center_weight;for (int i = 1; i <= 8; i++) {\\nfloat weight = getExponentialWeight(i);\\nfloat offset = radius * float(i) / 8.0;\\nvec4 sample1 = texture(tex, uv + offset * dir);\\nvec4 sample2 = texture(tex, uv - offset * dir);\\ncolor += (sample1 + sample2) * weight;\\ntotal_weight += 2.0 * weight;\\n}\\nfloat scatter = radius * 2.;\\ncolor += (\\ntexture(tex, uv + scatter * dir) +\\ntexture(tex, uv - scatter * dir)\\n) * 0.0694877157;return color / total_weight;\\n}vec4 blur(vec2 uv, vec2 direction) {\\nreturn ExponentialBlur(uTexture, uv, direction);\\n}vec4 getColor(vec2 uv) {\\nreturn blur(uv, vec2(0, 1));\\n}void main() {\\nvec2 uv = vTextureCoord;\\nvec4 color = getColor(uv);\\nfragColor = color;}\",\"#version 300 es\\nprecision highp float;\\nprecision highp int;in vec3 vVertexPosition;\\nin vec2 vTextureCoord;uniform sampler2D uTexture;\\nuniform float uTime;\\nuniform vec2 uMousePos;\\nuniform vec2 uResolution;\\nfloat ease (int easingFunc, float t) {\\nreturn t;\\n}\\nfloat getExponentialWeight(int index) {\\nswitch(index) {\\ncase 0: return 1.0000000000;\\ncase 1: return 0.7165313106;\\ncase 2: return 0.5134171190;\\ncase 3: return 0.3678794412;\\ncase 4: return 0.2636050919;\\ncase 5: return 0.1888756057;\\ncase 6: return 0.1353352832;\\ncase 7: return 0.0969670595;\\ncase 8: return 0.0694877157;\\ndefault: return 0.0;\\n}\\n}out vec4 fragColor;const int kernelSize = 36;\\nmat2 rot(float a) {\\nreturn mat2(cos(a),-sin(a),sin(a),cos(a));\\n}const float PHI = 1.618033988;\\nconst float PI = 3.14159265359;float dot_noise(vec3 p) {\\nconst mat3 GOLD = mat3(\\n-0.571464913, +0.814921382, +0.096597072,\\n-0.278044873, -0.303026659, +0.911518454,\\n+0.772087367, +0.494042493, +0.399753815);\\nreturn dot(cos(GOLD * p), sin(PHI * p * GOLD));\\n}float cheap_fbm(vec3 p) {\\nmat2 rota = mat2(0.6, -0.8, 0.8, 0.6);\\nfloat nos = 0.;\\nfloat amp = 1. + 0.8100 * 10.;\\nfloat xp = sqrt(2.);\\nfloat halfxp = xp * 0.5;\\nfor(int i = 0; i < 10; i++) {\\nfloat theta = uTime * 0.05 + float(i);\\np.xy *= xp;\\np.xy += sin(rota * p.xy * xp + theta) * 0.2;\\nfloat nz = dot_noise(vec3(p.xy * rota, p.z + theta));\\nnos += nz * amp * rota[0][0];\\namp *= halfxp;\\nrota *= mat2(0.6, -0.8, 0.8, 0.6);\\n}\\nnos *= 1./float(10);\\nfloat density = -3. + 0.5200 * 6.;\\nreturn smoothstep(-3., 3., nos + density);\\n}float fnoise(vec2 uv) {\\nfloat aspectRatio = uResolution.x/uResolution.y;\\nvec2 aspect = vec2(aspectRatio, 1);\\nfloat multiplier = 10.0 * (1.0000 / ((aspectRatio + 1.) / 2.));\\nvec2 st = ((uv * aspect - vec2(0.5189138472400274, 0.4674414283856344) * aspect)) * multiplier * rot((0.2484 - 0.125) * 2. * PI);vec2 mPos = vec2(0.5189138472400274, 0.4674414283856344) + mix(vec2(0), (uMousePos-0.5), 0.0000);\\nvec2 pos = mix(vec2(0.5189138472400274, 0.4674414283856344), mPos, floor(1.0000));\\nfloat dist = ease(0, max(0.,1.-distance(uv * aspect, mPos * aspect) * 4. * (1. - 1.0000)));if (0 == 1) {\\ndist = max(0., (0.5 - dist));\\n}\\nfloat time = uTime * 0.05;\\nvec2 drift = vec2(time * 0.2) * 2.0 * 0.6700;\\nfloat fbm = cheap_fbm(vec3(st - drift, time)) * dist;\\nfbm = fbm / (1. + fbm);\\nreturn fbm;\\n}vec4 ExponentialBlur(sampler2D tex, vec2 uv, vec2 direction) {\\nvec4 color = vec4(0.0);\\nfloat total_weight = 0.0;float fogNoise = fnoise(uv);\\nfloat radius = 8.0 * fogNoise * max(0.4200, 0.1);\\nradius = mix(0.01, 0.03, radius);vec2 dir = normalize(direction) / vec2(uResolution.x/uResolution.y, 1);vec4 center = texture(tex, uv);\\nfloat center_weight = getExponentialWeight(0);\\ncolor += center * center_weight;\\ntotal_weight += center_weight;for (int i = 1; i <= 8; i++) {\\nfloat weight = getExponentialWeight(i);\\nfloat offset = radius * float(i) / 8.0;\\nvec4 sample1 = texture(tex, uv + offset * dir);\\nvec4 sample2 = texture(tex, uv - offset * dir);\\ncolor += (sample1 + sample2) * weight;\\ntotal_weight += 2.0 * weight;\\n}\\nfloat scatter = radius * 2.;\\ncolor += (\\ntexture(tex, uv + scatter * dir) +\\ntexture(tex, uv - scatter * dir)\\n) * 0.0694877157;return color / total_weight;\\n}vec4 blur(vec2 uv, vec2 direction) {\\nreturn ExponentialBlur(uTexture, uv, direction);\\n}vec4 getColor(vec2 uv) {\\nreturn blur(uv, vec2(1, 1));\\n}void main() {\\nvec2 uv = vTextureCoord;\\nvec4 color = getColor(uv);\\nfragColor = color;}\",\"#version 300 es\\nprecision highp float;\\nprecision highp int;in vec3 vVertexPosition;\\nin vec2 vTextureCoord;uniform sampler2D uTexture;\\nuniform float uTime;\\nuniform vec2 uMousePos;\\nuniform vec2 uResolution;\\nfloat ease (int easingFunc, float t) {\\nreturn t;\\n}\\nfloat getExponentialWeight(int index) {\\nswitch(index) {\\ncase 0: return 1.0000000000;\\ncase 1: return 0.7165313106;\\ncase 2: return 0.5134171190;\\ncase 3: return 0.3678794412;\\ncase 4: return 0.2636050919;\\ncase 5: return 0.1888756057;\\ncase 6: return 0.1353352832;\\ncase 7: return 0.0969670595;\\ncase 8: return 0.0694877157;\\ndefault: return 0.0;\\n}\\n}out vec4 fragColor;const int kernelSize = 36;\\nmat2 rot(float a) {\\nreturn mat2(cos(a),-sin(a),sin(a),cos(a));\\n}const float PHI = 1.618033988;\\nconst float PI = 3.14159265359;float dot_noise(vec3 p) {\\nconst mat3 GOLD = mat3(\\n-0.571464913, +0.814921382, +0.096597072,\\n-0.278044873, -0.303026659, +0.911518454,\\n+0.772087367, +0.494042493, +0.399753815);\\nreturn dot(cos(GOLD * p), sin(PHI * p * GOLD));\\n}float cheap_fbm(vec3 p) {\\nmat2 rota = mat2(0.6, -0.8, 0.8, 0.6);\\nfloat nos = 0.;\\nfloat amp = 1. + 0.8100 * 10.;\\nfloat xp = sqrt(2.);\\nfloat halfxp = xp * 0.5;\\nfor(int i = 0; i < 10; i++) {\\nfloat theta = uTime * 0.05 + float(i);\\np.xy *= xp;\\np.xy += sin(rota * p.xy * xp + theta) * 0.2;\\nfloat nz = dot_noise(vec3(p.xy * rota, p.z + theta));\\nnos += nz * amp * rota[0][0];\\namp *= halfxp;\\nrota *= mat2(0.6, -0.8, 0.8, 0.6);\\n}\\nnos *= 1./float(10);\\nfloat density = -3. + 0.5200 * 6.;\\nreturn smoothstep(-3., 3., nos + density);\\n}float fnoise(vec2 uv) {\\nfloat aspectRatio = uResolution.x/uResolution.y;\\nvec2 aspect = vec2(aspectRatio, 1);\\nfloat multiplier = 10.0 * (1.0000 / ((aspectRatio + 1.) / 2.));\\nvec2 st = ((uv * aspect - vec2(0.5189138472400274, 0.4674414283856344) * aspect)) * multiplier * rot((0.2484 - 0.125) * 2. * PI);vec2 mPos = vec2(0.5189138472400274, 0.4674414283856344) + mix(vec2(0), (uMousePos-0.5), 0.0000);\\nvec2 pos = mix(vec2(0.5189138472400274, 0.4674414283856344), mPos, floor(1.0000));\\nfloat dist = ease(0, max(0.,1.-distance(uv * aspect, mPos * aspect) * 4. * (1. - 1.0000)));if (0 == 1) {\\ndist = max(0., (0.5 - dist));\\n}\\nfloat time = uTime * 0.05;\\nvec2 drift = vec2(time * 0.2) * 2.0 * 0.6700;\\nfloat fbm = cheap_fbm(vec3(st - drift, time)) * dist;\\nfbm = fbm / (1. + fbm);\\nreturn fbm;\\n}vec4 ExponentialBlur(sampler2D tex, vec2 uv, vec2 direction) {\\nvec4 color = vec4(0.0);\\nfloat total_weight = 0.0;float fogNoise = fnoise(uv);\\nfloat radius = 8.0 * fogNoise * max(0.4200, 0.1);\\nradius = mix(0.01, 0.03, radius);vec2 dir = normalize(direction) / vec2(uResolution.x/uResolution.y, 1);vec4 center = texture(tex, uv);\\nfloat center_weight = getExponentialWeight(0);\\ncolor += center * center_weight;\\ntotal_weight += center_weight;for (int i = 1; i <= 8; i++) {\\nfloat weight = getExponentialWeight(i);\\nfloat offset = radius * float(i) / 8.0;\\nvec4 sample1 = texture(tex, uv + offset * dir);\\nvec4 sample2 = texture(tex, uv - offset * dir);\\ncolor += (sample1 + sample2) * weight;\\ntotal_weight += 2.0 * weight;\\n}\\nfloat scatter = radius * 2.;\\ncolor += (\\ntexture(tex, uv + scatter * dir) +\\ntexture(tex, uv - scatter * dir)\\n) * 0.0694877157;return color / total_weight;\\n}vec4 blur(vec2 uv, vec2 direction) {\\nreturn ExponentialBlur(uTexture, uv, direction);\\n}vec4 getColor(vec2 uv) {\\nreturn blur(uv, vec2(1, -1));\\n}void main() {\\nvec2 uv = vTextureCoord;\\nvec4 color = getColor(uv);\\nfragColor = color;}\",\"#version 300 es\\nprecision highp float;\\nprecision highp int;in vec3 vVertexPosition;\\nin vec2 vTextureCoord;uniform sampler2D uTexture;\\nuniform sampler2D uBgTexture;\\nuniform float uTime;\\nuniform vec2 uMousePos;\\nuniform vec2 uResolution;\\nfloat ease (int easingFunc, float t) {\\nreturn t;\\n}\\nuvec2 pcg2d(uvec2 v) {\\nv = v * 1664525u + 1013904223u;\\nv.x += v.y * v.y * 1664525u + 1013904223u;\\nv.y += v.x * v.x * 1664525u + 1013904223u;\\nv ^= v >> 16;\\nv.x += v.y * v.y * 1664525u + 1013904223u;\\nv.y += v.x * v.x * 1664525u + 1013904223u;\\nreturn v;\\n}float randFibo(vec2 p) {\\nuvec2 v = floatBitsToUint(p);\\nv = pcg2d(v);\\nuint r = v.x ^ v.y;\\nreturn float(r) / float(0xffffffffu);\\n}vec3 blend (int blendMode, vec3 src, vec3 dst) {\\nreturn src + dst;\\n}out vec4 fragColor;const int kernelSize = 36;\\nmat2 rot(float a) {\\nreturn mat2(cos(a),-sin(a),sin(a),cos(a));\\n}vec3 Tonemap_ACES(vec3 x) {\\nconst float a = 2.51;\\nconst float b = 0.03;\\nconst float c = 2.43;\\nconst float d = 0.59;\\nconst float e = 0.14;\\nreturn (x * (a * x + b)) / (x * (c * x + d) + e);\\n}vec3 chromatic_aberration(vec3 color, vec2 uv, float amount) {\\nvec2 offset = normalize(vTextureCoord - 0.5) * amount / vec2(uResolution.x/uResolution.y, 1);\\nvec4 left = texture(uTexture, uv - offset);\\nvec4 right = texture(uTexture, uv + offset);color.r = left.r;\\ncolor.b = right.b;return color;\\n}const float PHI = 1.618033988;\\nconst float PI = 3.14159265359;float dot_noise(vec3 p) {\\nconst mat3 GOLD = mat3(\\n-0.571464913, +0.814921382, +0.096597072,\\n-0.278044873, -0.303026659, +0.911518454,\\n+0.772087367, +0.494042493, +0.399753815);\\nreturn dot(cos(GOLD * p), sin(PHI * p * GOLD));\\n}float cheap_fbm(vec3 p) {\\nmat2 rota = mat2(0.6, -0.8, 0.8, 0.6);\\nfloat nos = 0.;\\nfloat amp = 1. + 0.8100 * 10.;\\nfloat xp = sqrt(2.);\\nfloat halfxp = xp * 0.5;\\nfor(int i = 0; i < 10; i++) {\\nfloat theta = uTime * 0.05 + float(i);\\np.xy *= xp;\\np.xy += sin(rota * p.xy * xp + theta) * 0.2;\\nfloat nz = dot_noise(vec3(p.xy * rota, p.z + theta));\\nnos += nz * amp * rota[0][0];\\namp *= halfxp;\\nrota *= mat2(0.6, -0.8, 0.8, 0.6);\\n}\\nnos *= 1./float(10);\\nfloat density = -3. + 0.5200 * 6.;\\nreturn smoothstep(-3., 3., nos + density);\\n}float fnoise(vec2 uv) {\\nfloat aspectRatio = uResolution.x/uResolution.y;\\nvec2 aspect = vec2(aspectRatio, 1);\\nfloat multiplier = 10.0 * (1.0000 / ((aspectRatio + 1.) / 2.));\\nvec2 st = ((uv * aspect - vec2(0.5189138472400274, 0.4674414283856344) * aspect)) * multiplier * rot((0.2484 - 0.125) * 2. * PI);vec2 mPos = vec2(0.5189138472400274, 0.4674414283856344) + mix(vec2(0), (uMousePos-0.5), 0.0000);\\nvec2 pos = mix(vec2(0.5189138472400274, 0.4674414283856344), mPos, floor(1.0000));\\nfloat dist = ease(0, max(0.,1.-distance(uv * aspect, mPos * aspect) * 4. * (1. - 1.0000)));if (0 == 1) {\\ndist = max(0., (0.5 - dist));\\n}\\nfloat time = uTime * 0.05;\\nvec2 drift = vec2(time * 0.2) * 2.0 * 0.6700;\\nfloat fbm = cheap_fbm(vec3(st - drift, time)) * dist;\\nfbm = fbm / (1. + fbm);\\nreturn fbm;\\n}vec4 fogComposite(vec2 uv) {\\nvec4 bg = texture(uBgTexture, uv);\\nvec4 blur = texture(uTexture, uv);\\nfloat aspectRatio = 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float;\\nprecision highp int;in vec3 vVertexPosition;\\nin vec2 vTextureCoord;uniform sampler2D uTexture;\\nuniform float uTime;\\nuniform vec2 uMousePos;\\nuniform vec2 uResolution;\\nfloat ease (int easingFunc, float t) {\\nreturn t;\\n}\\nfloat getExponentialWeight(int index) {\\nswitch(index) {\\ncase 0: return 1.0000000000;\\ncase 1: return 0.7165313106;\\ncase 2: return 0.5134171190;\\ncase 3: return 0.3678794412;\\ncase 4: return 0.2636050919;\\ncase 5: return 0.1888756057;\\ncase 6: return 0.1353352832;\\ncase 7: return 0.0969670595;\\ncase 8: return 0.0694877157;\\ndefault: return 0.0;\\n}\\n}out vec4 fragColor;const int kernelSize = 36;\\nmat2 rot(float a) {\\nreturn mat2(cos(a),-sin(a),sin(a),cos(a));\\n}const float PHI = 1.618033988;\\nconst float PI = 3.14159265359;float dot_noise(vec3 p) {\\nconst mat3 GOLD = mat3(\\n-0.571464913, +0.814921382, +0.096597072,\\n-0.278044873, -0.303026659, +0.911518454,\\n+0.772087367, +0.494042493, +0.399753815);\\nreturn dot(cos(GOLD * p), sin(PHI * p * GOLD));\\n}float cheap_fbm(vec3 p) {\\nmat2 rota = mat2(0.6, -0.8, 0.8, 0.6);\\nfloat nos = 0.;\\nfloat amp = 1. + 0.8100 * 10.;\\nfloat xp = sqrt(2.);\\nfloat halfxp = xp * 0.5;\\nfor(int i = 0; i < 10; i++) {\\nfloat theta = uTime * 0.05 + float(i);\\np.xy *= xp;\\np.xy += sin(rota * p.xy * xp + theta) * 0.2;\\nfloat nz = dot_noise(vec3(p.xy * rota, p.z + theta));\\nnos += nz * amp * rota[0][0];\\namp *= halfxp;\\nrota *= mat2(0.6, -0.8, 0.8, 0.6);\\n}\\nnos *= 1./float(10);\\nfloat density = -3. + 0.5200 * 6.;\\nreturn smoothstep(-3., 3., nos + density);\\n}float fnoise(vec2 uv) {\\nfloat aspectRatio = uResolution.x/uResolution.y;\\nvec2 aspect = vec2(aspectRatio, 1);\\nfloat multiplier = 10.0 * (1.0000 / ((aspectRatio + 1.) / 2.));\\nvec2 st = ((uv * aspect - vec2(0.5189138472400274, 0.4674414283856344) * aspect)) * multiplier * rot((0.2484 - 0.125) * 2. * PI);vec2 mPos = vec2(0.5189138472400274, 0.4674414283856344) + mix(vec2(0), (uMousePos-0.5), 0.0000);\\nvec2 pos = mix(vec2(0.5189138472400274, 0.4674414283856344), mPos, floor(1.0000));\\nfloat dist = ease(0, max(0.,1.-distance(uv * aspect, mPos * aspect) * 4. * (1. - 1.0000)));if (0 == 1) {\\ndist = max(0., (0.5 - dist));\\n}\\nfloat time = uTime * 0.05;\\nvec2 drift = vec2(time * 0.2) * 2.0 * 0.6700;\\nfloat fbm = cheap_fbm(vec3(st - drift, time)) * dist;\\nfbm = fbm / (1. + fbm);\\nreturn fbm;\\n}vec4 ExponentialBlur(sampler2D tex, vec2 uv, vec2 direction) {\\nvec4 color = vec4(0.0);\\nfloat total_weight = 0.0;float fogNoise = fnoise(uv);\\nfloat radius = 8.0 * fogNoise * max(0.4200, 0.1);\\nradius = mix(0.01, 0.03, radius);vec2 dir = normalize(direction) / vec2(uResolution.x/uResolution.y, 1);vec4 center = texture(tex, uv);\\nfloat center_weight = getExponentialWeight(0);\\ncolor += center * center_weight;\\ntotal_weight += center_weight;for (int i = 1; i <= 8; i++) {\\nfloat weight = getExponentialWeight(i);\\nfloat offset = radius * float(i) / 8.0;\\nvec4 sample1 = texture(tex, uv + offset * dir);\\nvec4 sample2 = texture(tex, uv - offset * dir);\\ncolor += (sample1 + sample2) * weight;\\ntotal_weight += 2.0 * weight;\\n}\\nfloat scatter = radius * 2.;\\ncolor += (\\ntexture(tex, uv + scatter * dir) +\\ntexture(tex, uv - scatter * dir)\\n) * 0.0694877157;return color / total_weight;\\n}vec4 blur(vec2 uv, vec2 direction) {\\nreturn ExponentialBlur(uTexture, uv, direction);\\n}vec4 getColor(vec2 uv) {\\nreturn blur(uv, vec2(0, 1));\\n}void main() {\\nvec2 uv = vTextureCoord;\\nvec4 color = getColor(uv);\\nfragColor = color;}\",\"#version 300 es\\nprecision highp float;\\nprecision highp int;in vec3 vVertexPosition;\\nin vec2 vTextureCoord;uniform sampler2D uTexture;\\nuniform float uTime;\\nuniform vec2 uMousePos;\\nuniform vec2 uResolution;\\nfloat ease (int easingFunc, float t) {\\nreturn t;\\n}\\nfloat getExponentialWeight(int index) {\\nswitch(index) {\\ncase 0: return 1.0000000000;\\ncase 1: return 0.7165313106;\\ncase 2: return 0.5134171190;\\ncase 3: return 0.3678794412;\\ncase 4: return 0.2636050919;\\ncase 5: return 0.1888756057;\\ncase 6: return 0.1353352832;\\ncase 7: return 0.0969670595;\\ncase 8: return 0.0694877157;\\ndefault: return 0.0;\\n}\\n}out vec4 fragColor;const int kernelSize = 36;\\nmat2 rot(float a) {\\nreturn mat2(cos(a),-sin(a),sin(a),cos(a));\\n}const float PHI = 1.618033988;\\nconst float PI = 3.14159265359;float dot_noise(vec3 p) {\\nconst mat3 GOLD = mat3(\\n-0.571464913, +0.814921382, +0.096597072,\\n-0.278044873, -0.303026659, +0.911518454,\\n+0.772087367, +0.494042493, +0.399753815);\\nreturn dot(cos(GOLD * p), sin(PHI * p * GOLD));\\n}float cheap_fbm(vec3 p) {\\nmat2 rota = mat2(0.6, -0.8, 0.8, 0.6);\\nfloat nos = 0.;\\nfloat amp = 1. + 0.8100 * 10.;\\nfloat xp = sqrt(2.);\\nfloat halfxp = xp * 0.5;\\nfor(int i = 0; i < 10; i++) {\\nfloat theta = uTime * 0.05 + float(i);\\np.xy *= xp;\\np.xy += sin(rota * p.xy * xp + theta) * 0.2;\\nfloat nz = dot_noise(vec3(p.xy * rota, p.z + theta));\\nnos += nz * amp * rota[0][0];\\namp *= halfxp;\\nrota *= mat2(0.6, -0.8, 0.8, 0.6);\\n}\\nnos *= 1./float(10);\\nfloat density = -3. + 0.5200 * 6.;\\nreturn smoothstep(-3., 3., nos + density);\\n}float fnoise(vec2 uv) {\\nfloat aspectRatio = uResolution.x/uResolution.y;\\nvec2 aspect = vec2(aspectRatio, 1);\\nfloat multiplier = 10.0 * (1.0000 / ((aspectRatio + 1.) / 2.));\\nvec2 st = ((uv * aspect - vec2(0.5189138472400274, 0.4674414283856344) * aspect)) * multiplier * rot((0.2484 - 0.125) * 2. * PI);vec2 mPos = vec2(0.5189138472400274, 0.4674414283856344) + mix(vec2(0), (uMousePos-0.5), 0.0000);\\nvec2 pos = mix(vec2(0.5189138472400274, 0.4674414283856344), mPos, floor(1.0000));\\nfloat dist = ease(0, max(0.,1.-distance(uv * aspect, mPos * aspect) * 4. * (1. - 1.0000)));if (0 == 1) {\\ndist = max(0., (0.5 - dist));\\n}\\nfloat time = uTime * 0.05;\\nvec2 drift = vec2(time * 0.2) * 2.0 * 0.6700;\\nfloat fbm = cheap_fbm(vec3(st - drift, time)) * dist;\\nfbm = fbm / (1. + fbm);\\nreturn fbm;\\n}vec4 ExponentialBlur(sampler2D tex, vec2 uv, vec2 direction) {\\nvec4 color = vec4(0.0);\\nfloat total_weight = 0.0;float fogNoise = fnoise(uv);\\nfloat radius = 8.0 * fogNoise * max(0.4200, 0.1);\\nradius = mix(0.01, 0.03, radius);vec2 dir = normalize(direction) / vec2(uResolution.x/uResolution.y, 1);vec4 center = texture(tex, uv);\\nfloat center_weight = getExponentialWeight(0);\\ncolor += center * center_weight;\\ntotal_weight += center_weight;for (int i = 1; i <= 8; i++) {\\nfloat weight = getExponentialWeight(i);\\nfloat offset = radius * float(i) / 8.0;\\nvec4 sample1 = texture(tex, uv + offset * dir);\\nvec4 sample2 = texture(tex, uv - offset * dir);\\ncolor += (sample1 + sample2) * weight;\\ntotal_weight += 2.0 * weight;\\n}\\nfloat scatter = radius * 2.;\\ncolor += (\\ntexture(tex, uv + scatter * dir) +\\ntexture(tex, uv - scatter * dir)\\n) * 0.0694877157;return color / total_weight;\\n}vec4 blur(vec2 uv, vec2 direction) {\\nreturn ExponentialBlur(uTexture, uv, direction);\\n}vec4 getColor(vec2 uv) {\\nreturn blur(uv, vec2(1, 1));\\n}void main() {\\nvec2 uv = vTextureCoord;\\nvec4 color = getColor(uv);\\nfragColor = color;}\",\"#version 300 es\\nprecision highp float;\\nprecision highp int;in vec3 vVertexPosition;\\nin vec2 vTextureCoord;uniform sampler2D uTexture;\\nuniform float uTime;\\nuniform vec2 uMousePos;\\nuniform vec2 uResolution;\\nfloat ease (int easingFunc, float t) {\\nreturn t;\\n}\\nfloat getExponentialWeight(int index) {\\nswitch(index) {\\ncase 0: return 1.0000000000;\\ncase 1: return 0.7165313106;\\ncase 2: return 0.5134171190;\\ncase 3: return 0.3678794412;\\ncase 4: return 0.2636050919;\\ncase 5: return 0.1888756057;\\ncase 6: return 0.1353352832;\\ncase 7: return 0.0969670595;\\ncase 8: return 0.0694877157;\\ndefault: return 0.0;\\n}\\n}out vec4 fragColor;const int kernelSize = 36;\\nmat2 rot(float a) {\\nreturn mat2(cos(a),-sin(a),sin(a),cos(a));\\n}const float PHI = 1.618033988;\\nconst float PI = 3.14159265359;float dot_noise(vec3 p) {\\nconst mat3 GOLD = mat3(\\n-0.571464913, +0.814921382, +0.096597072,\\n-0.278044873, -0.303026659, +0.911518454,\\n+0.772087367, +0.494042493, +0.399753815);\\nreturn dot(cos(GOLD * p), sin(PHI * p * GOLD));\\n}float cheap_fbm(vec3 p) {\\nmat2 rota = mat2(0.6, -0.8, 0.8, 0.6);\\nfloat nos = 0.;\\nfloat amp = 1. + 0.8100 * 10.;\\nfloat xp = sqrt(2.);\\nfloat halfxp = xp * 0.5;\\nfor(int i = 0; i < 10; i++) {\\nfloat theta = uTime * 0.05 + float(i);\\np.xy *= xp;\\np.xy += sin(rota * p.xy * xp + theta) * 0.2;\\nfloat nz = dot_noise(vec3(p.xy * rota, p.z + theta));\\nnos += nz * amp * rota[0][0];\\namp *= halfxp;\\nrota *= mat2(0.6, -0.8, 0.8, 0.6);\\n}\\nnos *= 1./float(10);\\nfloat density = -3. + 0.5200 * 6.;\\nreturn smoothstep(-3., 3., nos + density);\\n}float fnoise(vec2 uv) {\\nfloat aspectRatio = uResolution.x/uResolution.y;\\nvec2 aspect = vec2(aspectRatio, 1);\\nfloat multiplier = 10.0 * (1.0000 / ((aspectRatio + 1.) / 2.));\\nvec2 st = ((uv * aspect - vec2(0.5189138472400274, 0.4674414283856344) * aspect)) * multiplier * rot((0.2484 - 0.125) * 2. * PI);vec2 mPos = vec2(0.5189138472400274, 0.4674414283856344) + mix(vec2(0), (uMousePos-0.5), 0.0000);\\nvec2 pos = mix(vec2(0.5189138472400274, 0.4674414283856344), mPos, floor(1.0000));\\nfloat dist = ease(0, max(0.,1.-distance(uv * aspect, mPos * aspect) * 4. * (1. - 1.0000)));if (0 == 1) {\\ndist = max(0., (0.5 - dist));\\n}\\nfloat time = uTime * 0.05;\\nvec2 drift = vec2(time * 0.2) * 2.0 * 0.6700;\\nfloat fbm = cheap_fbm(vec3(st - drift, time)) * dist;\\nfbm = fbm / (1. + fbm);\\nreturn fbm;\\n}vec4 ExponentialBlur(sampler2D tex, vec2 uv, vec2 direction) {\\nvec4 color = vec4(0.0);\\nfloat total_weight = 0.0;float fogNoise = fnoise(uv);\\nfloat radius = 8.0 * fogNoise * max(0.4200, 0.1);\\nradius = mix(0.01, 0.03, radius);vec2 dir = normalize(direction) / vec2(uResolution.x/uResolution.y, 1);vec4 center = texture(tex, uv);\\nfloat center_weight = getExponentialWeight(0);\\ncolor += center * center_weight;\\ntotal_weight += center_weight;for (int i = 1; i <= 8; i++) {\\nfloat weight = getExponentialWeight(i);\\nfloat offset = radius * float(i) / 8.0;\\nvec4 sample1 = texture(tex, uv + offset * dir);\\nvec4 sample2 = texture(tex, uv - offset * dir);\\ncolor += (sample1 + sample2) * weight;\\ntotal_weight += 2.0 * weight;\\n}\\nfloat scatter = radius * 2.;\\ncolor += (\\ntexture(tex, uv + scatter * dir) +\\ntexture(tex, uv - scatter * dir)\\n) * 0.0694877157;return color / total_weight;\\n}vec4 blur(vec2 uv, vec2 direction) {\\nreturn ExponentialBlur(uTexture, uv, direction);\\n}vec4 getColor(vec2 uv) {\\nreturn blur(uv, vec2(1, -1));\\n}void main() {\\nvec2 uv = vTextureCoord;\\nvec4 color = getColor(uv);\\nfragColor = color;}\",\"#version 300 es\\nprecision highp float;\\nprecision highp int;in vec3 vVertexPosition;\\nin vec2 vTextureCoord;uniform sampler2D uTexture;\\nuniform sampler2D uBgTexture;\\nuniform float uTime;\\nuniform vec2 uMousePos;\\nuniform vec2 uResolution;\\nfloat ease (int easingFunc, float t) {\\nreturn t;\\n}\\nuvec2 pcg2d(uvec2 v) {\\nv = v * 1664525u + 1013904223u;\\nv.x += v.y * v.y * 1664525u + 1013904223u;\\nv.y += v.x * v.x * 1664525u + 1013904223u;\\nv ^= v >> 16;\\nv.x += v.y * v.y * 1664525u + 1013904223u;\\nv.y += v.x * v.x * 1664525u + 1013904223u;\\nreturn v;\\n}float randFibo(vec2 p) {\\nuvec2 v = floatBitsToUint(p);\\nv = pcg2d(v);\\nuint r = v.x ^ v.y;\\nreturn float(r) / float(0xffffffffu);\\n}vec3 blend (int blendMode, vec3 src, vec3 dst) {\\nreturn src + dst;\\n}out vec4 fragColor;const int kernelSize = 36;\\nmat2 rot(float a) {\\nreturn mat2(cos(a),-sin(a),sin(a),cos(a));\\n}vec3 Tonemap_ACES(vec3 x) {\\nconst float a = 2.51;\\nconst float b = 0.03;\\nconst float c = 2.43;\\nconst float d = 0.59;\\nconst float e = 0.14;\\nreturn (x * (a * x + b)) / (x * (c * x + d) + e);\\n}vec3 chromatic_aberration(vec3 color, vec2 uv, float amount) {\\nvec2 offset = normalize(vTextureCoord - 0.5) * amount / vec2(uResolution.x/uResolution.y, 1);\\nvec4 left = texture(uTexture, uv - offset);\\nvec4 right = texture(uTexture, uv + offset);color.r = left.r;\\ncolor.b = right.b;return color;\\n}const float PHI = 1.618033988;\\nconst float PI = 3.14159265359;float dot_noise(vec3 p) {\\nconst mat3 GOLD = mat3(\\n-0.571464913, +0.814921382, +0.096597072,\\n-0.278044873, -0.303026659, +0.911518454,\\n+0.772087367, +0.494042493, +0.399753815);\\nreturn dot(cos(GOLD * p), sin(PHI * p * GOLD));\\n}float cheap_fbm(vec3 p) {\\nmat2 rota = mat2(0.6, -0.8, 0.8, 0.6);\\nfloat nos = 0.;\\nfloat amp = 1. + 0.8100 * 10.;\\nfloat xp = sqrt(2.);\\nfloat halfxp = xp * 0.5;\\nfor(int i = 0; i < 10; i++) {\\nfloat theta = uTime * 0.05 + float(i);\\np.xy *= xp;\\np.xy += sin(rota * p.xy * xp + theta) * 0.2;\\nfloat nz = dot_noise(vec3(p.xy * rota, p.z + theta));\\nnos += nz * amp * rota[0][0];\\namp *= halfxp;\\nrota *= mat2(0.6, -0.8, 0.8, 0.6);\\n}\\nnos *= 1./float(10);\\nfloat density = -3. + 0.5200 * 6.;\\nreturn smoothstep(-3., 3., nos + density);\\n}float fnoise(vec2 uv) {\\nfloat aspectRatio = uResolution.x/uResolution.y;\\nvec2 aspect = vec2(aspectRatio, 1);\\nfloat multiplier = 10.0 * (1.0000 / ((aspectRatio + 1.) / 2.));\\nvec2 st = ((uv * aspect - vec2(0.5189138472400274, 0.4674414283856344) * aspect)) * multiplier * rot((0.2484 - 0.125) * 2. * PI);vec2 mPos = vec2(0.5189138472400274, 0.4674414283856344) + mix(vec2(0), (uMousePos-0.5), 0.0000);\\nvec2 pos = mix(vec2(0.5189138472400274, 0.4674414283856344), mPos, floor(1.0000));\\nfloat dist = ease(0, max(0.,1.-distance(uv * aspect, mPos * aspect) * 4. * (1. - 1.0000)));if (0 == 1) {\\ndist = max(0., (0.5 - dist));\\n}\\nfloat time = uTime * 0.05;\\nvec2 drift = vec2(time * 0.2) * 2.0 * 0.6700;\\nfloat fbm = cheap_fbm(vec3(st - drift, time)) * dist;\\nfbm = fbm / (1. + fbm);\\nreturn fbm;\\n}vec4 fogComposite(vec2 uv) {\\nvec4 bg = texture(uBgTexture, uv);\\nvec4 blur = texture(uTexture, uv);\\nfloat aspectRatio = uResolution.x/uResolution.y;\\nfloat fogNoise = fnoise(uv);\\nfloat fogMask = clamp(fogNoise * 2., 0., 1.);vec3 grain = vec3(randFibo(uv + fogNoise));blur.rgb = chromatic_aberration(blur.rgb, uv, fogMask * 0.01 * 0.4200 * (0.2900 * 2.5));\\nblur.rgb = Tonemap_ACES(blur.rgb * (1.2700 + 0.5)) + grain * 0.05;\\nvec4 foggedBlur = vec4(blur.rgb * vec3(0, 0.35294117647058826, 1), blur.a);\\nfoggedBlur.rgb += (0.0000 * 0.25 * fogMask * vec3(0, 0.35294117647058826, 1));\\nfoggedBlur.rgb = blend(1, bg.rgb, foggedBlur.rgb * fogMask);\\nreturn foggedBlur;\\n}vec4 getColor(vec2 uv) {\\nreturn fogComposite(uv);\\n}void main() {\\nvec2 uv = vTextureCoord;\\nvec4 color = getColor(uv);\\nfragColor = color;}\"],\"compiledVertexShaders\":[\"#version 300 es\\nprecision mediump float;in vec3 aVertexPosition;\\nin vec2 aTextureCoord;uniform mat4 uMVMatrix;\\nuniform mat4 uPMatrix;\\nuniform mat4 uTextureMatrix;out vec2 vTextureCoord;\\nout vec3 vVertexPosition;void main() {\\ngl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0);\\nvTextureCoord = (uTextureMatrix * vec4(aTextureCoord, 0.0, 1.0)).xy;\\n}\"],\"data\":{\"downSample\":0.25,\"depth\":false,\"uniforms\":{},\"isBackground\":false,\"passes\":[{\"prop\":\"pass\",\"value\":1,\"downSample\":0.25},{\"prop\":\"pass\",\"value\":2,\"downSample\":0.25},{\"prop\":\"pass\",\"value\":3,\"downSample\":0.25},{\"prop\":\"pass\",\"value\":4,\"includeBg\":true}]},\"id\":\"effect1\"},{\"breakpoints\":[],\"visible\":true,\"aspectRatio\":1,\"userDownsample\":1,\"layerType\":\"effect\",\"type\":\"godrays\",\"usesPingPong\":false,\"trackMouse\":0.52,\"trackAxes\":\"xy\",\"mouseMomentum\":1,\"texture\":false,\"animating\":false,\"isMask\":0,\"compiledFragmentShaders\":[\"#version 300 es\\nprecision highp float;\\nprecision highp int;in vec3 vVertexPosition;\\nin vec2 vTextureCoord;uniform sampler2D uTexture;const float PI2 = 6.28318530718;vec4 getBrightAreas(vec2 uv) {\\nvec4 color = texture(uTexture, uv);\\nfloat lum = dot(color.rgb, vec3(0.299, 0.587, 0.114));\\ncolor = color * smoothstep(0.0000 - 0.1, 0.0000, lum);\\nreturn color;\\n}vec4 getColor(vec2 uv) {\\nreturn getBrightAreas(uv);\\n}out vec4 fragColor;void main() {\\nvec2 uv = vTextureCoord;\\nvec4 color = getColor(uv);\\nif(0 == 1) {\\nfragColor = color;} else {\\nfragColor = color;\\n}\\n}\",\"#version 300 es\\nprecision highp float;\\nprecision highp int;in vec3 vVertexPosition;\\nin vec2 vTextureCoord;uniform sampler2D uTexture;\\nuniform sampler2D uBgTexture;uniform vec2 uMousePos;\\nuniform vec2 uResolution;const float PI2 = 6.28318530718;float interleavedGradientNoise(vec2 st) {\\nreturn fract(52.9829189 * fract(dot(st, vec2(0.06711056, 0.00583715))));\\n}vec4 godRays(vec2 st) {\\nvec3 color = vec3(0);\\nfloat decay = mix(0.89, 0.965, 0.2000);\\nvec2 pos = vec2(0.5, 0.5) - mix(vec2(0), (vec2(1. - uMousePos.x, 1. - uMousePos.y) - 0.5), 0.5200);\\nfloat weight = 1.0;\\nfloat MAX_ITERATIONS = 32.0;\\nvec2 stepDir = (pos - st) / MAX_ITERATIONS * (0.25 + 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return 0.0;\\n}\\n}out vec4 fragColor;const int kernelSize = 36;\\nmat2 rot(float a) {\\nreturn mat2(cos(a),-sin(a),sin(a),cos(a));\\n}const float PHI = 1.618033988;\\nconst float PI = 3.14159265359;float dot_noise(vec3 p) {\\nconst mat3 GOLD = mat3(\\n-0.571464913, +0.814921382, +0.096597072,\\n-0.278044873, -0.303026659, +0.911518454,\\n+0.772087367, +0.494042493, +0.399753815);\\nreturn dot(cos(GOLD * p), sin(PHI * p * GOLD));\\n}float cheap_fbm(vec3 p) {\\nmat2 rota = mat2(0.6, -0.8, 0.8, 0.6);\\nfloat nos = 0.;\\nfloat amp = 1. + 0.8100 * 10.;\\nfloat xp = sqrt(2.);\\nfloat halfxp = xp * 0.5;\\nfor(int i = 0; i < 10; i++) {\\nfloat theta = uTime * 0.05 + float(i);\\np.xy *= xp;\\np.xy += sin(rota * p.xy * xp + theta) * 0.2;\\nfloat nz = dot_noise(vec3(p.xy * rota, p.z + theta));\\nnos += nz * amp * rota[0][0];\\namp *= halfxp;\\nrota *= mat2(0.6, -0.8, 0.8, 0.6);\\n}\\nnos *= 1./float(10);\\nfloat density = -3. + 0.5200 * 6.;\\nreturn smoothstep(-3., 3., nos + density);\\n}float fnoise(vec2 uv) {\\nfloat aspectRatio = uResolution.x/uResolution.y;\\nvec2 aspect = vec2(aspectRatio, 1);\\nfloat multiplier = 10.0 * (1.0000 / ((aspectRatio + 1.) / 2.));\\nvec2 st = ((uv * aspect - vec2(0.5189138472400274, 0.4674414283856344) * aspect)) * multiplier * rot((0.2484 - 0.125) * 2. * PI);vec2 mPos = vec2(0.5189138472400274, 0.4674414283856344) + mix(vec2(0), (uMousePos-0.5), 0.0000);\\nvec2 pos = mix(vec2(0.5189138472400274, 0.4674414283856344), mPos, floor(1.0000));\\nfloat dist = ease(0, max(0.,1.-distance(uv * aspect, mPos * aspect) * 4. * (1. - 1.0000)));if (0 == 1) {\\ndist = max(0., (0.5 - dist));\\n}\\nfloat time = uTime * 0.05;\\nvec2 drift = vec2(time * 0.2) * 2.0 * 0.6700;\\nfloat fbm = cheap_fbm(vec3(st - drift, time)) * dist;\\nfbm = fbm / (1. + fbm);\\nreturn fbm;\\n}vec4 ExponentialBlur(sampler2D tex, vec2 uv, vec2 direction) {\\nvec4 color = vec4(0.0);\\nfloat total_weight = 0.0;float fogNoise = fnoise(uv);\\nfloat radius = 8.0 * fogNoise * max(0.4200, 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pos = mix(vec2(0.5189138472400274, 0.4674414283856344), mPos, floor(1.0000));\\nfloat dist = ease(0, max(0.,1.-distance(uv * aspect, mPos * aspect) * 4. * (1. - 1.0000)));if (0 == 1) {\\ndist = max(0., (0.5 - dist));\\n}\\nfloat time = uTime * 0.05;\\nvec2 drift = vec2(time * 0.2) * 2.0 * 0.6700;\\nfloat fbm = cheap_fbm(vec3(st - drift, time)) * dist;\\nfbm = fbm / (1. + fbm);\\nreturn fbm;\\n}vec4 ExponentialBlur(sampler2D tex, vec2 uv, vec2 direction) {\\nvec4 color = vec4(0.0);\\nfloat total_weight = 0.0;float fogNoise = fnoise(uv);\\nfloat radius = 8.0 * fogNoise * max(0.4200, 0.1);\\nradius = mix(0.01, 0.03, radius);vec2 dir = normalize(direction) / vec2(uResolution.x/uResolution.y, 1);vec4 center = texture(tex, uv);\\nfloat center_weight = getExponentialWeight(0);\\ncolor += center * center_weight;\\ntotal_weight += center_weight;for (int i = 1; i <= 8; i++) {\\nfloat weight = getExponentialWeight(i);\\nfloat offset = radius * float(i) / 8.0;\\nvec4 sample1 = texture(tex, uv + offset * dir);\\nvec4 sample2 = texture(tex, uv - offset * dir);\\ncolor += (sample1 + sample2) * weight;\\ntotal_weight += 2.0 * weight;\\n}\\nfloat scatter = radius * 2.;\\ncolor += (\\ntexture(tex, uv + scatter * dir) +\\ntexture(tex, uv - scatter * dir)\\n) * 0.0694877157;return color / total_weight;\\n}vec4 blur(vec2 uv, vec2 direction) {\\nreturn ExponentialBlur(uTexture, uv, direction);\\n}vec4 getColor(vec2 uv) {\\nreturn blur(uv, vec2(0, 1));\\n}void main() {\\nvec2 uv = vTextureCoord;\\nvec4 color = getColor(uv);\\nfragColor = color;}\",\"#version 300 es\\nprecision highp float;\\nprecision highp int;in vec3 vVertexPosition;\\nin vec2 vTextureCoord;uniform sampler2D uTexture;\\nuniform float uTime;\\nuniform vec2 uMousePos;\\nuniform vec2 uResolution;\\nfloat ease (int easingFunc, float t) {\\nreturn t;\\n}\\nfloat getExponentialWeight(int index) {\\nswitch(index) {\\ncase 0: return 1.0000000000;\\ncase 1: return 0.7165313106;\\ncase 2: return 0.5134171190;\\ncase 3: return 0.3678794412;\\ncase 4: return 0.2636050919;\\ncase 5: return 0.1888756057;\\ncase 6: return 0.1353352832;\\ncase 7: return 0.0969670595;\\ncase 8: return 0.0694877157;\\ndefault: return 0.0;\\n}\\n}out vec4 fragColor;const int kernelSize = 36;\\nmat2 rot(float a) {\\nreturn mat2(cos(a),-sin(a),sin(a),cos(a));\\n}const float PHI = 1.618033988;\\nconst float PI = 3.14159265359;float dot_noise(vec3 p) {\\nconst mat3 GOLD = mat3(\\n-0.571464913, +0.814921382, +0.096597072,\\n-0.278044873, -0.303026659, +0.911518454,\\n+0.772087367, +0.494042493, +0.399753815);\\nreturn dot(cos(GOLD * p), sin(PHI * p * GOLD));\\n}float cheap_fbm(vec3 p) {\\nmat2 rota = mat2(0.6, -0.8, 0.8, 0.6);\\nfloat nos = 0.;\\nfloat amp = 1. + 0.8100 * 10.;\\nfloat xp = sqrt(2.);\\nfloat halfxp = xp * 0.5;\\nfor(int i = 0; i < 10; i++) {\\nfloat theta = uTime * 0.05 + float(i);\\np.xy *= xp;\\np.xy += sin(rota * p.xy * xp + theta) * 0.2;\\nfloat nz = dot_noise(vec3(p.xy * rota, p.z + theta));\\nnos += nz * amp * rota[0][0];\\namp *= halfxp;\\nrota *= mat2(0.6, -0.8, 0.8, 0.6);\\n}\\nnos *= 1./float(10);\\nfloat density = -3. + 0.5200 * 6.;\\nreturn smoothstep(-3., 3., nos + density);\\n}float fnoise(vec2 uv) {\\nfloat aspectRatio = uResolution.x/uResolution.y;\\nvec2 aspect = vec2(aspectRatio, 1);\\nfloat multiplier = 10.0 * (1.0000 / ((aspectRatio + 1.) / 2.));\\nvec2 st = ((uv * aspect - vec2(0.5189138472400274, 0.4674414283856344) * aspect)) * multiplier * rot((0.2484 - 0.125) * 2. * PI);vec2 mPos = vec2(0.5189138472400274, 0.4674414283856344) + mix(vec2(0), (uMousePos-0.5), 0.0000);\\nvec2 pos = mix(vec2(0.5189138472400274, 0.4674414283856344), mPos, floor(1.0000));\\nfloat dist = ease(0, max(0.,1.-distance(uv * aspect, mPos * aspect) * 4. * (1. - 1.0000)));if (0 == 1) {\\ndist = max(0., (0.5 - dist));\\n}\\nfloat time = uTime * 0.05;\\nvec2 drift = vec2(time * 0.2) * 2.0 * 0.6700;\\nfloat fbm = cheap_fbm(vec3(st - drift, time)) * dist;\\nfbm = fbm / (1. + fbm);\\nreturn fbm;\\n}vec4 ExponentialBlur(sampler2D tex, vec2 uv, vec2 direction) {\\nvec4 color = vec4(0.0);\\nfloat total_weight = 0.0;float fogNoise = fnoise(uv);\\nfloat radius = 8.0 * fogNoise * max(0.4200, 0.1);\\nradius = mix(0.01, 0.03, radius);vec2 dir = normalize(direction) / vec2(uResolution.x/uResolution.y, 1);vec4 center = texture(tex, uv);\\nfloat center_weight = getExponentialWeight(0);\\ncolor += center * center_weight;\\ntotal_weight += center_weight;for (int i = 1; i <= 8; i++) {\\nfloat weight = getExponentialWeight(i);\\nfloat offset = radius * float(i) / 8.0;\\nvec4 sample1 = texture(tex, uv + offset * dir);\\nvec4 sample2 = texture(tex, uv - offset * dir);\\ncolor += (sample1 + sample2) * weight;\\ntotal_weight += 2.0 * weight;\\n}\\nfloat scatter = radius * 2.;\\ncolor += (\\ntexture(tex, uv + scatter * dir) +\\ntexture(tex, uv - scatter * dir)\\n) * 0.0694877157;return color / total_weight;\\n}vec4 blur(vec2 uv, vec2 direction) {\\nreturn ExponentialBlur(uTexture, uv, direction);\\n}vec4 getColor(vec2 uv) {\\nreturn blur(uv, vec2(1, 1));\\n}void main() {\\nvec2 uv = vTextureCoord;\\nvec4 color = getColor(uv);\\nfragColor = color;}\",\"#version 300 es\\nprecision highp float;\\nprecision highp int;in vec3 vVertexPosition;\\nin vec2 vTextureCoord;uniform sampler2D uTexture;\\nuniform float uTime;\\nuniform vec2 uMousePos;\\nuniform vec2 uResolution;\\nfloat ease (int easingFunc, float t) {\\nreturn t;\\n}\\nfloat getExponentialWeight(int index) {\\nswitch(index) {\\ncase 0: return 1.0000000000;\\ncase 1: return 0.7165313106;\\ncase 2: return 0.5134171190;\\ncase 3: return 0.3678794412;\\ncase 4: return 0.2636050919;\\ncase 5: return 0.1888756057;\\ncase 6: return 0.1353352832;\\ncase 7: return 0.0969670595;\\ncase 8: return 0.0694877157;\\ndefault: return 0.0;\\n}\\n}out vec4 fragColor;const int kernelSize = 36;\\nmat2 rot(float a) {\\nreturn mat2(cos(a),-sin(a),sin(a),cos(a));\\n}const float PHI = 1.618033988;\\nconst float PI = 3.14159265359;float dot_noise(vec3 p) {\\nconst mat3 GOLD = mat3(\\n-0.571464913, +0.814921382, +0.096597072,\\n-0.278044873, -0.303026659, +0.911518454,\\n+0.772087367, +0.494042493, +0.399753815);\\nreturn dot(cos(GOLD * p), sin(PHI * p * GOLD));\\n}float cheap_fbm(vec3 p) {\\nmat2 rota = mat2(0.6, -0.8, 0.8, 0.6);\\nfloat nos = 0.;\\nfloat amp = 1. + 0.8100 * 10.;\\nfloat xp = sqrt(2.);\\nfloat halfxp = xp * 0.5;\\nfor(int i = 0; i < 10; i++) {\\nfloat theta = uTime * 0.05 + float(i);\\np.xy *= xp;\\np.xy += sin(rota * p.xy * xp + theta) * 0.2;\\nfloat nz = dot_noise(vec3(p.xy * rota, p.z + theta));\\nnos += nz * amp * rota[0][0];\\namp *= halfxp;\\nrota *= mat2(0.6, -0.8, 0.8, 0.6);\\n}\\nnos *= 1./float(10);\\nfloat density = -3. + 0.5200 * 6.;\\nreturn smoothstep(-3., 3., nos + density);\\n}float fnoise(vec2 uv) {\\nfloat aspectRatio = uResolution.x/uResolution.y;\\nvec2 aspect = vec2(aspectRatio, 1);\\nfloat multiplier = 10.0 * (1.0000 / ((aspectRatio + 1.) / 2.));\\nvec2 st = ((uv * aspect - vec2(0.5189138472400274, 0.4674414283856344) * aspect)) * multiplier * rot((0.2484 - 0.125) * 2. * PI);vec2 mPos = vec2(0.5189138472400274, 0.4674414283856344) + mix(vec2(0), (uMousePos-0.5), 0.0000);\\nvec2 pos = mix(vec2(0.5189138472400274, 0.4674414283856344), mPos, floor(1.0000));\\nfloat dist = ease(0, max(0.,1.-distance(uv * aspect, mPos * aspect) * 4. * (1. - 1.0000)));if (0 == 1) {\\ndist = max(0., (0.5 - dist));\\n}\\nfloat time = uTime * 0.05;\\nvec2 drift = vec2(time * 0.2) * 2.0 * 0.6700;\\nfloat fbm = cheap_fbm(vec3(st - drift, time)) * dist;\\nfbm = fbm / (1. + fbm);\\nreturn fbm;\\n}vec4 ExponentialBlur(sampler2D tex, vec2 uv, vec2 direction) {\\nvec4 color = vec4(0.0);\\nfloat total_weight = 0.0;float fogNoise = fnoise(uv);\\nfloat radius = 8.0 * fogNoise * max(0.4200, 0.1);\\nradius = mix(0.01, 0.03, radius);vec2 dir = normalize(direction) / vec2(uResolution.x/uResolution.y, 1);vec4 center = texture(tex, uv);\\nfloat center_weight = getExponentialWeight(0);\\ncolor += center * center_weight;\\ntotal_weight += center_weight;for (int i = 1; i <= 8; i++) {\\nfloat weight = getExponentialWeight(i);\\nfloat offset = radius * float(i) / 8.0;\\nvec4 sample1 = texture(tex, uv + offset * dir);\\nvec4 sample2 = texture(tex, uv - offset * dir);\\ncolor += (sample1 + sample2) * weight;\\ntotal_weight += 2.0 * weight;\\n}\\nfloat scatter = radius * 2.;\\ncolor += (\\ntexture(tex, uv + scatter * dir) +\\ntexture(tex, uv - scatter * dir)\\n) * 0.0694877157;return color / total_weight;\\n}vec4 blur(vec2 uv, vec2 direction) {\\nreturn ExponentialBlur(uTexture, uv, direction);\\n}vec4 getColor(vec2 uv) {\\nreturn blur(uv, vec2(1, -1));\\n}void main() {\\nvec2 uv = vTextureCoord;\\nvec4 color = getColor(uv);\\nfragColor = color;}\",\"#version 300 es\\nprecision highp float;\\nprecision highp int;in vec3 vVertexPosition;\\nin vec2 vTextureCoord;uniform sampler2D uTexture;\\nuniform sampler2D uBgTexture;\\nuniform float uTime;\\nuniform vec2 uMousePos;\\nuniform vec2 uResolution;\\nfloat ease (int easingFunc, float t) {\\nreturn t;\\n}\\nuvec2 pcg2d(uvec2 v) {\\nv = v * 1664525u + 1013904223u;\\nv.x += v.y * v.y * 1664525u + 1013904223u;\\nv.y += v.x * v.x * 1664525u + 1013904223u;\\nv ^= v >> 16;\\nv.x += v.y * v.y * 1664525u + 1013904223u;\\nv.y += v.x * v.x * 1664525u + 1013904223u;\\nreturn v;\\n}float randFibo(vec2 p) {\\nuvec2 v = floatBitsToUint(p);\\nv = pcg2d(v);\\nuint r = v.x ^ v.y;\\nreturn float(r) / float(0xffffffffu);\\n}vec3 blend (int blendMode, vec3 src, vec3 dst) {\\nreturn src + dst;\\n}out vec4 fragColor;const int kernelSize = 36;\\nmat2 rot(float a) {\\nreturn mat2(cos(a),-sin(a),sin(a),cos(a));\\n}vec3 Tonemap_ACES(vec3 x) {\\nconst float a = 2.51;\\nconst float b = 0.03;\\nconst float c = 2.43;\\nconst float d = 0.59;\\nconst float e = 0.14;\\nreturn (x * (a * x + b)) / (x * (c * x + d) + e);\\n}vec3 chromatic_aberration(vec3 color, vec2 uv, float amount) {\\nvec2 offset = normalize(vTextureCoord - 0.5) * amount / vec2(uResolution.x/uResolution.y, 1);\\nvec4 left = texture(uTexture, uv - offset);\\nvec4 right = texture(uTexture, uv + offset);color.r = left.r;\\ncolor.b = right.b;return color;\\n}const float PHI = 1.618033988;\\nconst float PI = 3.14159265359;float dot_noise(vec3 p) {\\nconst mat3 GOLD = mat3(\\n-0.571464913, +0.814921382, +0.096597072,\\n-0.278044873, -0.303026659, +0.911518454,\\n+0.772087367, +0.494042493, +0.399753815);\\nreturn dot(cos(GOLD * p), sin(PHI * p * GOLD));\\n}float cheap_fbm(vec3 p) {\\nmat2 rota = mat2(0.6, -0.8, 0.8, 0.6);\\nfloat nos = 0.;\\nfloat amp = 1. + 0.8100 * 10.;\\nfloat xp = sqrt(2.);\\nfloat halfxp = xp * 0.5;\\nfor(int i = 0; i < 10; i++) {\\nfloat theta = uTime * 0.05 + float(i);\\np.xy *= xp;\\np.xy += sin(rota * p.xy * xp + theta) * 0.2;\\nfloat nz = dot_noise(vec3(p.xy * rota, p.z + theta));\\nnos += nz * amp * rota[0][0];\\namp *= halfxp;\\nrota *= mat2(0.6, -0.8, 0.8, 0.6);\\n}\\nnos *= 1./float(10);\\nfloat density = -3. + 0.5200 * 6.;\\nreturn smoothstep(-3., 3., nos + density);\\n}float fnoise(vec2 uv) {\\nfloat aspectRatio = uResolution.x/uResolution.y;\\nvec2 aspect = vec2(aspectRatio, 1);\\nfloat multiplier = 10.0 * (1.0000 / ((aspectRatio + 1.) / 2.));\\nvec2 st = ((uv * aspect - vec2(0.5189138472400274, 0.4674414283856344) * aspect)) * multiplier * rot((0.2484 - 0.125) * 2. * PI);vec2 mPos = vec2(0.5189138472400274, 0.4674414283856344) + mix(vec2(0), (uMousePos-0.5), 0.0000);\\nvec2 pos = mix(vec2(0.5189138472400274, 0.4674414283856344), mPos, floor(1.0000));\\nfloat dist = ease(0, max(0.,1.-distance(uv * aspect, mPos * aspect) * 4. * (1. - 1.0000)));if (0 == 1) {\\ndist = max(0., (0.5 - dist));\\n}\\nfloat time = uTime * 0.05;\\nvec2 drift = vec2(time * 0.2) * 2.0 * 0.6700;\\nfloat fbm = cheap_fbm(vec3(st - drift, time)) * dist;\\nfbm = fbm / (1. + fbm);\\nreturn fbm;\\n}vec4 fogComposite(vec2 uv) {\\nvec4 bg = texture(uBgTexture, uv);\\nvec4 blur = texture(uTexture, uv);\\nfloat aspectRatio = uResolution.x/uResolution.y;\\nfloat fogNoise = fnoise(uv);\\nfloat fogMask = clamp(fogNoise * 2., 0., 1.);vec3 grain = vec3(randFibo(uv + fogNoise));blur.rgb = chromatic_aberration(blur.rgb, uv, fogMask * 0.01 * 0.4200 * (0.2900 * 2.5));\\nblur.rgb = Tonemap_ACES(blur.rgb * (1.2700 + 0.5)) + grain * 0.05;\\nvec4 foggedBlur = vec4(blur.rgb * vec3(0, 0.35294117647058826, 1), blur.a);\\nfoggedBlur.rgb += (0.0000 * 0.25 * fogMask * vec3(0, 0.35294117647058826, 1));\\nfoggedBlur.rgb = blend(1, bg.rgb, foggedBlur.rgb * fogMask);\\nreturn foggedBlur;\\n}vec4 getColor(vec2 uv) {\\nreturn fogComposite(uv);\\n}void main() {\\nvec2 uv = vTextureCoord;\\nvec4 color = getColor(uv);\\nfragColor = color;}\"],\"compiledVertexShaders\":[\"#version 300 es\\nprecision mediump float;in vec3 aVertexPosition;\\nin vec2 aTextureCoord;uniform mat4 uMVMatrix;\\nuniform mat4 uPMatrix;\\nuniform mat4 uTextureMatrix;out vec2 vTextureCoord;\\nout vec3 vVertexPosition;void main() {\\ngl_Position = uPMatrix * 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vec3(0.299, 0.587, 0.114));\\ncolor = color * smoothstep(0.0000 - 0.1, 0.0000, lum);\\nreturn color;\\n}vec4 getColor(vec2 uv) {\\nreturn getBrightAreas(uv);\\n}out vec4 fragColor;void main() {\\nvec2 uv = vTextureCoord;\\nvec4 color = getColor(uv);\\nif(0 == 1) {\\nfragColor = color;} else {\\nfragColor = color;\\n}\\n}\",\"#version 300 es\\nprecision highp float;\\nprecision highp int;in vec3 vVertexPosition;\\nin vec2 vTextureCoord;uniform sampler2D uTexture;\\nuniform sampler2D uBgTexture;uniform vec2 uMousePos;\\nuniform vec2 uResolution;const float PI2 = 6.28318530718;float interleavedGradientNoise(vec2 st) {\\nreturn fract(52.9829189 * fract(dot(st, vec2(0.06711056, 0.00583715))));\\n}vec4 godRays(vec2 st) {\\nvec3 color = vec3(0);\\nfloat decay = mix(0.89, 0.965, 0.2000);\\nvec2 pos = vec2(0.5, 0.5) - mix(vec2(0), (vec2(1. - uMousePos.x, 1. - uMousePos.y) - 0.5), 0.5200);\\nfloat weight = 1.0;\\nfloat MAX_ITERATIONS = 32.0;\\nvec2 stepDir = (pos - st) / MAX_ITERATIONS * (0.25 + min(1., 0.2000)) * 0.75;\\nfloat noise = interleavedGradientNoise(st * uResolution);\\nvec2 sampleUv = st + stepDir * noise;\\nvec2 perpDir = vec2(-stepDir.y, stepDir.x);\\nfloat intensity = 2.8 * 0.8000;for (float i = 0.0; i < MAX_ITERATIONS; i++) {\\nfloat theta = i/MAX_ITERATIONS;\\nsampleUv += stepDir + (perpDir * theta * sin((noise * 0.25) * (1.0 + theta) * 50.0)) * 1.0000 * 0.25;\\ncolor += texture(uTexture, sampleUv).rgb * weight * intensity;\\nweight *= decay;\\nif(weight < 0.05) break;\\n}\\nreturn vec4(color / MAX_ITERATIONS, 1.0);\\n}vec4 getGodRays(vec2 uv) {\\nvec4 bg = texture(uBgTexture, uv);\\nif(0.8000 <= 0.01) {\\nreturn bg;\\n}\\nvec4 rays = godRays(uv);\\nrays.rgb *= vec3(0, 0.35294117647058826, 1);vec4 color;\\ncolor.rgb = bg.rgb + rays.rgb;\\ncolor.a = bg.a + rays.r;\\nreturn color;\\n}vec4 getColor(vec2 uv) {\\nreturn getGodRays(uv);\\n}out vec4 fragColor;void main() {\\nvec2 uv = vTextureCoord;\\nvec4 color = getColor(uv);\\nif(1 == 1) {\\nfragColor = color;} 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p), sin(PHI * p * GOLD));\\n}float cheap_fbm(vec3 p) {\\nmat2 rota = mat2(0.6, -0.8, 0.8, 0.6);\\nfloat nos = 0.;\\nfloat amp = 1. + 0.8100 * 10.;\\nfloat xp = sqrt(2.);\\nfloat halfxp = xp * 0.5;\\nfor(int i = 0; i < 10; i++) {\\nfloat theta = uTime * 0.05 + float(i);\\np.xy *= xp;\\np.xy += sin(rota * p.xy * xp + theta) * 0.2;\\nfloat nz = dot_noise(vec3(p.xy * rota, p.z + theta));\\nnos += nz * amp * rota[0][0];\\namp *= halfxp;\\nrota *= mat2(0.6, -0.8, 0.8, 0.6);\\n}\\nnos *= 1./float(10);\\nfloat density = -3. + 0.5200 * 6.;\\nreturn smoothstep(-3., 3., nos + density);\\n}float fnoise(vec2 uv) {\\nfloat aspectRatio = uResolution.x/uResolution.y;\\nvec2 aspect = vec2(aspectRatio, 1);\\nfloat multiplier = 10.0 * (1.0000 / ((aspectRatio + 1.) / 2.));\\nvec2 st = ((uv * aspect - vec2(0.5189138472400274, 0.4674414283856344) * aspect)) * multiplier * rot((0.2484 - 0.125) * 2. * PI);vec2 mPos = vec2(0.5189138472400274, 0.4674414283856344) + mix(vec2(0), (uMousePos-0.5), 0.0000);\\nvec2 pos = mix(vec2(0.5189138472400274, 0.4674414283856344), mPos, floor(1.0000));\\nfloat dist = ease(0, max(0.,1.-distance(uv * aspect, mPos * aspect) * 4. * (1. - 1.0000)));if (0 == 1) {\\ndist = max(0., (0.5 - dist));\\n}\\nfloat time = uTime * 0.05;\\nvec2 drift = vec2(time * 0.2) * 2.0 * 0.6700;\\nfloat fbm = cheap_fbm(vec3(st - drift, time)) * dist;\\nfbm = fbm / (1. + fbm);\\nreturn fbm;\\n}vec4 ExponentialBlur(sampler2D tex, vec2 uv, vec2 direction) {\\nvec4 color = vec4(0.0);\\nfloat total_weight = 0.0;float fogNoise = fnoise(uv);\\nfloat radius = 8.0 * fogNoise * max(0.4200, 0.1);\\nradius = mix(0.01, 0.03, radius);vec2 dir = normalize(direction) / vec2(uResolution.x/uResolution.y, 1);vec4 center = texture(tex, uv);\\nfloat center_weight = getExponentialWeight(0);\\ncolor += center * center_weight;\\ntotal_weight += center_weight;for (int i = 1; i <= 8; i++) {\\nfloat weight = getExponentialWeight(i);\\nfloat offset = radius * float(i) / 8.0;\\nvec4 sample1 = texture(tex, uv + offset * dir);\\nvec4 sample2 = texture(tex, uv - offset * dir);\\ncolor += (sample1 + sample2) * weight;\\ntotal_weight += 2.0 * weight;\\n}\\nfloat scatter = radius * 2.;\\ncolor += (\\ntexture(tex, uv + scatter * dir) +\\ntexture(tex, uv - scatter * dir)\\n) * 0.0694877157;return color / total_weight;\\n}vec4 blur(vec2 uv, vec2 direction) {\\nreturn ExponentialBlur(uTexture, uv, direction);\\n}vec4 getColor(vec2 uv) {\\nreturn blur(uv, vec2(0, 1));\\n}void main() {\\nvec2 uv = vTextureCoord;\\nvec4 color = getColor(uv);\\nfragColor = color;}\",\"#version 300 es\\nprecision highp float;\\nprecision highp int;in vec3 vVertexPosition;\\nin vec2 vTextureCoord;uniform sampler2D uTexture;\\nuniform float uTime;\\nuniform vec2 uMousePos;\\nuniform vec2 uResolution;\\nfloat ease (int easingFunc, float t) {\\nreturn t;\\n}\\nfloat getExponentialWeight(int index) {\\nswitch(index) {\\ncase 0: return 1.0000000000;\\ncase 1: return 0.7165313106;\\ncase 2: return 0.5134171190;\\ncase 3: return 0.3678794412;\\ncase 4: return 0.2636050919;\\ncase 5: return 0.1888756057;\\ncase 6: return 0.1353352832;\\ncase 7: return 0.0969670595;\\ncase 8: return 0.0694877157;\\ndefault: return 0.0;\\n}\\n}out vec4 fragColor;const int kernelSize = 36;\\nmat2 rot(float a) {\\nreturn mat2(cos(a),-sin(a),sin(a),cos(a));\\n}const float PHI = 1.618033988;\\nconst float PI = 3.14159265359;float dot_noise(vec3 p) {\\nconst mat3 GOLD = mat3(\\n-0.571464913, +0.814921382, +0.096597072,\\n-0.278044873, -0.303026659, +0.911518454,\\n+0.772087367, +0.494042493, +0.399753815);\\nreturn dot(cos(GOLD * p), sin(PHI * p * GOLD));\\n}float cheap_fbm(vec3 p) {\\nmat2 rota = mat2(0.6, -0.8, 0.8, 0.6);\\nfloat nos = 0.;\\nfloat amp = 1. + 0.8100 * 10.;\\nfloat xp = sqrt(2.);\\nfloat halfxp = xp * 0.5;\\nfor(int i = 0; i < 10; i++) {\\nfloat theta = uTime * 0.05 + float(i);\\np.xy *= xp;\\np.xy += sin(rota * p.xy * xp + theta) * 0.2;\\nfloat nz = dot_noise(vec3(p.xy * rota, p.z + theta));\\nnos += nz * amp * rota[0][0];\\namp *= halfxp;\\nrota *= mat2(0.6, -0.8, 0.8, 0.6);\\n}\\nnos *= 1./float(10);\\nfloat density = -3. + 0.5200 * 6.;\\nreturn smoothstep(-3., 3., nos + density);\\n}float fnoise(vec2 uv) {\\nfloat aspectRatio = uResolution.x/uResolution.y;\\nvec2 aspect = vec2(aspectRatio, 1);\\nfloat multiplier = 10.0 * (1.0000 / ((aspectRatio + 1.) / 2.));\\nvec2 st = ((uv * aspect - vec2(0.5189138472400274, 0.4674414283856344) * aspect)) * multiplier * rot((0.2484 - 0.125) * 2. * PI);vec2 mPos = vec2(0.5189138472400274, 0.4674414283856344) + mix(vec2(0), (uMousePos-0.5), 0.0000);\\nvec2 pos = mix(vec2(0.5189138472400274, 0.4674414283856344), mPos, floor(1.0000));\\nfloat dist = ease(0, max(0.,1.-distance(uv * aspect, mPos * aspect) * 4. * (1. - 1.0000)));if (0 == 1) {\\ndist = max(0., (0.5 - dist));\\n}\\nfloat time = uTime * 0.05;\\nvec2 drift = vec2(time * 0.2) * 2.0 * 0.6700;\\nfloat fbm = cheap_fbm(vec3(st - drift, time)) * dist;\\nfbm = fbm / (1. + fbm);\\nreturn fbm;\\n}vec4 ExponentialBlur(sampler2D tex, vec2 uv, vec2 direction) {\\nvec4 color = vec4(0.0);\\nfloat total_weight = 0.0;float fogNoise = fnoise(uv);\\nfloat radius = 8.0 * fogNoise * max(0.4200, 0.1);\\nradius = mix(0.01, 0.03, radius);vec2 dir = normalize(direction) / vec2(uResolution.x/uResolution.y, 1);vec4 center = texture(tex, uv);\\nfloat center_weight = getExponentialWeight(0);\\ncolor += center * center_weight;\\ntotal_weight += center_weight;for (int i = 1; i <= 8; i++) {\\nfloat weight = getExponentialWeight(i);\\nfloat offset = radius * float(i) / 8.0;\\nvec4 sample1 = texture(tex, uv + offset * dir);\\nvec4 sample2 = texture(tex, uv - offset * dir);\\ncolor += (sample1 + sample2) * weight;\\ntotal_weight += 2.0 * weight;\\n}\\nfloat scatter = radius * 2.;\\ncolor += (\\ntexture(tex, uv + scatter * dir) +\\ntexture(tex, uv - scatter * dir)\\n) * 0.0694877157;return color / total_weight;\\n}vec4 blur(vec2 uv, vec2 direction) {\\nreturn ExponentialBlur(uTexture, uv, direction);\\n}vec4 getColor(vec2 uv) {\\nreturn blur(uv, vec2(1, 1));\\n}void main() {\\nvec2 uv = vTextureCoord;\\nvec4 color = getColor(uv);\\nfragColor = color;}\",\"#version 300 es\\nprecision highp float;\\nprecision highp int;in vec3 vVertexPosition;\\nin vec2 vTextureCoord;uniform sampler2D uTexture;\\nuniform float uTime;\\nuniform vec2 uMousePos;\\nuniform vec2 uResolution;\\nfloat ease (int easingFunc, float t) {\\nreturn t;\\n}\\nfloat getExponentialWeight(int index) {\\nswitch(index) {\\ncase 0: return 1.0000000000;\\ncase 1: return 0.7165313106;\\ncase 2: return 0.5134171190;\\ncase 3: return 0.3678794412;\\ncase 4: return 0.2636050919;\\ncase 5: return 0.1888756057;\\ncase 6: return 0.1353352832;\\ncase 7: return 0.0969670595;\\ncase 8: return 0.0694877157;\\ndefault: return 0.0;\\n}\\n}out vec4 fragColor;const int kernelSize = 36;\\nmat2 rot(float a) {\\nreturn mat2(cos(a),-sin(a),sin(a),cos(a));\\n}const float PHI = 1.618033988;\\nconst float PI = 3.14159265359;float dot_noise(vec3 p) {\\nconst mat3 GOLD = mat3(\\n-0.571464913, +0.814921382, +0.096597072,\\n-0.278044873, -0.303026659, +0.911518454,\\n+0.772087367, +0.494042493, +0.399753815);\\nreturn dot(cos(GOLD * p), sin(PHI * p * GOLD));\\n}float cheap_fbm(vec3 p) {\\nmat2 rota = mat2(0.6, -0.8, 0.8, 0.6);\\nfloat nos = 0.;\\nfloat amp = 1. + 0.8100 * 10.;\\nfloat xp = sqrt(2.);\\nfloat halfxp = xp * 0.5;\\nfor(int i = 0; i < 10; i++) {\\nfloat theta = uTime * 0.05 + float(i);\\np.xy *= xp;\\np.xy += sin(rota * p.xy * xp + theta) * 0.2;\\nfloat nz = dot_noise(vec3(p.xy * rota, p.z + theta));\\nnos += nz * amp * rota[0][0];\\namp *= halfxp;\\nrota *= mat2(0.6, -0.8, 0.8, 0.6);\\n}\\nnos *= 1./float(10);\\nfloat density = -3. + 0.5200 * 6.;\\nreturn smoothstep(-3., 3., nos + density);\\n}float fnoise(vec2 uv) {\\nfloat aspectRatio = uResolution.x/uResolution.y;\\nvec2 aspect = vec2(aspectRatio, 1);\\nfloat multiplier = 10.0 * (1.0000 / ((aspectRatio + 1.) / 2.));\\nvec2 st = ((uv * aspect - vec2(0.5189138472400274, 0.4674414283856344) * aspect)) * multiplier * rot((0.2484 - 0.125) * 2. * PI);vec2 mPos = vec2(0.5189138472400274, 0.4674414283856344) + mix(vec2(0), (uMousePos-0.5), 0.0000);\\nvec2 pos = mix(vec2(0.5189138472400274, 0.4674414283856344), mPos, floor(1.0000));\\nfloat dist = ease(0, max(0.,1.-distance(uv * aspect, mPos * aspect) * 4. * (1. - 1.0000)));if (0 == 1) {\\ndist = max(0., (0.5 - dist));\\n}\\nfloat time = uTime * 0.05;\\nvec2 drift = vec2(time * 0.2) * 2.0 * 0.6700;\\nfloat fbm = cheap_fbm(vec3(st - drift, time)) * dist;\\nfbm = fbm / (1. + fbm);\\nreturn fbm;\\n}vec4 ExponentialBlur(sampler2D tex, vec2 uv, vec2 direction) {\\nvec4 color = vec4(0.0);\\nfloat total_weight = 0.0;float fogNoise = fnoise(uv);\\nfloat radius = 8.0 * fogNoise * max(0.4200, 0.1);\\nradius = mix(0.01, 0.03, radius);vec2 dir = normalize(direction) / vec2(uResolution.x/uResolution.y, 1);vec4 center = texture(tex, uv);\\nfloat center_weight = getExponentialWeight(0);\\ncolor += center * center_weight;\\ntotal_weight += center_weight;for (int i = 1; i <= 8; i++) {\\nfloat weight = getExponentialWeight(i);\\nfloat offset = radius * float(i) / 8.0;\\nvec4 sample1 = texture(tex, uv + offset * dir);\\nvec4 sample2 = texture(tex, uv - offset * dir);\\ncolor += (sample1 + sample2) * weight;\\ntotal_weight += 2.0 * weight;\\n}\\nfloat scatter = radius * 2.;\\ncolor += (\\ntexture(tex, uv + scatter * dir) +\\ntexture(tex, uv - scatter * dir)\\n) * 0.0694877157;return color / total_weight;\\n}vec4 blur(vec2 uv, vec2 direction) {\\nreturn ExponentialBlur(uTexture, uv, direction);\\n}vec4 getColor(vec2 uv) {\\nreturn blur(uv, vec2(1, -1));\\n}void main() {\\nvec2 uv = vTextureCoord;\\nvec4 color = getColor(uv);\\nfragColor = color;}\",\"#version 300 es\\nprecision highp float;\\nprecision highp int;in vec3 vVertexPosition;\\nin vec2 vTextureCoord;uniform sampler2D uTexture;\\nuniform sampler2D uBgTexture;\\nuniform float uTime;\\nuniform vec2 uMousePos;\\nuniform vec2 uResolution;\\nfloat ease (int easingFunc, float t) {\\nreturn t;\\n}\\nuvec2 pcg2d(uvec2 v) {\\nv = v * 1664525u + 1013904223u;\\nv.x += v.y * v.y * 1664525u + 1013904223u;\\nv.y += v.x * v.x * 1664525u + 1013904223u;\\nv ^= v >> 16;\\nv.x += v.y * v.y * 1664525u + 1013904223u;\\nv.y += v.x * v.x * 1664525u + 1013904223u;\\nreturn v;\\n}float randFibo(vec2 p) {\\nuvec2 v = floatBitsToUint(p);\\nv = pcg2d(v);\\nuint r = v.x ^ v.y;\\nreturn float(r) / float(0xffffffffu);\\n}vec3 blend (int blendMode, vec3 src, vec3 dst) {\\nreturn src + dst;\\n}out vec4 fragColor;const int kernelSize = 36;\\nmat2 rot(float a) {\\nreturn mat2(cos(a),-sin(a),sin(a),cos(a));\\n}vec3 Tonemap_ACES(vec3 x) {\\nconst float a = 2.51;\\nconst float b = 0.03;\\nconst float c = 2.43;\\nconst float d = 0.59;\\nconst float e = 0.14;\\nreturn (x * (a * x + b)) / (x * (c * x + d) + e);\\n}vec3 chromatic_aberration(vec3 color, vec2 uv, float amount) {\\nvec2 offset = normalize(vTextureCoord - 0.5) * amount / vec2(uResolution.x/uResolution.y, 1);\\nvec4 left = texture(uTexture, uv - offset);\\nvec4 right = texture(uTexture, uv + offset);color.r = left.r;\\ncolor.b = right.b;return color;\\n}const float PHI = 1.618033988;\\nconst float PI = 3.14159265359;float dot_noise(vec3 p) {\\nconst mat3 GOLD = mat3(\\n-0.571464913, +0.814921382, +0.096597072,\\n-0.278044873, -0.303026659, +0.911518454,\\n+0.772087367, +0.494042493, +0.399753815);\\nreturn dot(cos(GOLD * p), sin(PHI * p * GOLD));\\n}float cheap_fbm(vec3 p) {\\nmat2 rota = mat2(0.6, -0.8, 0.8, 0.6);\\nfloat nos = 0.;\\nfloat amp = 1. + 0.8100 * 10.;\\nfloat xp = sqrt(2.);\\nfloat halfxp = xp * 0.5;\\nfor(int i = 0; i < 10; i++) {\\nfloat theta = uTime * 0.05 + float(i);\\np.xy *= xp;\\np.xy += sin(rota * p.xy * xp + theta) * 0.2;\\nfloat nz = dot_noise(vec3(p.xy * rota, p.z + theta));\\nnos += nz * amp * rota[0][0];\\namp *= halfxp;\\nrota *= mat2(0.6, -0.8, 0.8, 0.6);\\n}\\nnos *= 1./float(10);\\nfloat density = -3. + 0.5200 * 6.;\\nreturn smoothstep(-3., 3., nos + density);\\n}float fnoise(vec2 uv) {\\nfloat aspectRatio = uResolution.x/uResolution.y;\\nvec2 aspect = vec2(aspectRatio, 1);\\nfloat multiplier = 10.0 * (1.0000 / ((aspectRatio + 1.) / 2.));\\nvec2 st = ((uv * aspect - vec2(0.5189138472400274, 0.4674414283856344) * aspect)) * multiplier * rot((0.2484 - 0.125) * 2. * PI);vec2 mPos = vec2(0.5189138472400274, 0.4674414283856344) + mix(vec2(0), (uMousePos-0.5), 0.0000);\\nvec2 pos = mix(vec2(0.5189138472400274, 0.4674414283856344), mPos, floor(1.0000));\\nfloat dist = ease(0, max(0.,1.-distance(uv * aspect, mPos * aspect) * 4. * (1. - 1.0000)));if (0 == 1) {\\ndist = max(0., (0.5 - dist));\\n}\\nfloat time = uTime * 0.05;\\nvec2 drift = vec2(time * 0.2) * 2.0 * 0.6700;\\nfloat fbm = cheap_fbm(vec3(st - drift, time)) * dist;\\nfbm = fbm / (1. + fbm);\\nreturn fbm;\\n}vec4 fogComposite(vec2 uv) {\\nvec4 bg = texture(uBgTexture, uv);\\nvec4 blur = texture(uTexture, uv);\\nfloat aspectRatio = uResolution.x/uResolution.y;\\nfloat fogNoise = fnoise(uv);\\nfloat fogMask = clamp(fogNoise * 2., 0., 1.);vec3 grain = vec3(randFibo(uv + fogNoise));blur.rgb = chromatic_aberration(blur.rgb, uv, fogMask * 0.01 * 0.4200 * (0.2900 * 2.5));\\nblur.rgb = Tonemap_ACES(blur.rgb * (1.2700 + 0.5)) + grain * 0.05;\\nvec4 foggedBlur = vec4(blur.rgb * vec3(0, 0.35294117647058826, 1), blur.a);\\nfoggedBlur.rgb += (0.0000 * 0.25 * fogMask * vec3(0, 0.35294117647058826, 1));\\nfoggedBlur.rgb = blend(1, bg.rgb, foggedBlur.rgb * fogMask);\\nreturn foggedBlur;\\n}vec4 getColor(vec2 uv) {\\nreturn fogComposite(uv);\\n}void main() {\\nvec2 uv = vTextureCoord;\\nvec4 color = getColor(uv);\\nfragColor = color;}\"],\"compiledVertexShaders\":[\"#version 300 es\\nprecision mediump float;in vec3 aVertexPosition;\\nin vec2 aTextureCoord;uniform mat4 uMVMatrix;\\nuniform mat4 uPMatrix;\\nuniform mat4 uTextureMatrix;out vec2 vTextureCoord;\\nout vec3 vVertexPosition;void main() {\\ngl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0);\\nvTextureCoord = (uTextureMatrix * vec4(aTextureCoord, 0.0, 1.0)).xy;\\n}\"],\"data\":{\"downSample\":0.25,\"depth\":false,\"uniforms\":{},\"isBackground\":false,\"passes\":[{\"prop\":\"pass\",\"value\":1,\"downSample\":0.25},{\"prop\":\"pass\",\"value\":2,\"downSample\":0.25},{\"prop\":\"pass\",\"value\":3,\"downSample\":0.25},{\"prop\":\"pass\",\"value\":4,\"includeBg\":true}]},\"id\":\"effect1\"},{\"breakpoints\":[],\"visible\":true,\"aspectRatio\":1,\"userDownsample\":1,\"layerType\":\"effect\",\"type\":\"godrays\",\"usesPingPong\":false,\"trackMouse\":0.52,\"trackAxes\":\"xy\",\"mouseMomentum\":1,\"texture\":false,\"animating\":false,\"isMask\":0,\"compiledFragmentShaders\":[\"#version 300 es\\nprecision highp float;\\nprecision highp int;in vec3 vVertexPosition;\\nin vec2 vTextureCoord;uniform sampler2D uTexture;const float PI2 = 6.28318530718;vec4 getBrightAreas(vec2 uv) {\\nvec4 color = texture(uTexture, uv);\\nfloat lum = dot(color.rgb, vec3(0.299, 0.587, 0.114));\\ncolor = color * smoothstep(0.0000 - 0.1, 0.0000, lum);\\nreturn color;\\n}vec4 getColor(vec2 uv) {\\nreturn getBrightAreas(uv);\\n}out vec4 fragColor;void main() {\\nvec2 uv = vTextureCoord;\\nvec4 color = getColor(uv);\\nif(0 == 1) {\\nfragColor = color;} else {\\nfragColor = color;\\n}\\n}\",\"#version 300 es\\nprecision highp float;\\nprecision highp int;in vec3 vVertexPosition;\\nin vec2 vTextureCoord;uniform sampler2D uTexture;\\nuniform sampler2D uBgTexture;uniform vec2 uMousePos;\\nuniform vec2 uResolution;const float PI2 = 6.28318530718;float interleavedGradientNoise(vec2 st) {\\nreturn fract(52.9829189 * fract(dot(st, vec2(0.06711056, 0.00583715))));\\n}vec4 godRays(vec2 st) {\\nvec3 color = vec3(0);\\nfloat decay = mix(0.89, 0.965, 0.2000);\\nvec2 pos = vec2(0.5, 0.5) - mix(vec2(0), (vec2(1. - uMousePos.x, 1. - uMousePos.y) - 0.5), 0.5200);\\nfloat weight = 1.0;\\nfloat MAX_ITERATIONS = 32.0;\\nvec2 stepDir = (pos - st) / MAX_ITERATIONS * (0.25 + min(1., 0.2000)) * 0.75;\\nfloat noise = interleavedGradientNoise(st * uResolution);\\nvec2 sampleUv = st + stepDir * noise;\\nvec2 perpDir = vec2(-stepDir.y, stepDir.x);\\nfloat intensity = 2.8 * 0.8000;for (float i = 0.0; i < MAX_ITERATIONS; i++) {\\nfloat theta = i/MAX_ITERATIONS;\\nsampleUv += stepDir + (perpDir * theta * sin((noise * 0.25) * (1.0 + theta) * 50.0)) * 1.0000 * 0.25;\\ncolor += texture(uTexture, sampleUv).rgb * weight * intensity;\\nweight *= decay;\\nif(weight < 0.05) break;\\n}\\nreturn vec4(color / MAX_ITERATIONS, 1.0);\\n}vec4 getGodRays(vec2 uv) {\\nvec4 bg = texture(uBgTexture, uv);\\nif(0.8000 <= 0.01) {\\nreturn bg;\\n}\\nvec4 rays = godRays(uv);\\nrays.rgb *= vec3(0, 0.35294117647058826, 1);vec4 color;\\ncolor.rgb = bg.rgb + rays.rgb;\\ncolor.a = bg.a + rays.r;\\nreturn color;\\n}vec4 getColor(vec2 uv) {\\nreturn getGodRays(uv);\\n}out vec4 fragColor;void main() {\\nvec2 uv = vTextureCoord;\\nvec4 color = getColor(uv);\\nif(1 == 1) {\\nfragColor = color;} 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0.1);\\nradius = mix(0.01, 0.03, radius);vec2 dir = normalize(direction) / vec2(uResolution.x/uResolution.y, 1);vec4 center = texture(tex, uv);\\nfloat center_weight = getExponentialWeight(0);\\ncolor += center * center_weight;\\ntotal_weight += center_weight;for (int i = 1; i <= 8; i++) {\\nfloat weight = getExponentialWeight(i);\\nfloat offset = radius * float(i) / 8.0;\\nvec4 sample1 = texture(tex, uv + offset * dir);\\nvec4 sample2 = texture(tex, uv - offset * dir);\\ncolor += (sample1 + sample2) * weight;\\ntotal_weight += 2.0 * weight;\\n}\\nfloat scatter = radius * 2.;\\ncolor += (\\ntexture(tex, uv + scatter * dir) +\\ntexture(tex, uv - scatter * dir)\\n) * 0.0694877157;return color / total_weight;\\n}vec4 blur(vec2 uv, vec2 direction) {\\nreturn ExponentialBlur(uTexture, uv, direction);\\n}vec4 getColor(vec2 uv) {\\nreturn blur(uv, vec2(1, 0));\\n}void main() {\\nvec2 uv = vTextureCoord;\\nvec4 color = getColor(uv);\\nfragColor = color;}\",\"#version 300 es\\nprecision highp float;\\nprecision highp int;in vec3 vVertexPosition;\\nin vec2 vTextureCoord;uniform sampler2D uTexture;\\nuniform float uTime;\\nuniform vec2 uMousePos;\\nuniform vec2 uResolution;\\nfloat ease (int easingFunc, float t) {\\nreturn t;\\n}\\nfloat getExponentialWeight(int index) {\\nswitch(index) {\\ncase 0: return 1.0000000000;\\ncase 1: return 0.7165313106;\\ncase 2: return 0.5134171190;\\ncase 3: return 0.3678794412;\\ncase 4: return 0.2636050919;\\ncase 5: return 0.1888756057;\\ncase 6: return 0.1353352832;\\ncase 7: return 0.0969670595;\\ncase 8: return 0.0694877157;\\ndefault: return 0.0;\\n}\\n}out vec4 fragColor;const int kernelSize = 36;\\nmat2 rot(float a) {\\nreturn mat2(cos(a),-sin(a),sin(a),cos(a));\\n}const float PHI = 1.618033988;\\nconst float PI = 3.14159265359;float dot_noise(vec3 p) {\\nconst mat3 GOLD = mat3(\\n-0.571464913, +0.814921382, +0.096597072,\\n-0.278044873, -0.303026659, +0.911518454,\\n+0.772087367, +0.494042493, +0.399753815);\\nreturn dot(cos(GOLD * p), sin(PHI * p * GOLD));\\n}float cheap_fbm(vec3 p) {\\nmat2 rota = mat2(0.6, -0.8, 0.8, 0.6);\\nfloat nos = 0.;\\nfloat amp = 1. + 0.8100 * 10.;\\nfloat xp = sqrt(2.);\\nfloat halfxp = xp * 0.5;\\nfor(int i = 0; i < 10; i++) {\\nfloat theta = uTime * 0.05 + float(i);\\np.xy *= xp;\\np.xy += sin(rota * p.xy * xp + theta) * 0.2;\\nfloat nz = dot_noise(vec3(p.xy * rota, p.z + theta));\\nnos += nz * amp * rota[0][0];\\namp *= halfxp;\\nrota *= mat2(0.6, -0.8, 0.8, 0.6);\\n}\\nnos *= 1./float(10);\\nfloat density = -3. + 0.5200 * 6.;\\nreturn smoothstep(-3., 3., nos + density);\\n}float fnoise(vec2 uv) {\\nfloat aspectRatio = uResolution.x/uResolution.y;\\nvec2 aspect = vec2(aspectRatio, 1);\\nfloat multiplier = 10.0 * (1.0000 / ((aspectRatio + 1.) / 2.));\\nvec2 st = ((uv * aspect - vec2(0.5189138472400274, 0.4674414283856344) * aspect)) * multiplier * rot((0.2484 - 0.125) * 2. * PI);vec2 mPos = vec2(0.5189138472400274, 0.4674414283856344) + mix(vec2(0), (uMousePos-0.5), 0.0000);\\nvec2 pos = mix(vec2(0.5189138472400274, 0.4674414283856344), mPos, floor(1.0000));\\nfloat dist = ease(0, max(0.,1.-distance(uv * aspect, mPos * aspect) * 4. * (1. - 1.0000)));if (0 == 1) {\\ndist = max(0., (0.5 - dist));\\n}\\nfloat time = uTime * 0.05;\\nvec2 drift = vec2(time * 0.2) * 2.0 * 0.6700;\\nfloat fbm = cheap_fbm(vec3(st - drift, time)) * dist;\\nfbm = fbm / (1. + fbm);\\nreturn fbm;\\n}vec4 ExponentialBlur(sampler2D tex, vec2 uv, vec2 direction) {\\nvec4 color = vec4(0.0);\\nfloat total_weight = 0.0;float fogNoise = fnoise(uv);\\nfloat radius = 8.0 * fogNoise * max(0.4200, 0.1);\\nradius = mix(0.01, 0.03, radius);vec2 dir = normalize(direction) / vec2(uResolution.x/uResolution.y, 1);vec4 center = texture(tex, uv);\\nfloat center_weight = getExponentialWeight(0);\\ncolor += center * center_weight;\\ntotal_weight += center_weight;for (int i = 1; i <= 8; i++) {\\nfloat weight = getExponentialWeight(i);\\nfloat offset = radius * float(i) / 8.0;\\nvec4 sample1 = texture(tex, uv + offset * dir);\\nvec4 sample2 = texture(tex, uv - offset * dir);\\ncolor += (sample1 + sample2) * weight;\\ntotal_weight += 2.0 * weight;\\n}\\nfloat scatter = radius * 2.;\\ncolor += (\\ntexture(tex, uv + scatter * dir) +\\ntexture(tex, uv - scatter * dir)\\n) * 0.0694877157;return color / total_weight;\\n}vec4 blur(vec2 uv, vec2 direction) {\\nreturn ExponentialBlur(uTexture, uv, direction);\\n}vec4 getColor(vec2 uv) {\\nreturn blur(uv, vec2(0, 1));\\n}void main() {\\nvec2 uv = vTextureCoord;\\nvec4 color = getColor(uv);\\nfragColor = color;}\",\"#version 300 es\\nprecision highp float;\\nprecision highp int;in vec3 vVertexPosition;\\nin vec2 vTextureCoord;uniform sampler2D uTexture;\\nuniform float uTime;\\nuniform vec2 uMousePos;\\nuniform vec2 uResolution;\\nfloat ease (int easingFunc, float t) {\\nreturn t;\\n}\\nfloat getExponentialWeight(int index) {\\nswitch(index) {\\ncase 0: return 1.0000000000;\\ncase 1: return 0.7165313106;\\ncase 2: return 0.5134171190;\\ncase 3: return 0.3678794412;\\ncase 4: return 0.2636050919;\\ncase 5: return 0.1888756057;\\ncase 6: return 0.1353352832;\\ncase 7: return 0.0969670595;\\ncase 8: return 0.0694877157;\\ndefault: return 0.0;\\n}\\n}out vec4 fragColor;const int kernelSize = 36;\\nmat2 rot(float a) {\\nreturn mat2(cos(a),-sin(a),sin(a),cos(a));\\n}const float PHI = 1.618033988;\\nconst float PI = 3.14159265359;float dot_noise(vec3 p) {\\nconst mat3 GOLD = mat3(\\n-0.571464913, +0.814921382, +0.096597072,\\n-0.278044873, -0.303026659, +0.911518454,\\n+0.772087367, +0.494042493, +0.399753815);\\nreturn dot(cos(GOLD * p), sin(PHI * p * GOLD));\\n}float cheap_fbm(vec3 p) {\\nmat2 rota = mat2(0.6, -0.8, 0.8, 0.6);\\nfloat nos = 0.;\\nfloat amp = 1. + 0.8100 * 10.;\\nfloat xp = sqrt(2.);\\nfloat halfxp = xp * 0.5;\\nfor(int i = 0; i < 10; i++) {\\nfloat theta = uTime * 0.05 + float(i);\\np.xy *= xp;\\np.xy += sin(rota * p.xy * xp + theta) * 0.2;\\nfloat nz = dot_noise(vec3(p.xy * rota, p.z + theta));\\nnos += nz * amp * rota[0][0];\\namp *= halfxp;\\nrota *= mat2(0.6, -0.8, 0.8, 0.6);\\n}\\nnos *= 1./float(10);\\nfloat density = -3. + 0.5200 * 6.;\\nreturn smoothstep(-3., 3., nos + density);\\n}float fnoise(vec2 uv) {\\nfloat aspectRatio = uResolution.x/uResolution.y;\\nvec2 aspect = vec2(aspectRatio, 1);\\nfloat multiplier = 10.0 * (1.0000 / ((aspectRatio + 1.) / 2.));\\nvec2 st = ((uv * aspect - vec2(0.5189138472400274, 0.4674414283856344) * aspect)) * multiplier * rot((0.2484 - 0.125) * 2. * PI);vec2 mPos = vec2(0.5189138472400274, 0.4674414283856344) + mix(vec2(0), (uMousePos-0.5), 0.0000);\\nvec2 pos = mix(vec2(0.5189138472400274, 0.4674414283856344), mPos, floor(1.0000));\\nfloat dist = ease(0, max(0.,1.-distance(uv * aspect, mPos * aspect) * 4. * (1. - 1.0000)));if (0 == 1) {\\ndist = max(0., (0.5 - dist));\\n}\\nfloat time = uTime * 0.05;\\nvec2 drift = vec2(time * 0.2) * 2.0 * 0.6700;\\nfloat fbm = cheap_fbm(vec3(st - drift, time)) * dist;\\nfbm = fbm / (1. + fbm);\\nreturn fbm;\\n}vec4 ExponentialBlur(sampler2D tex, vec2 uv, vec2 direction) {\\nvec4 color = vec4(0.0);\\nfloat total_weight = 0.0;float fogNoise = fnoise(uv);\\nfloat radius = 8.0 * fogNoise * max(0.4200, 0.1);\\nradius = mix(0.01, 0.03, radius);vec2 dir = normalize(direction) / vec2(uResolution.x/uResolution.y, 1);vec4 center = texture(tex, uv);\\nfloat center_weight = getExponentialWeight(0);\\ncolor += center * center_weight;\\ntotal_weight += center_weight;for (int i = 1; i <= 8; i++) {\\nfloat weight = getExponentialWeight(i);\\nfloat offset = radius * float(i) / 8.0;\\nvec4 sample1 = texture(tex, uv + offset * dir);\\nvec4 sample2 = texture(tex, uv - offset * dir);\\ncolor += (sample1 + sample2) * weight;\\ntotal_weight += 2.0 * weight;\\n}\\nfloat scatter = radius * 2.;\\ncolor += (\\ntexture(tex, uv + scatter * dir) +\\ntexture(tex, uv - scatter * dir)\\n) * 0.0694877157;return color / total_weight;\\n}vec4 blur(vec2 uv, vec2 direction) {\\nreturn ExponentialBlur(uTexture, uv, direction);\\n}vec4 getColor(vec2 uv) {\\nreturn blur(uv, vec2(1, 1));\\n}void main() {\\nvec2 uv = vTextureCoord;\\nvec4 color = getColor(uv);\\nfragColor = color;}\",\"#version 300 es\\nprecision highp float;\\nprecision highp int;in vec3 vVertexPosition;\\nin vec2 vTextureCoord;uniform sampler2D uTexture;\\nuniform float uTime;\\nuniform vec2 uMousePos;\\nuniform vec2 uResolution;\\nfloat ease (int easingFunc, float t) {\\nreturn t;\\n}\\nfloat getExponentialWeight(int index) {\\nswitch(index) {\\ncase 0: return 1.0000000000;\\ncase 1: return 0.7165313106;\\ncase 2: return 0.5134171190;\\ncase 3: return 0.3678794412;\\ncase 4: return 0.2636050919;\\ncase 5: return 0.1888756057;\\ncase 6: return 0.1353352832;\\ncase 7: return 0.0969670595;\\ncase 8: return 0.0694877157;\\ndefault: return 0.0;\\n}\\n}out vec4 fragColor;const int kernelSize = 36;\\nmat2 rot(float a) {\\nreturn mat2(cos(a),-sin(a),sin(a),cos(a));\\n}const float PHI = 1.618033988;\\nconst float PI = 3.14159265359;float dot_noise(vec3 p) {\\nconst mat3 GOLD = mat3(\\n-0.571464913, +0.814921382, +0.096597072,\\n-0.278044873, -0.303026659, +0.911518454,\\n+0.772087367, +0.494042493, +0.399753815);\\nreturn dot(cos(GOLD * p), sin(PHI * p * GOLD));\\n}float cheap_fbm(vec3 p) {\\nmat2 rota = mat2(0.6, -0.8, 0.8, 0.6);\\nfloat nos = 0.;\\nfloat amp = 1. + 0.8100 * 10.;\\nfloat xp = sqrt(2.);\\nfloat halfxp = xp * 0.5;\\nfor(int i = 0; i < 10; i++) {\\nfloat theta = uTime * 0.05 + float(i);\\np.xy *= xp;\\np.xy += sin(rota * p.xy * xp + theta) * 0.2;\\nfloat nz = dot_noise(vec3(p.xy * rota, p.z + theta));\\nnos += nz * amp * rota[0][0];\\namp *= halfxp;\\nrota *= mat2(0.6, -0.8, 0.8, 0.6);\\n}\\nnos *= 1./float(10);\\nfloat density = -3. + 0.5200 * 6.;\\nreturn smoothstep(-3., 3., nos + density);\\n}float fnoise(vec2 uv) {\\nfloat aspectRatio = uResolution.x/uResolution.y;\\nvec2 aspect = vec2(aspectRatio, 1);\\nfloat multiplier = 10.0 * (1.0000 / ((aspectRatio + 1.) / 2.));\\nvec2 st = ((uv * aspect - vec2(0.5189138472400274, 0.4674414283856344) * aspect)) * multiplier * rot((0.2484 - 0.125) * 2. * PI);vec2 mPos = vec2(0.5189138472400274, 0.4674414283856344) + mix(vec2(0), (uMousePos-0.5), 0.0000);\\nvec2 pos = mix(vec2(0.5189138472400274, 0.4674414283856344), mPos, floor(1.0000));\\nfloat dist = ease(0, max(0.,1.-distance(uv * aspect, mPos * aspect) * 4. * (1. - 1.0000)));if (0 == 1) {\\ndist = max(0., (0.5 - dist));\\n}\\nfloat time = uTime * 0.05;\\nvec2 drift = vec2(time * 0.2) * 2.0 * 0.6700;\\nfloat fbm = cheap_fbm(vec3(st - drift, time)) * dist;\\nfbm = fbm / (1. + fbm);\\nreturn fbm;\\n}vec4 ExponentialBlur(sampler2D tex, vec2 uv, vec2 direction) {\\nvec4 color = vec4(0.0);\\nfloat total_weight = 0.0;float fogNoise = fnoise(uv);\\nfloat radius = 8.0 * fogNoise * max(0.4200, 0.1);\\nradius = mix(0.01, 0.03, radius);vec2 dir = normalize(direction) / vec2(uResolution.x/uResolution.y, 1);vec4 center = texture(tex, uv);\\nfloat center_weight = getExponentialWeight(0);\\ncolor += center * center_weight;\\ntotal_weight += center_weight;for (int i = 1; i <= 8; i++) {\\nfloat weight = getExponentialWeight(i);\\nfloat offset = radius * float(i) / 8.0;\\nvec4 sample1 = texture(tex, uv + offset * dir);\\nvec4 sample2 = texture(tex, uv - offset * dir);\\ncolor += (sample1 + sample2) * weight;\\ntotal_weight += 2.0 * weight;\\n}\\nfloat scatter = radius * 2.;\\ncolor += (\\ntexture(tex, uv + scatter * dir) +\\ntexture(tex, uv - scatter * dir)\\n) * 0.0694877157;return color / total_weight;\\n}vec4 blur(vec2 uv, vec2 direction) {\\nreturn ExponentialBlur(uTexture, uv, direction);\\n}vec4 getColor(vec2 uv) {\\nreturn blur(uv, vec2(1, -1));\\n}void main() {\\nvec2 uv = vTextureCoord;\\nvec4 color = getColor(uv);\\nfragColor = color;}\",\"#version 300 es\\nprecision highp float;\\nprecision highp int;in vec3 vVertexPosition;\\nin vec2 vTextureCoord;uniform sampler2D uTexture;\\nuniform sampler2D uBgTexture;\\nuniform float uTime;\\nuniform vec2 uMousePos;\\nuniform vec2 uResolution;\\nfloat ease (int easingFunc, float t) {\\nreturn t;\\n}\\nuvec2 pcg2d(uvec2 v) {\\nv = v * 1664525u + 1013904223u;\\nv.x += v.y * v.y * 1664525u + 1013904223u;\\nv.y += v.x * v.x * 1664525u + 1013904223u;\\nv ^= v >> 16;\\nv.x += v.y * v.y * 1664525u + 1013904223u;\\nv.y += v.x * v.x * 1664525u + 1013904223u;\\nreturn v;\\n}float randFibo(vec2 p) {\\nuvec2 v = floatBitsToUint(p);\\nv = pcg2d(v);\\nuint r = v.x ^ v.y;\\nreturn float(r) / float(0xffffffffu);\\n}vec3 blend (int blendMode, vec3 src, vec3 dst) {\\nreturn src + dst;\\n}out vec4 fragColor;const int kernelSize = 36;\\nmat2 rot(float a) {\\nreturn mat2(cos(a),-sin(a),sin(a),cos(a));\\n}vec3 Tonemap_ACES(vec3 x) {\\nconst float a = 2.51;\\nconst float b = 0.03;\\nconst float c = 2.43;\\nconst float d = 0.59;\\nconst float e = 0.14;\\nreturn (x * (a * x + b)) / (x * (c * x + d) + e);\\n}vec3 chromatic_aberration(vec3 color, vec2 uv, float amount) {\\nvec2 offset = normalize(vTextureCoord - 0.5) * amount / vec2(uResolution.x/uResolution.y, 1);\\nvec4 left = texture(uTexture, uv - offset);\\nvec4 right = texture(uTexture, uv + offset);color.r = left.r;\\ncolor.b = right.b;return color;\\n}const float PHI = 1.618033988;\\nconst float PI = 3.14159265359;float dot_noise(vec3 p) {\\nconst mat3 GOLD = mat3(\\n-0.571464913, +0.814921382, +0.096597072,\\n-0.278044873, -0.303026659, +0.911518454,\\n+0.772087367, +0.494042493, +0.399753815);\\nreturn dot(cos(GOLD * p), sin(PHI * p * GOLD));\\n}float cheap_fbm(vec3 p) {\\nmat2 rota = mat2(0.6, -0.8, 0.8, 0.6);\\nfloat nos = 0.;\\nfloat amp = 1. + 0.8100 * 10.;\\nfloat xp = sqrt(2.);\\nfloat halfxp = xp * 0.5;\\nfor(int i = 0; i < 10; i++) {\\nfloat theta = uTime * 0.05 + float(i);\\np.xy *= xp;\\np.xy += sin(rota * p.xy * xp + theta) * 0.2;\\nfloat nz = dot_noise(vec3(p.xy * rota, p.z + theta));\\nnos += nz * amp * rota[0][0];\\namp *= halfxp;\\nrota *= mat2(0.6, -0.8, 0.8, 0.6);\\n}\\nnos *= 1./float(10);\\nfloat density = -3. + 0.5200 * 6.;\\nreturn smoothstep(-3., 3., nos + density);\\n}float fnoise(vec2 uv) {\\nfloat aspectRatio = uResolution.x/uResolution.y;\\nvec2 aspect = vec2(aspectRatio, 1);\\nfloat multiplier = 10.0 * (1.0000 / ((aspectRatio + 1.) / 2.));\\nvec2 st = ((uv * aspect - vec2(0.5189138472400274, 0.4674414283856344) * aspect)) * multiplier * rot((0.2484 - 0.125) * 2. * PI);vec2 mPos = vec2(0.5189138472400274, 0.4674414283856344) + mix(vec2(0), (uMousePos-0.5), 0.0000);\\nvec2 pos = mix(vec2(0.5189138472400274, 0.4674414283856344), mPos, floor(1.0000));\\nfloat dist = ease(0, max(0.,1.-distance(uv * aspect, mPos * aspect) * 4. * (1. - 1.0000)));if (0 == 1) {\\ndist = max(0., (0.5 - dist));\\n}\\nfloat time = uTime * 0.05;\\nvec2 drift = vec2(time * 0.2) * 2.0 * 0.6700;\\nfloat fbm = cheap_fbm(vec3(st - drift, time)) * dist;\\nfbm = fbm / (1. + fbm);\\nreturn fbm;\\n}vec4 fogComposite(vec2 uv) {\\nvec4 bg = texture(uBgTexture, uv);\\nvec4 blur = texture(uTexture, uv);\\nfloat aspectRatio = uResolution.x/uResolution.y;\\nfloat fogNoise = fnoise(uv);\\nfloat fogMask = clamp(fogNoise * 2., 0., 1.);vec3 grain = vec3(randFibo(uv + fogNoise));blur.rgb = chromatic_aberration(blur.rgb, uv, fogMask * 0.01 * 0.4200 * (0.2900 * 2.5));\\nblur.rgb = Tonemap_ACES(blur.rgb * (1.2700 + 0.5)) + grain * 0.05;\\nvec4 foggedBlur = vec4(blur.rgb * vec3(0, 0.35294117647058826, 1), blur.a);\\nfoggedBlur.rgb += (0.0000 * 0.25 * fogMask * vec3(0, 0.35294117647058826, 1));\\nfoggedBlur.rgb = blend(1, bg.rgb, foggedBlur.rgb * fogMask);\\nreturn foggedBlur;\\n}vec4 getColor(vec2 uv) {\\nreturn fogComposite(uv);\\n}void main() {\\nvec2 uv = vTextureCoord;\\nvec4 color = getColor(uv);\\nfragColor = color;}\"],\"compiledVertexShaders\":[\"#version 300 es\\nprecision mediump float;in vec3 aVertexPosition;\\nin vec2 aTextureCoord;uniform mat4 uMVMatrix;\\nuniform mat4 uPMatrix;\\nuniform mat4 uTextureMatrix;out vec2 vTextureCoord;\\nout vec3 vVertexPosition;void main() {\\ngl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0);\\nvTextureCoord = (uTextureMatrix * vec4(aTextureCoord, 0.0, 1.0)).xy;\\n}\"],\"data\":{\"downSample\":0.25,\"depth\":false,\"uniforms\":{},\"isBackground\":false,\"passes\":[{\"prop\":\"pass\",\"value\":1,\"downSample\":0.25},{\"prop\":\"pass\",\"value\":2,\"downSample\":0.25},{\"prop\":\"pass\",\"value\":3,\"downSample\":0.25},{\"prop\":\"pass\",\"value\":4,\"includeBg\":true}]},\"id\":\"effect1\"},{\"breakpoints\":[],\"visible\":true,\"aspectRatio\":1,\"userDownsample\":1,\"layerType\":\"effect\",\"type\":\"godrays\",\"usesPingPong\":false,\"trackMouse\":0.52,\"trackAxes\":\"xy\",\"mouseMomentum\":1,\"texture\":false,\"animating\":false,\"isMask\":0,\"compiledFragmentShaders\":[\"#version 300 es\\nprecision highp float;\\nprecision highp int;in vec3 vVertexPosition;\\nin vec2 vTextureCoord;uniform sampler2D uTexture;const float PI2 = 6.28318530718;vec4 getBrightAreas(vec2 uv) {\\nvec4 color = texture(uTexture, uv);\\nfloat lum = dot(color.rgb, vec3(0.299, 0.587, 0.114));\\ncolor = color * smoothstep(0.0000 - 0.1, 0.0000, lum);\\nreturn color;\\n}vec4 getColor(vec2 uv) {\\nreturn getBrightAreas(uv);\\n}out vec4 fragColor;void main() {\\nvec2 uv = vTextureCoord;\\nvec4 color = getColor(uv);\\nif(0 == 1) {\\nfragColor = color;} else {\\nfragColor = color;\\n}\\n}\",\"#version 300 es\\nprecision highp float;\\nprecision highp int;in vec3 vVertexPosition;\\nin vec2 vTextureCoord;uniform sampler2D uTexture;\\nuniform sampler2D uBgTexture;uniform vec2 uMousePos;\\nuniform vec2 uResolution;const float PI2 = 6.28318530718;float interleavedGradientNoise(vec2 st) {\\nreturn fract(52.9829189 * fract(dot(st, vec2(0.06711056, 0.00583715))));\\n}vec4 godRays(vec2 st) {\\nvec3 color = vec3(0);\\nfloat decay = mix(0.89, 0.965, 0.2000);\\nvec2 pos = vec2(0.5, 0.5) - mix(vec2(0), (vec2(1. - uMousePos.x, 1. - uMousePos.y) - 0.5), 0.5200);\\nfloat weight = 1.0;\\nfloat MAX_ITERATIONS = 32.0;\\nvec2 stepDir = (pos - st) / MAX_ITERATIONS * (0.25 + 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