{"history":[{"breakpoints":[],"visible":true,"aspectRatio":1,"userDownsample":0.25,"layerType":"effect","type":"blinds","usesPingPong":false,"texture":false,"parentLayer":"d2777eb9-989c-44be-9116-ad5b212bf4b6","animating":true,"mouseMomentum":0,"mouseSpring":0,"isMask":0,"compiledFragmentShaders":["#version 300 es\nprecision highp float;\nin vec2 vTextureCoord;uniform sampler2D uTexture;\nuniform float uTime;uniform vec2 uMousePos;\nuniform vec2 uResolution;float ease (int easingFunc, float t) {\nreturn t;\n}const float STEPS = 8.0;\nconst float PI = 3.14159265359;\nconst vec3 CH_R = vec3(1, 0, 0);\nconst vec3 CH_G = vec3(0, 1, 0);\nconst vec3 CH_B = vec3(0, 0, 1);mat2 rot(float a) {\nreturn mat2(cos(a),-sin(a),sin(a),cos(a));\n}vec2 scaleAspect(vec2 st) {\nreturn st * vec2(uResolution.x / uResolution.y, 1.0);\n}vec2 unscaleAspect(vec2 st) {\nreturn st * vec2(uResolution.y / uResolution.x, 1.0);\n}vec3 chromatic_abberation(vec2 st, vec2 aberrated) {\nvec4 red = vec4(0);\nvec4 green = vec4(0);\nvec4 blue = vec4(0);float invSteps = 1.0 / STEPS;\nfloat invStepsHalf = invSteps * 0.5;for (float i = 1.0; i <= STEPS; i++) {\nvec2 offset = aberrated * (i * invSteps);\nred += texture(uTexture, st - offset) * invSteps;\nblue += texture(uTexture, st + offset) * invSteps;\ngreen += texture(uTexture, st - offset * 0.5) * invStepsHalf;\ngreen += texture(uTexture, st + offset * 0.5) * invStepsHalf;\n}return vec3(red.r, green.g, blue.b);\n}vec2 scaleAspect(vec2 st, float aspectRatio) {\nreturn st * vec2(aspectRatio, 1.0);\n}float smoothSegment(float s) {\nreturn mix(s, smoothstep(0.0, 0.5, s) - smoothstep(0.5, 1.0, s), 1.0000);\n}vec3 channelDistort(float segment) {\nreturn mix(mix(CH_R, CH_G, segment * 2.0), mix(CH_G, CH_B, (segment - 0.5) * 2.0), step(0.5, segment));\n}vec2 applyStyle(vec2 st, vec2 pos, float angle) {\nst = rot(angle * 2. * PI) * (st - pos) + pos;\nst = unscaleAspect(st);\nreturn st;\n}vec2 style2(vec2 st, vec2 pos, float divisions, float dist, float amount, float angle, out vec3 d) {\nfloat segment = smoothSegment(fract((st.x + 1. - pos.x - 1. + uTime * 0.01) * divisions));\nd = channelDistort(segment);\nst.x -= pow(d.r, dist) / 10. * amount;\nst.x += pow(d.b, dist) / 10. * amount;segment = smoothSegment(fract((st.y + 1. - pos.y - 1. + uTime * 0.01) * divisions));\nd = channelDistort(segment);\nst.y -= pow(d.r, dist) / 10. * amount;\nst.y += pow(d.b, dist) / 10. * amount;\nreturn applyStyle(st, pos, angle);\n}vec2 getStyle(vec2 st, vec2 pos, float divisions, float dist, float amount, float angle, out vec3 d) {\nreturn style2(st, pos, divisions, dist, amount, angle, d);\n}vec2 caUV;\nvec3 caDistort;\nfloat caDist;\nfloat caAmount;out vec4 fragColor;vec2 distortUV(vec2 uv) {\nfloat aspectRatio = uResolution.x / uResolution.y;vec2 mPos = vec2(0.5, 1.6139999999999999) + mix(vec2(0), (uMousePos - 0.5), 0.0000);\nfloat mDist = ease(0, max(0., 1. - distance(uv * vec2(aspectRatio, 1), mPos * vec2(aspectRatio, 1)) * 4. * (1. - 1.0000)));vec2 pos = scaleAspect(mix(vec2(0.5, 1.6139999999999999), mPos, floor(1.0000)));\nvec2 st = scaleAspect(uv);\nst = rot(0.4995 * -2.0 * PI) * (st - pos) + pos;float divisions = 2. + 0.1300 * 30.;\nfloat dist = 1.0000 * 4. + 1.;\nfloat amount = 1.0000 * mDist;caDist = dist;\ncaAmount = amount;\ncaUV = uv;\ncaDistort = vec3(0.0);if (abs(amount) <= 0.001) return uv;vec2 texelX = dFdx(st) * 1.5;\nvec2 texelY = dFdy(st) * 1.5;vec3 distort;\nvec3 scratchDistort;\nvec2 result = getStyle(st, pos, divisions, dist, amount, 0.4995, distort);\nvec2 result1 = getStyle(st + texelX, pos, divisions, dist, amount, 0.4995, scratchDistort);\nvec2 result2 = getStyle(st + texelY, pos, divisions, dist, amount, 0.4995, scratchDistort);\nvec2 result3 = getStyle(st - texelX, pos, divisions, dist, amount, 0.4995, scratchDistort);\nvec2 result4 = getStyle(st - texelY, pos, divisions, dist, amount, 0.4995, scratchDistort);caUV = result;\ncaDistort = distort;return (result + result1 + result2 + result3 + result4) / 5.;\n}void main() {\nvec2 uv = vTextureCoord;\nuv = distortUV(uv);\nvec4 color = texture(uTexture, uv);vec2 disp = vec2(pow(caDistort.r, caDist), pow(caDistort.b, caDist)) * 0.1 * caAmount;\ncolor.rgb = chromatic_abberation(caUV, disp * 1.0000);\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}"],"speed":0.09,"trackMouse":0,"trackAxes":"x","data":{"depth":false,"uniforms":{},"isBackground":false},"id":"blinds"},{"breakpoints":[],"visible":true,"aspectRatio":1,"userDownsample":0.25,"layerType":"effect","type":"blur","usesPingPong":false,"texture":false,"parentLayer":"f2983d81-5cfd-44cb-8039-2836a1876791","animating":false,"mouseMomentum":0,"mouseSpring":0,"isMask":0,"compiledFragmentShaders":["#version 300 es\nprecision highp float;\nprecision highp int;in vec3 vVertexPosition;\nin vec2 vTextureCoord;uniform sampler2D uTexture;\nuniform vec2 uMousePos;\nuniform vec2 uResolution;\nfloat ease (int easingFunc, float t) {\nreturn t;\n}out vec4 fragColor;const int kernelSize = 36;\nfloat getGaussianWeight(int index) {\nswitch(index) {\ncase 0: return 0.00094768;\ncase 1: return 0.00151965;\ncase 2: return 0.00237008;\ncase 3: return 0.00359517;\ncase 4: return 0.0053041;\ncase 5: return 0.00761097;\ncase 6: return 0.01062197;\ncase 7: return 0.01441804;\ncase 8: return 0.01903459;\ncase 9: return 0.0244409;\ncase 10: return 0.03052299;\ncase 11: return 0.03707432;\ncase 12: return 0.04379813;\ncase 13: return 0.05032389;\ncase 14: return 0.05623791;\ncase 15: return 0.06112521;\ncase 16: return 0.06461716;\ncase 17: return 0.06643724;\ncase 18: return 0.06643724;\ncase 19: return 0.06461716;\ncase 20: return 0.06112521;\ncase 21: return 0.05623791;\ncase 22: return 0.05032389;\ncase 23: return 0.04379813;\ncase 24: return 0.03707432;\ncase 25: return 0.03052299;\ncase 26: return 0.0244409;\ncase 27: return 0.01903459;\ncase 28: return 0.01441804;\ncase 29: return 0.01062197;\ncase 30: return 0.00761097;\ncase 31: return 0.0053041;\ncase 32: return 0.00359517;\ncase 33: return 0.00237008;\ncase 34: return 0.00151965;\ncase 35: return 0.00094768;\ndefault: return 0.0;\n}\n}vec4 GaussianBlur(sampler2D tex, vec2 uv, vec2 direction) {\nvec4 color = vec4(0.0);\nvec2 pos = vec2(0.5, 0.33366666666666656) + mix(vec2(0), (uMousePos-0.5), 0.0000);\nfloat inner = distance(uv, pos);\nfloat outer = max(0., 1.-distance(uv, pos));float amt = 0 <= 1 ? 6. : 11.;\nfloat amount = (1.0000 * amt) * ease(0, mix(inner, outer, 1.0000));\ncolor += texture(tex, uv) * getGaussianWeight(0);\nfor (int i = 0; i < kernelSize; i++) {\nfloat x = float(i - kernelSize / 2) * amount;\ncolor += texture(tex, uv + vec2(x * 0.001) * direction * vec2(0.8400, 1. - 0.8400)) * getGaussianWeight(i);\n}\nreturn color;\n}vec4 blur(vec2 uv, vec2 direction) {\nreturn GaussianBlur(uTexture, uv, direction);\n}void main() {\nvec2 uv = vTextureCoord;\nvec4 color = vec4(0);\nint dir = 0 % 2;\nvec2 direction = dir == 1 ? vec2(0, uResolution.x/uResolution.y) : vec2(1, 0);color = blur(uv, direction);\nfragColor = color;}","#version 300 es\nprecision highp float;\nprecision highp int;in vec3 vVertexPosition;\nin vec2 vTextureCoord;uniform sampler2D uTexture;\nuniform vec2 uMousePos;\nuniform vec2 uResolution;\nfloat ease (int easingFunc, float t) {\nreturn t;\n}out vec4 fragColor;const int kernelSize = 36;\nfloat getGaussianWeight(int index) {\nswitch(index) {\ncase 0: return 0.00094768;\ncase 1: return 0.00151965;\ncase 2: return 0.00237008;\ncase 3: return 0.00359517;\ncase 4: return 0.0053041;\ncase 5: return 0.00761097;\ncase 6: return 0.01062197;\ncase 7: return 0.01441804;\ncase 8: return 0.01903459;\ncase 9: return 0.0244409;\ncase 10: return 0.03052299;\ncase 11: return 0.03707432;\ncase 12: return 0.04379813;\ncase 13: return 0.05032389;\ncase 14: return 0.05623791;\ncase 15: return 0.06112521;\ncase 16: return 0.06461716;\ncase 17: return 0.06643724;\ncase 18: return 0.06643724;\ncase 19: return 0.06461716;\ncase 20: return 0.06112521;\ncase 21: return 0.05623791;\ncase 22: return 0.05032389;\ncase 23: return 0.04379813;\ncase 24: return 0.03707432;\ncase 25: return 0.03052299;\ncase 26: return 0.0244409;\ncase 27: return 0.01903459;\ncase 28: return 0.01441804;\ncase 29: return 0.01062197;\ncase 30: return 0.00761097;\ncase 31: return 0.0053041;\ncase 32: return 0.00359517;\ncase 33: return 0.00237008;\ncase 34: return 0.00151965;\ncase 35: return 0.00094768;\ndefault: return 0.0;\n}\n}vec4 GaussianBlur(sampler2D tex, vec2 uv, vec2 direction) {\nvec4 color = vec4(0.0);\nvec2 pos = vec2(0.5, 0.33366666666666656) + mix(vec2(0), (uMousePos-0.5), 0.0000);\nfloat inner = distance(uv, pos);\nfloat outer = max(0., 1.-distance(uv, pos));float amt = 1 <= 1 ? 6. : 11.;\nfloat amount = (1.0000 * amt) * ease(0, mix(inner, outer, 1.0000));\ncolor += texture(tex, uv) * getGaussianWeight(0);\nfor (int i = 0; i < kernelSize; i++) {\nfloat x = float(i - kernelSize / 2) * amount;\ncolor += texture(tex, uv + vec2(x * 0.001) * direction * vec2(0.8400, 1. - 0.8400)) * getGaussianWeight(i);\n}\nreturn color;\n}vec4 blur(vec2 uv, vec2 direction) {\nreturn GaussianBlur(uTexture, uv, direction);\n}void main() {\nvec2 uv = vTextureCoord;\nvec4 color = vec4(0);\nint dir = 1 % 2;\nvec2 direction = dir == 1 ? vec2(0, uResolution.x/uResolution.y) : vec2(1, 0);color = blur(uv, direction);\nfragColor = color;}","#version 300 es\nprecision highp float;\nprecision highp int;in vec3 vVertexPosition;\nin vec2 vTextureCoord;uniform sampler2D uTexture;\nuniform vec2 uMousePos;\nuniform vec2 uResolution;\nfloat ease (int easingFunc, float t) {\nreturn t;\n}out vec4 fragColor;const int kernelSize = 36;\nfloat getGaussianWeight(int index) {\nswitch(index) {\ncase 0: return 0.00094768;\ncase 1: return 0.00151965;\ncase 2: return 0.00237008;\ncase 3: return 0.00359517;\ncase 4: return 0.0053041;\ncase 5: return 0.00761097;\ncase 6: return 0.01062197;\ncase 7: return 0.01441804;\ncase 8: return 0.01903459;\ncase 9: return 0.0244409;\ncase 10: return 0.03052299;\ncase 11: return 0.03707432;\ncase 12: return 0.04379813;\ncase 13: return 0.05032389;\ncase 14: return 0.05623791;\ncase 15: return 0.06112521;\ncase 16: return 0.06461716;\ncase 17: return 0.06643724;\ncase 18: return 0.06643724;\ncase 19: return 0.06461716;\ncase 20: return 0.06112521;\ncase 21: return 0.05623791;\ncase 22: return 0.05032389;\ncase 23: return 0.04379813;\ncase 24: return 0.03707432;\ncase 25: return 0.03052299;\ncase 26: return 0.0244409;\ncase 27: return 0.01903459;\ncase 28: return 0.01441804;\ncase 29: return 0.01062197;\ncase 30: return 0.00761097;\ncase 31: return 0.0053041;\ncase 32: return 0.00359517;\ncase 33: return 0.00237008;\ncase 34: return 0.00151965;\ncase 35: return 0.00094768;\ndefault: return 0.0;\n}\n}vec4 GaussianBlur(sampler2D tex, vec2 uv, vec2 direction) {\nvec4 color = vec4(0.0);\nvec2 pos = vec2(0.5, 0.33366666666666656) + mix(vec2(0), (uMousePos-0.5), 0.0000);\nfloat inner = distance(uv, pos);\nfloat outer = max(0., 1.-distance(uv, pos));float amt = 2 <= 1 ? 6. : 11.;\nfloat amount = (1.0000 * amt) * ease(0, mix(inner, outer, 1.0000));\ncolor += texture(tex, uv) * getGaussianWeight(0);\nfor (int i = 0; i < kernelSize; i++) {\nfloat x = float(i - kernelSize / 2) * amount;\ncolor += texture(tex, uv + vec2(x * 0.001) * direction * vec2(0.8400, 1. - 0.8400)) * getGaussianWeight(i);\n}\nreturn color;\n}vec4 blur(vec2 uv, vec2 direction) {\nreturn GaussianBlur(uTexture, uv, direction);\n}void main() {\nvec2 uv = vTextureCoord;\nvec4 color = vec4(0);\nint dir = 2 % 2;\nvec2 direction = dir == 1 ? vec2(0, uResolution.x/uResolution.y) : vec2(1, 0);color = blur(uv, direction);\nfragColor = color;}","#version 300 es\nprecision highp float;\nprecision highp int;in vec3 vVertexPosition;\nin vec2 vTextureCoord;uniform sampler2D uTexture;\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}\nfloat deband() {\nreturn (randFibo(gl_FragCoord.xy) - 0.5) / 255.0;\n}out vec4 fragColor;const int kernelSize = 36;\nfloat getGaussianWeight(int index) {\nswitch(index) {\ncase 0: return 0.00094768;\ncase 1: return 0.00151965;\ncase 2: return 0.00237008;\ncase 3: return 0.00359517;\ncase 4: return 0.0053041;\ncase 5: return 0.00761097;\ncase 6: return 0.01062197;\ncase 7: return 0.01441804;\ncase 8: return 0.01903459;\ncase 9: return 0.0244409;\ncase 10: return 0.03052299;\ncase 11: return 0.03707432;\ncase 12: return 0.04379813;\ncase 13: return 0.05032389;\ncase 14: return 0.05623791;\ncase 15: return 0.06112521;\ncase 16: return 0.06461716;\ncase 17: return 0.06643724;\ncase 18: return 0.06643724;\ncase 19: return 0.06461716;\ncase 20: return 0.06112521;\ncase 21: return 0.05623791;\ncase 22: return 0.05032389;\ncase 23: return 0.04379813;\ncase 24: return 0.03707432;\ncase 25: return 0.03052299;\ncase 26: return 0.0244409;\ncase 27: return 0.01903459;\ncase 28: return 0.01441804;\ncase 29: return 0.01062197;\ncase 30: return 0.00761097;\ncase 31: return 0.0053041;\ncase 32: return 0.00359517;\ncase 33: return 0.00237008;\ncase 34: return 0.00151965;\ncase 35: return 0.00094768;\ndefault: return 0.0;\n}\n}vec4 GaussianBlur(sampler2D tex, vec2 uv, vec2 direction) {\nvec4 color = vec4(0.0);\nvec2 pos = vec2(0.5, 0.33366666666666656) + mix(vec2(0), (uMousePos-0.5), 0.0000);\nfloat inner = distance(uv, pos);\nfloat outer = max(0., 1.-distance(uv, pos));float amt = 3 <= 1 ? 6. : 11.;\nfloat amount = (1.0000 * amt) * ease(0, mix(inner, outer, 1.0000));\ncolor += texture(tex, uv) * getGaussianWeight(0);\nfor (int i = 0; i < kernelSize; i++) {\nfloat x = float(i - kernelSize / 2) * amount;\ncolor += texture(tex, uv + vec2(x * 0.001) * direction * vec2(0.8400, 1. - 0.8400)) * getGaussianWeight(i);\n}\nreturn color;\n}vec4 blur(vec2 uv, vec2 direction) {\nreturn GaussianBlur(uTexture, uv, direction);\n}void main() {\nvec2 uv = vTextureCoord;\nvec4 color = vec4(0);\nint dir = 3 % 2;\nvec2 direction = dir == 1 ? vec2(0, uResolution.x/uResolution.y) : vec2(1, 0);color = blur(uv, direction);float dither = deband();\ncolor.rgb += dither;\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}"],"trackMouse":0,"trackAxes":"xy","data":{"downSample":0.25,"depth":false,"uniforms":{},"isBackground":false,"passes":[{"prop":"vertical","value":1,"downSample":0.25,"passDescription":"Blur the image along the secondary axis."},{"prop":"vertical","value":2,"downSample":0.5,"passDescription":"Blur the image along the primary axis at a larger scale."},{"prop":"vertical","value":3,"downSample":0.5,"passDescription":"Blur the image along the secondary axis and add final debanding."}]},"id":"blur"},{"breakpoints":[],"visible":true,"aspectRatio":1,"userDownsample":0.25,"layerType":"effect","type":"chromab","usesPingPong":false,"texture":false,"parentLayer":"c7d93352-7dea-4bc4-ad9b-0019b4be9e81","animating":true,"mouseMomentum":0,"mouseSpring":0,"isMask":0,"compiledFragmentShaders":["#version 300 es\nprecision highp float;in vec3 vVertexPosition;\nin vec2 vTextureCoord;uniform sampler2D uTexture;\nuniform float uTime;uniform vec2 uMousePos;\nuniform vec2 uResolution;float ease (int easingFunc, float t) {\nreturn t;\n}out vec4 fragColor;\nconst float PI = 3.14159265359;\nconst float ITERATIONS = 8.0;float ign(vec2 st) {\nreturn fract(52.9829189 * fract(dot(st, vec2(0.06711056, 0.00583715))));\n}vec3 getAbberatedColor(vec3 color, vec3 left, vec3 center, vec3 right) {\nreturn vec3(right.r, left.g, mix(color.b, center.b, float(1)));\n}void main() {\nvec2 uv = vTextureCoord;\nfloat aspectRatio = uResolution.x/uResolution.y;\nvec2 mPos = vec2(0.5, 0.6349999999999999) + mix(vec2(0), (uMousePos-0.5), 0.0000);\nvec2 pos = vec2(0.5, 0.6349999999999999);\nfloat angle = ((0.0000 + uTime * 0.05) * 360.0) * PI / 180.0;\nvec2 rotation = vec2(sin(angle), cos(angle));\nvec4 color = texture(uTexture, uv);float mDist = ease(0, max(0., 1. - distance(uv * vec2(aspectRatio, 1.), mPos * vec2(aspectRatio, 1.)) * 4. * (1. - 1.0000)));vec2 aberrated;vec2 dir = uv - pos;\nfloat dist = length(dir);\ndir = normalize(dir);\naberrated = 1.0000 * dir * 0.03 * mix(1.0, dist * (1.0 + 0.0000), 0.0000);\naberrated *= mDist;float amt = length(aberrated);\nvec4 left = vec4(0);\nvec4 right = vec4(0);\nvec4 center = vec4(0);if (amt >= 0.001) {\nfloat invSteps = 1.0 / ITERATIONS;\nfloat jitter = ign(gl_FragCoord.xy) - 0.5;for (float i = 0.0; i < ITERATIONS; i++) {\nfloat t = (i + 0.5 + jitter) * invSteps;\nvec2 offsetLR = aberrated * t;\nvec2 offsetCenter = aberrated * (t - 0.5);\nfloat centerWeight = 1.5 - abs(t - 0.5) * 2.0;\nleft += texture(uTexture, uv - offsetLR) * invSteps;\nright += texture(uTexture, uv + offsetLR) * invSteps;\ncenter += texture(uTexture, uv + offsetCenter) * invSteps * centerWeight;\n}\n}if (amt >= 0.001) {\ncolor.rgb = getAbberatedColor(color.rgb, left.rgb, center.rgb, right.rgb);\ncolor.a = max(max(left.a, center.a), right.a);\n}\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}"],"speed":0.17,"trackMouse":0,"trackAxes":"xy","data":{"depth":false,"uniforms":{},"isBackground":false},"id":"chromatic_abb."},{"breakpoints":[],"visible":true,"aspectRatio":1,"userDownsample":0.25,"layerType":"effect","type":"sphere","usesPingPong":false,"texture":false,"parentLayer":"77c47f76-eae8-441e-a1ce-9d3c8911d73b","animating":false,"mouseMomentum":0,"mouseSpring":0,"isMask":0,"compiledFragmentShaders":["#version 300 es\nprecision highp float;\nin vec3 vVertexPosition;\nin vec2 vTextureCoord;\nuniform sampler2D uTexture;\nuniform vec2 uMousePos;\nuniform vec2 uResolution;\nvec4 applyLayerMixClip(vec4 color, float amount) {\nreturn color * amount;\n}\nconst float STEPS = 16.0;\nconst float PI = 3.14159265359;vec2 sphereTx(float u, float v, float cx, float cy, float r, float tau) {\nfloat aspect = uResolution.x/uResolution.y;\nu -= cx;\nv -= cy;float s = sqrt(u * u + v * v);\nif (s > r)\nreturn vec2((u + cx) / aspect, v + cy);float z = sqrt(r * r - s * s);float ua = (1.0 - (1.0 / tau)) * asin(u / r);\nfloat va = (1.0 - (1.0 / tau)) * asin(v / r);u = cx + z * sin(ua);\nv = cy + z * sin(va);return vec2(u/aspect, v);\n}float circularIn(float t) {\nreturn 1.0 - sqrt(1.0 - t * t);\n}vec2 sLens(vec2 sc, vec2 p, float r, float mx) {\nreturn sphereTx(\nmix(sc.x, mx - sc.x, 0.0000),\nmix(sc.y, 1. - sc.y, 0.0000),\nmix(p.x, mx - p.x, 0.0000),\nmix(p.y, 1. - p.y, 0.0000),\nr / 2., 1. + 0.0000 * 9.\n);\n}vec2 getCoords(vec2 uv, vec2 p, float r, float mx, float aspect) {\nvec2 sc = uv;\nsc.x *= aspect;sc = sLens(sc, p, r, mx);return clamp((sc - 0.5) + 0.5, 0.0, 1.0);\n}vec2 sc;\nfloat inside;\nfloat insideA;\nfloat dPos;vec2 distortUV(vec2 uv) {\nfloat aspect = uResolution.x / uResolution.y;\nfloat mx = aspect;\nvec2 p = vec2(0.5, -1.2172083333333332) + mix(vec2(0), (uMousePos - 0.5), 0.0000);\np.x *= aspect;\nfloat r = 3.0500;sc = getCoords(uv, p, r, mx, aspect);vec2 uvA = uv;\nuvA.x *= aspect;\ndPos = distance(uvA, p);float edge = 0.001;\ninside = 1.0 - smoothstep(r / 2.0 - edge, r / 2.0, dPos);\ninsideA = 1.0 - smoothstep(r / 2.0 + 0.002 - edge, r / 2.0 + 0.002, dPos);return mix(uv, sc, inside);\n}out vec4 fragColor;\nvoid main() {\nvec2 uv = vTextureCoord;\nvec2 st = distortUV(uv);\nvec4 color = texture(uTexture, st);float r = 3.0500 * uResolution.x / max(uResolution.x, uResolution.y);\ncolor.rgb += vec3((0.3300 - 0.5) * 2.) * mix(0., circularIn(smoothstep(0., r, dPos)), inside);color = applyLayerMixClip(color, insideA);\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}"],"trackMouse":0,"trackAxes":"xy","data":{"depth":false,"uniforms":{},"isBackground":false},"id":"lens_distort"},{"breakpoints":[],"visible":true,"aspectRatio":1,"userDownsample":0.25,"layerType":"effect","type":"noiseFill","usesPingPong":false,"texture":false,"parentLayer":"71078874-5328-4d94-a047-d493144e0db8","animating":true,"mouseMomentum":0,"mouseSpring":0,"isMask":0,"compiledFragmentShaders":["#version 300 es\nprecision highp float;\nin vec2 vTextureCoord;\nin vec3 vVertexPosition;uniform sampler2D uTexture;\nuniform float uTime;\nuniform vec2 uMousePos;\nuniform vec2 uResolution;vec3 hash33(vec3 p3) {\np3 = fract(p3 * vec3(0.1031, 0.11369, 0.13787));\np3 += dot(p3, p3.yxz + 19.19);\nreturn -1.0 + 2.0 * fract(vec3(\n(p3.x + p3.y) * p3.z,\n(p3.x + p3.z) * p3.y,\n(p3.y + p3.z) * p3.x\n));\n}float perlin_noise(vec3 p) {\nvec3 pi = floor(p);\nvec3 pf = p - pi;vec3 w = pf * pf * (3.0 - 2.0 * pf);float n000 = dot(pf - vec3(0.0, 0.0, 0.0), hash33(pi + vec3(0.0, 0.0, 0.0)));\nfloat n100 = dot(pf - vec3(1.0, 0.0, 0.0), hash33(pi + vec3(1.0, 0.0, 0.0)));\nfloat n010 = dot(pf - vec3(0.0, 1.0, 0.0), hash33(pi + vec3(0.0, 1.0, 0.0)));\nfloat n110 = dot(pf - vec3(1.0, 1.0, 0.0), hash33(pi + vec3(1.0, 1.0, 0.0)));\nfloat n001 = dot(pf - vec3(0.0, 0.0, 1.0), hash33(pi + vec3(0.0, 0.0, 1.0)));\nfloat n101 = dot(pf - vec3(1.0, 0.0, 1.0), hash33(pi + vec3(1.0, 0.0, 1.0)));\nfloat n011 = dot(pf - vec3(0.0, 1.0, 1.0), hash33(pi + vec3(0.0, 1.0, 1.0)));\nfloat n111 = dot(pf - vec3(1.0, 1.0, 1.0), hash33(pi + vec3(1.0, 1.0, 1.0)));float nx00 = mix(n000, n100, w.x);\nfloat nx01 = mix(n001, n101, w.x);\nfloat nx10 = mix(n010, n110, w.x);\nfloat nx11 = mix(n011, n111, w.x);float nxy0 = mix(nx00, nx10, w.y);\nfloat nxy1 = mix(nx01, nx11, w.y);float nxyz = mix(nxy0, nxy1, w.z);return nxyz;\n}\nvec4 applyLayerMix(vec4 color, vec4 bg, float amount) {\ncolor.rgb = mix(bg.rgb, color.rgb, amount);\ncolor.a = max(bg.a, amount);\nreturn color;\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}\nfloat deband() {\nreturn (randFibo(gl_FragCoord.xy) - 0.5) / 255.0;\n}out vec4 fragColor;const float PI = 3.14159265359;\nconst float TAU = 6.28318530718;vec3 getNoiseColor(float t, vec3 col1, vec3 col2, float chroma) {\nvec3 mid = 0.5 * (col1 + col2);\nvec3 axisAmp = 0.5 * (col2 - col1);vec3 base = mid + axisAmp * cos(TAU * t);vec3 axis = length(axisAmp) > 0.0001 ? normalize(axisAmp) : vec3(1.0, 0.0, 0.0);\nvec3 ref = abs(axis.x) > 0.9 ? vec3(0.0, 1.0, 0.0) : vec3(1.0, 0.0, 0.0);\nvec3 tangent1 = normalize(cross(axis, ref));\nvec3 tangent2 = normalize(cross(axis, tangent1));float richness = 0.24 * length(axisAmp) + 0.02;\nvec3 ripple =\ntangent1 * sin(TAU * (t * 2.0 + 0.123)) +\ntangent2 * sin(TAU * (t * 2.0 + 0.437));vec3 col = base + (richness * chroma) * ripple;\ncol = clamp(col, -10.0, 10.0);\ncol = 1./(1. + exp(-col * 4. + 0.25) * 7.5);\nreturn clamp(col, 0.0, 1.0);\n}mat2 rot(float a) {\nreturn mat2(cos(a),-sin(a),sin(a),cos(a));\n}float getPerlinNoise(vec2 uv, float turbulence, float direction, float driftVal, float time, float scale, float phase) {\nfloat turb = turbulence * 3.2;\nvec2 skew = vec2(direction, 1. - direction);\nvec2 d = vec2(0, driftVal * time * 0.0125) * mix(1., 14., scale);\nfloat noise = perlin_noise(vec3(\nuv * skew - d,\nphase + time * 0.03\n));return mix(0.5, noise * 0.5 + 0.5, turb);\n}float getNoise(vec2 uv, float turbulence, float driftVal, float time, float scale, float direction, float phase) {\nreturn getPerlinNoise(uv, turbulence, direction, driftVal, time, scale, phase);\n}void main() {\nvec2 uv = vTextureCoord;\nfloat aspectRatio = uResolution.x/uResolution.y;\nvec2 aspect = vec2(aspectRatio, 1.0);vec2 mPos = vec2(0.5, 0.16666666666666785) + mix(vec2(0), (uMousePos-0.5), 0.0000);vec2 pos = mix(vec2(0.5, 0.16666666666666785), mPos, 0.0000);\nfloat scale = mix(1., 14., 1.0000);\nvec2 drift = vec2(0, 0.0000 * uTime * 0.0125);\nmat2 rotation = rot(0.0000 * 2. * PI);vec2 st = (uv - pos) * aspect * scale * rotation;\nfloat noise = getNoise(st, 0.5000, 0.0000, uTime, 1.0000, 0.5000, 0.0000);\nnoise = smoothstep(noise - 0.5, noise + 0.5, 0.7300);\nvec4 color = texture(uTexture, uv);\nvec4 bg = color;\nfloat shift = 0.4100 + (2.0000 * uTime * 0.01);\nvec3 noiseColor = getNoiseColor(noise + shift, vec3(0, 0.4745098039215686, 0.4117647058823529), vec3(0.27058823529411763, 0.27450980392156865, 0.6), 0.5000);\ncolor.rgb = noiseColor.rgb;float dither = deband();\ncolor.rgb += dither * 0.5;color = applyLayerMix(clamp(color, 0.0, 1.0), bg, 1.0000);\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}"],"speed":0.15,"trackMouse":0,"trackAxes":"xy","data":{"depth":false,"uniforms":{},"isBackground":false},"id":"noise_fill"},{"breakpoints":[],"visible":true,"aspectRatio":1,"userDownsample":0.25,"layerType":"effect","type":"stretch","usesPingPong":false,"texture":false,"parentLayer":"46094c92-4f8a-4979-8071-e268793df872","animating":false,"mouseMomentum":0,"mouseSpring":0,"isMask":0,"compiledFragmentShaders":["#version 300 es\nprecision mediump float;\nin vec3 vVertexPosition;\nin vec2 vTextureCoord;\nuniform sampler2D uTexture;\nuniform vec2 uMousePos;\nuniform vec2 uResolution;\nfloat ease (int easingFunc, float t) {\nreturn -(cos(3.141592654 * t) - 1.0) / 2.0;\n}out vec4 fragColor;vec2 rotate(vec2 v, float angle) {\nfloat c = cos(angle);\nfloat s = sin(angle);\nreturn vec2(v.x * c - v.y * s, v.x * s + v.y * c);\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}vec2 distortUV(vec2 uv) {\nfloat angle = (0.5000 - 0.25) * -6.28318530718;\nfloat stretchX = vec2(0.3, 4.07).x * 4. * 2.5500;\nfloat stretchY = vec2(0.3, 4.07).y * 4. * 2.5500;vec2 pos = vec2(0.5, 0.26) + (uMousePos - 0.5) * 0.0000;vec2 offset = uv - pos;\nvec2 rotatedOffset = rotate(offset, -angle);\nvec2 stretchedOffset = rotatedOffset;if (rotatedOffset.x > 0.0) {\nfloat stretchIntensity = rotatedOffset.x;\nfloat easedIntensity = ease(21, stretchIntensity);\nstretchedOffset.x = rotatedOffset.x / (1.0 + stretchX * easedIntensity);\nstretchedOffset.y = rotatedOffset.y / (1.0 + stretchY * easedIntensity * easedIntensity);\n}vec2 finalOffset = rotate(stretchedOffset, angle);\nreturn pos + finalOffset;\n}void main() {\nvec2 uv = vTextureCoord;\nvec2 st = distortUV(uv);\nvec4 color = texture(uTexture, st);color.rgb = chromatic_aberration(color.rgb, st, length(st - uv) * 0.05 * 10.0000);\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}"],"trackMouse":0,"trackAxes":"xy","data":{"depth":false,"uniforms":{},"isBackground":false},"id":"stretch"},{"breakpoints":[],"aspectRatio":1.6,"userDownsample":0.25,"states":{"appear":[],"scroll":[],"hover":[],"mousemove":[]},"effects":["71078874-5328-4d94-a047-d493144e0db8","77c47f76-eae8-441e-a1ce-9d3c8911d73b","d2777eb9-989c-44be-9116-ad5b212bf4b6","46094c92-4f8a-4979-8071-e268793df872","c7d93352-7dea-4bc4-ad9b-0019b4be9e81","f2983d81-5cfd-44cb-8039-2836a1876791"],"anchorPoint":8,"mask":0,"maskInvert":0,"maskDepth":1,"maskDepthLayer":14,"layerType":"shape","width":200,"widthMode":1,"height":200,"heightMode":1,"left":0.5,"top":0.8333333333333321,"compiledFragmentShaders":["#version 300 es\nprecision highp float;in vec2 vTextureCoord;\nin vec3 vVertexPosition;uniform vec2 uArtboardResolution;uniform vec2 uMousePos;const float TAU = 6.28318530718;\nconst float PI = 3.14159265359;out vec4 fragColor;vec2 rotate2D(vec2 p, float angle) {\nfloat s = sin(angle);\nfloat c = cos(angle);\nreturn vec2(p.x * c - p.y * s, p.x * s + p.y * c);\n}vec2 getAnchorOffsets() {\nreturn vec2(0.5, 0.5);\n}vec3 getFillColor(vec2 localPos, vec2 elementSize, float signedDist, float maxInset) {\nvec2 halfSize = elementSize * 0.5;\nvec2 p = localPos - halfSize;return vec3(0, 0, 0);\n}float sdBox(vec2 p, vec2 b) {\nvec2 d = abs(p) - b;\nreturn length(max(d, 0.0)) + min(max(d.x, d.y), 0.0);\n}float sdEllipse(vec2 p, vec2 ab) {\nvec2 q = p / ab;\nreturn (length(q) - 1.0) * min(ab.x, ab.y);\n}float sdShape(vec2 canvasPosPx, vec2 elementPosPx, vec2 elementSizePx, float rotationTurns) {\nvec2 p = vec2(0.0);\nvec2 halfSize = vec2(0.0);elementSizePx = abs(elementSizePx);vec2 centerPx = elementPosPx + elementSizePx * 0.5;\nvec2 rel = canvasPosPx - centerPx;\nvec2 local = rotate2D(rel, -rotationTurns * TAU) + elementSizePx * 0.5;\np = local - elementSizePx * 0.5;\nhalfSize = elementSizePx * 0.5;return sdEllipse(p, vec2(max(halfSize.x, 0.00001), max(halfSize.y, 0.00001)));\nreturn sdBox(p, halfSize);\n}vec4 sampleShape(vec2 canvasUV) {\nvec2 canvasPosPx = vec2(canvasUV.x * uArtboardResolution.x, (1.0 - canvasUV.y) * uArtboardResolution.y);float absWidth = 200.0000;\nfloat absHeight = 200.0000;\nvec2 elementSizePx = vec2(absWidth, absHeight);\nvec2 elementPosPx = vec2(0.5000, 0.8333) * uArtboardResolution - getAnchorOffsets() * elementSizePx;float dist = sdShape(canvasPosPx, elementPosPx, elementSizePx, 0.0000);\nfloat aa = max(length(vec2(dFdx(dist), dFdy(dist))), 0.75);\nfloat uvGrad = max(length(dFdx(canvasUV)), length(dFdy(canvasUV)));\nfloat seamFactor = smoothstep(0.01, 0.03, uvGrad);\naa = mix(aa, 0.75, seamFactor);float fillAlpha = 1.0 - smoothstep(mix(0.0, -150., 0.0000), mix(aa, 150., 0.0000), dist);\nfillAlpha = mix(fillAlpha, step(dist, 0.0), seamFactor);\nvec2 localPos;\nlocalPos = rotate2D(canvasPosPx - (elementPosPx + elementSizePx * 0.5), 0.0000 * -TAU) + elementSizePx * 0.5;\nvec2 localSize;\nlocalSize = elementSizePx;vec2 centerPx;\ncenterPx = elementPosPx + elementSizePx * 0.5;\nfloat centerDist = sdShape(centerPx, elementPosPx, elementSizePx, 0.0000);\nfloat maxInset = max(-centerDist, 0.00001);vec3 fillRgb = getFillColor(localPos, localSize, dist, maxInset);float finalFillAlpha = fillAlpha * 0.0000;\nvec4 fill = vec4(fillRgb * finalFillAlpha, finalFillAlpha);float strokeAlpha = 0.0;\nvec4 stroke = vec4(vec3(0, 0, 0) * strokeAlpha, strokeAlpha);\nvec4 col = stroke + fill * (1.0 - stroke.a);\nreturn col;\n}vec4 getSourceOutput(vec2 uv) {\nreturn sampleShape(uv);\n}void main() {\nvec2 uv = vTextureCoord;\nvec2 pos = (uMousePos - 0.5) * 0.0000;uv -= pos;fragColor = getSourceOutput(uv);\n}"],"compiledVertexShaders":["#version 300 es\nprecision highp float;in vec3 aVertexPosition;\nin vec2 aTextureCoord;uniform mat4 uMVMatrix;\nuniform mat4 uPMatrix;\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 = (vec4(aTextureCoord, 0.0, 1.0)).xy;\n}"],"data":{"uniforms":{"artboardResolution":{"name":"uArtboardResolution","type":"2f","value":{"type":"Vec2","_x":1920,"_y":320}},"aspectRatio":{"name":"uAspectRatio","type":"1f","value":1.6}},"elementOpacity":1,"compositeShader":{"fragmentShader":"#version 300 es\nprecision highp float;\nin vec2 vTextureCoord;\nin vec3 vVertexPosition;uniform sampler2D uBgTexture;\nuniform sampler2D uTexture;const float PI = 3.14159265359;out vec4 fragColor;vec4 getNormalOutput(vec4 color, vec4 background) {\nreturn mix(background, color + background * (1.0 - color.a), 1.0000);\n}vec4 getOutputByMode(vec4 color, vec4 background) {\nreturn getNormalOutput(color, background);\n}void main() {\nvec2 uv = vTextureCoord;\nvec2 pos = vec2(0);uv -= pos;vec4 background = vec4(0);background = texture(uBgTexture, vTextureCoord);\nvec4 color = texture(uTexture, uv);vec4 col = getOutputByMode(color, background);fragColor = col;\n}","vertexShader":"#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}"},"compositeUniforms":{"resolution":{"name":"uResolution","type":"2f","value":{"type":"Vec2","_x":1080,"_y":1080}},"opacity":{"name":"uOpacity","type":"1f","value":1},"mousePos":{"name":"uMousePos","type":"2f","value":{"type":"Vec2","_x":0.5,"_y":0.5}}}},"id":"shape"}],"options":{"name":"shader - website v1","fps":60,"dpi":1.5,"scale":1,"includeLogo":false,"isProduction":false,"flatten":false},"version":"2.1.9","id":"HhhujfNjoX4YFty3R4DI"}