{
  "history": [
    {
      "breakpoints": [],
      "visible": true,
      "aspectRatio": 1,
      "userDownsample": 1,
      "layerType": "effect",
      "type": "gradient",
      "usesPingPong": false,
      "speed": 0.25,
      "trackMouse": 0,
      "trackAxes": "xy",
      "mouseMomentum": 0,
      "texture": false,
      "animating": false,
      "isMask": 0,
      "compiledFragmentShaders": [
        "#version 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(0.4364035087719299, 0.004954385964912267) + mix(vec2(0), (uMousePos-0.5), 0.0000);\nuv -= pos;\nuv /= max(2.9520*2., 1e-5);\nuv = rotate(uv, (0.1215 - 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": 1.543103448275862,
      "userDownsample": 1,
      "effects": [],
      "anchorPoint": 8,
      "mask": 0,
      "maskDepthLayer": 1,
      "states": { "appear": [], "scroll": [], "hover": [] },
      "layerType": "image",
      "width": 1539.9935344827586,
      "widthMode": 1,
      "height": 997.9846368715083,
      "heightMode": 2,
      "left": 0.5020855783045978,
      "top": 0.5357777777777778,
      "trackAxes": "y",
      "src": "https://assets.unicorn.studio/images/RwfC5hhhjedYfrnZe23W7sOUkkZ2/bg.jpg",
      "imageNaturalSize": { "type": "Vec2", "_x": 2000, "_y": 1250 },
      "compiledFragmentShaders": [
        "#version 300 es\nprecision highp float;in vec2 vTextureCoord;\nin vec3 vVertexPosition;uniform sampler2D uSourceImage;uniform vec2 uArtboardResolution;\nuniform vec2 uMousePos;\nuniform sampler2D uBgTexture;const float TAU = 6.28318530718;\nconst float PI = 3.1415926;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}vec4 sampleImage(vec2 canvasUV, vec2 mouseOffset) {\nvec2 canvasPos = vec2(canvasUV.x * uArtboardResolution.x, (1.0 - canvasUV.y) * uArtboardResolution.y);\nvec2 imageUV;float absWidth = 1539.9935;\nfloat absHeight = 997.9846 * uArtboardResolution.y;if (1 == 2) {\nabsWidth = absHeight * 1.5431;\n} else if (2 == 2) {\nabsHeight = absWidth / 1.5431;\n}vec2 elementSizePx = vec2(absWidth, absHeight);\nvec2 elementPosPx = vec2(0.5021, 0.5358) * uArtboardResolution - getAnchorOffsets() * elementSizePx;vec2 centerPos = elementPosPx + (elementSizePx * 0.5);\nvec2 relPos = canvasPos - centerPos + mouseOffset;\nvec2 unrotatedRelPos = rotate2D(relPos, 0.0000 * -TAU);\nvec2 elementPos = unrotatedRelPos + (elementSizePx * 0.5);\nimageUV = elementPos / elementSizePx;\nvec2 flippedUV = vec2(imageUV.x, 1.0 - imageUV.y);\nvec4 color = textureLod(uSourceImage, flippedUV, 0.0);\nif (imageUV.x >= 0.0 && imageUV.x <= 1.0 && imageUV.y >= 0.0 && imageUV.y <= 1.0) {\nreturn color;\n} else {\nreturn vec4(0.0);\n}\n}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}vec4 applyImageAdjustments(vec4 color) {color.rgb = clamp(color.rgb, 0.0, 1.0);\ncolor.rgb *= color.a;\nreturn color;\n}vec4 getCompositeOutput(vec2 uv, vec2 mouseOffsetPx) {\nvec4 background = vec4(0);background = texture(uBgTexture, vTextureCoord);\nvec4 color = sampleImage(uv, mouseOffsetPx);\ncolor = applyImageAdjustments(color);\nreturn getOutputByMode(color, background);\n}void main() {\nvec2 uv = vTextureCoord;\nvec2 mouseOffsetUV = (uMousePos - 0.5) * 0.0000;\nvec2 mouseOffsetPx = mouseOffsetUV;\nuv -= mouseOffsetUV;\nfragColor = getCompositeOutput(uv, mouseOffsetPx);\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": 1440, "_y": 900 }
          },
          "aspectRatio": {
            "name": "uAspectRatio",
            "type": "1f",
            "value": 1.543103448275862
          }
        }
      },
      "id": "image"
    },
    {
      "breakpoints": [],
      "visible": true,
      "aspectRatio": 1,
      "userDownsample": 1,
      "layerType": "effect",
      "type": "fbm",
      "usesPingPong": false,
      "speed": 0.5,
      "trackMouse": 0.31,
      "trackAxes": "xy",
      "mouseMomentum": 0.52,
      "texture": false,
      "animating": false,
      "isMask": 0,
      "compiledFragmentShaders": [
        "#version 300 es\nprecision highp float;in vec2 vTextureCoord;uniform sampler2D uTexture;\nuniform float uTime;uniform vec2 uMousePos;\nuniform vec2 uResolution;float ease (int easingFunc, float t) {\nreturn t * t;\n}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}\nconst float PI = 3.14159265359;\nmat2 rot(float a) {\nreturn mat2(cos(a),-sin(a),sin(a),cos(a));\n}mat2 rotHalf = mat2(cos(0.5), sin(0.5),\n-sin(0.5), cos(0.5));float fbm (in vec3 st) {\nfloat value = 0.0;\nfloat amp = .25;\nfloat frequency = 0.;\nfloat aM = (0.1 + 0.0100 * .65);\nvec2 shift = vec2(100.0);\nfor (int i = 0; i < 6; i++) {\nvalue += amp * perlin_noise(st);\nst.xy *= rotHalf * 2.5;\nst.xy += shift;\namp *= aM;\n}\nreturn value;\n}out vec4 fragColor;void main() {\nvec2 uv = vTextureCoord;\nfloat aspectRatio = uResolution.x/uResolution.y;\nfloat multiplier = 6.0 * (0.3720 / ((aspectRatio + 1.) / 2.));vec2 mPos = vec2(0.05258451923800917, 0.9654242903395829) + mix(vec2(0), (uMousePos-0.5), 0.3100);\nvec2 pos = mix(vec2(0.05258451923800917, 0.9654242903395829), mPos, floor(1.0000));\nfloat mDist = ease(1, max(0.,1.-distance(uv * vec2(aspectRatio, 1), mPos * vec2(aspectRatio, 1)) * 4. * (1. - 1.0000)));\nvec2 skew = mix(vec2(1), vec2(1, 0), 0.0000);\nvec2 st = ((uv - pos) * vec2(aspectRatio, 1)) * multiplier * aspectRatio;\nst = rot(0.3618 * -2. * PI) * st * skew;\nvec2 drift = vec2(0, uTime * 0.005) * (0.5000 * 2.);float time = uTime * 0.025;vec2 r = vec2(\nfbm(vec3(st - drift + vec2(1.7, 9.2), 0.6600*25. + time)),\nfbm(vec3(st - drift + vec2(8.2, 1.3), 0.6600*25. + time))\n);float f = fbm(vec3(st + r - drift, 0.6600*25. + time)) * 1.0000;vec2 offset = (f * 2. + (r * 1.0000));vec4 color = texture(uTexture, uv + offset * mDist);\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": { "depth": false, "uniforms": {}, "isBackground": false },
      "id": "effect1"
    },
    {
      "breakpoints": [],
      "visible": true,
      "aspectRatio": 1,
      "userDownsample": 1,
      "layerType": "effect",
      "type": "flowField",
      "usesPingPong": false,
      "speed": 0.61,
      "trackMouse": 0.37,
      "trackAxes": "xy",
      "mouseMomentum": 0.52,
      "texture": false,
      "animating": false,
      "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 * t;\n}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}const int MAX_ITERATIONS = 8;\nconst float PI = 3.14159265359;vec2 flow (in vec2 st) {\nfloat aspectRatio = uResolution.x / max(uResolution.y, 0.001);\nvec2 aspectVec = vec2(aspectRatio, 1.);vec2 mPos = vec2(0.5, 0.5) + mix(vec2(0), (uMousePos-0.5), 0.3700);\nfloat mixRadiusStep = step(1.0, 1.0000);\nvec2 pos = mix(vec2(0.5, 0.5), mPos, mixRadiusStep);\nfloat dist = ease(1, max(0.,1. - length(st * aspectVec - mPos * aspectVec) * 4. * (1. - 1.0000)));float sprd = (0.1580 + 0.01) / ((aspectRatio + 1.) / 2.);\nfloat amt = (1.0000 * 2.0) * 0.01 * dist;\nif(amt <= 0.) {\nreturn st;\n}vec2 invPos = 1. - pos;\nfloat freq = 5. * sprd;\nfloat t = 0.1900 * 5. + uTime * 0.0166;\nfloat degrees = 360. * (0.9990 * 6.);\nfloat rad = degrees * PI / 180.;for (int i = 0; i < MAX_ITERATIONS; i++) {\nvec2 clampedSt = clamp(st, -1., 2.);\nvec2 scaled = (clampedSt - 0.5) * aspectVec + invPos;\nfloat perlin = perlin_noise(vec3((scaled - 0.5) * freq, t)) - 0.5;\nfloat ang = perlin * rad;\nst += vec2(cos(ang), sin(ang)) * amt;\n}return clamp(st, 0., 1.);\n}out vec4 fragColor;void main() {\nvec2 uv = vTextureCoord;\nvec4 color = texture(uTexture, mix(uv, flow(uv), 0.5100));\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": { "depth": false, "uniforms": {}, "isBackground": false },
      "id": "effect2"
    },
    {
      "breakpoints": [],
      "visible": true,
      "aspectRatio": 1,
      "userDownsample": 1,
      "layerType": "effect",
      "type": "blur",
      "usesPingPong": false,
      "trackMouse": 0,
      "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;\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, 0.5) + 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 = (0.5700 * amt) * ease(0, mix(inner, outer, 1.3200));\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(0.0000, 1. - 0.0000)) * 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, 0.5) + 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 = (0.5700 * amt) * ease(0, mix(inner, outer, 1.3200));\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(0.0000, 1. - 0.0000)) * 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, 0.5) + 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 = (0.5700 * amt) * ease(0, mix(inner, outer, 1.3200));\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(0.0000, 1. - 0.0000)) * 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}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, 0.5) + 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 = (0.5700 * amt) * ease(0, mix(inner, outer, 1.3200));\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(0.0000, 1. - 0.0000)) * 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 = (randFibo(gl_FragCoord.xy) - 0.5) / 255.0;\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}"
      ],
      "data": {
        "downSample": 0.25,
        "depth": false,
        "uniforms": {},
        "isBackground": false,
        "passes": [
          { "prop": "vertical", "value": 1, "downSample": 0.25 },
          { "prop": "vertical", "value": 2, "downSample": 0.5 },
          { "prop": "vertical", "value": 3, "downSample": 0.5 }
        ]
      },
      "id": "effect3"
    }
  ],
  "options": {
    "name": "Blue Liquid",
    "fps": 60,
    "dpi": 1.5,
    "scale": 1,
    "includeLogo": false,
    "isProduction": true
  },
  "version": "2.0.1",
  "id": "rObni57XMM3yDggxB1ir"
}
