{"history":[{"breakpoints":[],"visible":true,"aspectRatio":1,"userDownsample":1,"layerType":"effect","type":"gradient","usesPingPong":false,"texture":false,"animating":false,"mouseMomentum":0,"mouseSpring":0,"isMask":0,"compiledFragmentShaders":["#version 300 es\n// Copyright (c) Unicorn Studio. Licensed under the Unicorn Studio Commercial License.\n// Unauthorized copying, redistribution, or use in competing products is prohibited.\nprecision highp float;in vec2 vTextureCoord;uniform vec2 uMousePos;const float PI = 3.14159265359;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 getBgColor(vec2 uv) {return vec3(0.043137254901960784, 0.047058823529411764, 0.10588235294117647);\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(2.5240*2., 1e-5);\nuv = rotate(uv, (0.1269 - 0.5) * 2. * PI);\nvec4 color = vec4(getBgColor(uv), 1.0) * 1.0000;\nfragColor = color;\n}"],"compiledVertexShaders":["#version 300 es\n// Copyright (c) Unicorn Studio. Licensed under the Unicorn Studio Commercial License.\n// Unauthorized copying, redistribution, or use in competing products is prohibited.\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}"],"speed":0.25,"trackMouse":0,"trackAxes":"xy","data":{"downSample":0.5,"depth":false,"uniforms":{},"isBackground":true},"id":"gradient","publicId":"gradient"},{"breakpoints":[],"aspectRatio":1,"userDownsample":1,"states":{"appear":[],"scroll":[],"hover":[],"mousemove":[]},"effects":[],"anchorPoint":8,"mask":0,"maskInvert":0,"maskDepth":0,"maskDepthLayer":0,"layerType":"image","width":450,"widthMode":1,"height":600,"heightMode":1,"left":0.5,"top":0.5,"src":"https://assets.unicorn.studio/images/AsncubIsJaQz6EnT1jnlkeWxLwC2/Gradient_Chrome_RSA_V6_Orb_08_Blurred_1920x1080.jpg","imageNaturalSize":{"type":"Vec2","_x":1920,"_y":1080},"compiledFragmentShaders":["#version 300 es\n// Copyright (c) Unicorn Studio. Licensed under the Unicorn Studio Commercial License.\n// Unauthorized copying, redistribution, or use in competing products is prohibited.\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 = 3.14159265359;out vec4 fragColor;vec4 sampleImage(vec2 canvasUV, vec2 mouseOffset, vec2 mouseRotOffset) {\nvec2 canvasPos = vec2(canvasUV.x * uArtboardResolution.x, (1.0 - canvasUV.y) * uArtboardResolution.y);\nvec2 imageUV;float imageAspect = vec2(1920, 1080).x / vec2(1920, 1080).y;\nfloat canvasAspect = uArtboardResolution.x / uArtboardResolution.y;\nvec2 fitSize = vec2(\n(canvasAspect < imageAspect) ? uArtboardResolution.y * imageAspect : uArtboardResolution.x,\n(canvasAspect < imageAspect) ? uArtboardResolution.y : uArtboardResolution.x / imageAspect\n);\nvec2 offset = (uArtboardResolution - fitSize) * 0.5;\nvec2 adjustedPos = canvasPos + mouseOffset;\nimageUV = (adjustedPos - offset) / fitSize;\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 * color.a);\n}vec4 getOutputByMode(vec4 color, vec4 background) {\nreturn getNormalOutput(color, background);\n}vec4 applyImageAdjustments(vec4 color) {color.rgb *= color.a;color.rgb = clamp(color.rgb, 0.0, 1.0);\nreturn color;\n}vec4 getCompositeOutput(vec2 uv, vec2 mouseOffsetPx, vec2 mouseRotOffset) {\nvec4 background = vec4(0);background = texture(uBgTexture, vTextureCoord);\nvec4 color = sampleImage(uv, mouseOffsetPx, mouseRotOffset);\ncolor = applyImageAdjustments(color);return getOutputByMode(color, background);\n}void main() {\nvec2 uv = vTextureCoord;\nvec2 mouseOffsetUV = (uMousePos - 0.5) * 0.0000;\nvec2 mouseOffsetPx = mouseOffsetUV;\nvec2 mouseRotOffset = (uMousePos - 0.5) * 0.0000 * PI * 0.5;\nuv -= mouseOffsetUV;\nfragColor = getCompositeOutput(uv, mouseOffsetPx, mouseRotOffset);\n}"],"compiledVertexShaders":["#version 300 es\n// Copyright (c) Unicorn Studio. Licensed under the Unicorn Studio Commercial License.\n// Unauthorized copying, redistribution, or use in competing products is prohibited.\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":1080}},"aspectRatio":{"name":"uAspectRatio","type":"1f","value":1}},"elementOpacity":1},"id":"image","publicId":"image"},{"breakpoints":[{"max":null,"name":"Desktop","min":992,"props":{"width":0.8094444444444444,"height":0.21259941924015688}},{"max":575,"name":"Mobile","min":0,"props":{"height":0.39941450218453795,"width":0.8780941697191696}}],"aspectRatio":1.0158730158730158,"userDownsample":1,"states":{"appear":[],"scroll":[],"hover":[],"mousemove":[]},"effects":[],"anchorPoint":8,"blendMode":"MULTIPLY","mask":0,"maskInvert":0,"maskDepth":0,"maskDepthLayer":0,"layerType":"shape","width":0.8094444444444444,"widthMode":0,"height":0.21259941924015688,"heightMode":2,"left":0.3179166666666666,"top":0.3791111111111111,"compiledFragmentShaders":["#version 300 es\n// Copyright (c) Unicorn Studio. Licensed under the Unicorn Studio Commercial License.\n// Unauthorized copying, redistribution, or use in competing products is prohibited.\nprecision highp float;in vec2 vTextureCoord;\nin vec3 vVertexPosition;uniform vec2 uArtboardResolution;\nuniform float uWidth;\nuniform float uHeight;uniform vec2 uMousePos;\nuniform sampler2D uBgTexture;vec3 blend (int blendMode, vec3 src, vec3 dst) {\nreturn src * dst;\n}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(0.6784313725490196, 0, 0.7843137254901961);\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 = uWidth * uArtboardResolution.x;\nfloat absHeight = uHeight * uArtboardResolution.y;absHeight = absWidth / 1.0159;\nvec2 elementSizePx = vec2(absWidth, absHeight);\nvec2 elementPosPx = vec2(0.3179, 0.3791) * 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 * 1.0000;\nvec4 fill = vec4(fillRgb * finalFillAlpha, finalFillAlpha);float strokeAlpha = 0.0;\nvec4 stroke = vec4(vec3(0.12941176470588237, 0, 0.30980392156862746) * strokeAlpha, strokeAlpha);\nvec4 col = stroke + fill * (1.0 - stroke.a);\nreturn col;\n}vec4 getNormalOutput(vec4 color, vec4 background) {\nvec3 unpremultColor = color.rgb / max(color.a, 0.0001);\nvec3 blendedColor = blend(3, unpremultColor, background.rgb);\ncolor = vec4(blendedColor, 1.0) * (color.a * 1.0000);\ncolor = color + background * (1.0 - color.a);\nreturn color;\nreturn mix(background, color + background * (1.0 - color.a), 1.0000);\n}vec4 getOutputByMode(vec4 color, vec4 background) {\nreturn getNormalOutput(color, background);\n}vec4 getCompositeOutput(vec2 uv) {\nvec4 background = vec4(0.0);background = texture(uBgTexture, vTextureCoord);vec4 color = sampleShape(uv);return getOutputByMode(color, background);\n}void main() {\nvec2 uv = vTextureCoord;\nvec2 pos = (uMousePos - 0.5) * 0.0000;uv -= pos;fragColor = getCompositeOutput(uv);\n}"],"compiledVertexShaders":["#version 300 es\n// Copyright (c) Unicorn Studio. Licensed under the Unicorn Studio Commercial License.\n// Unauthorized copying, redistribution, or use in competing products is prohibited.\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":1080}},"aspectRatio":{"name":"uAspectRatio","type":"1f","value":1.0158730158730158},"height":{"name":"uHeight","type":"1f","value":0.21259941924015688},"width":{"name":"uWidth","type":"1f","value":0.8094444444444444}},"elementOpacity":1},"id":"shape","publicId":"shape"},{"breakpoints":[{"name":"Desktop","min":992,"props":{"left":0.7022222222222223,"width":0.6725000000000001,"top":0.5407777777777778,"height":0.21259941924015685},"max":null},{"name":"Mobile","min":0,"props":{"top":0.7564337799693337,"height":0.4962798822135489,"left":0.38991666666666663,"width":1.159238705738706},"max":575}],"aspectRatio":1.0793650793650795,"userDownsample":1,"states":{"appear":[],"scroll":[],"hover":[],"mousemove":[]},"effects":[],"anchorPoint":8,"mask":0,"maskInvert":0,"maskDepth":0,"maskDepthLayer":0,"layerType":"shape","width":0.6725000000000001,"widthMode":0,"height":0.21259941924015685,"heightMode":2,"left":0.7022222222222223,"top":0.5407777777777778,"compiledFragmentShaders":["#version 300 es\n// Copyright (c) Unicorn Studio. Licensed under the Unicorn Studio Commercial License.\n// Unauthorized copying, redistribution, or use in competing products is prohibited.\nprecision highp float;in vec2 vTextureCoord;\nin vec3 vVertexPosition;uniform vec2 uArtboardResolution;\nuniform float uWidth;\nuniform float uHeight;\nuniform float uLeft;\nuniform float uTop;uniform vec2 uMousePos;\nuniform sampler2D uBgTexture;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(0.3764705882352941, 0, 1);\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 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;\nreturn sdBox(p, halfSize);\n}vec4 sampleShape(vec2 canvasUV) {\nvec2 canvasPosPx = vec2(canvasUV.x * uArtboardResolution.x, (1.0 - canvasUV.y) * uArtboardResolution.y);float absWidth = uWidth * uArtboardResolution.x;\nfloat absHeight = uHeight * uArtboardResolution.y;absHeight = absWidth / 1.0794;\nvec2 elementSizePx = vec2(absWidth, absHeight);\nvec2 elementPosPx = vec2(uLeft, uTop) * 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., 0.5700), mix(aa, 150., 0.5700), 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 * 1.0000;\nvec4 fill = vec4(fillRgb * finalFillAlpha, finalFillAlpha);float strokeAlpha = 0.0;\nfloat halfStroke = 20.0000 * 0.5;\nfloat strokeFeather = mix(aa * 0.5, 75., 0.5700);\nstrokeAlpha = 1.0 - smoothstep(halfStroke - strokeFeather, halfStroke + strokeFeather, abs(dist));\nstrokeAlpha = mix(strokeAlpha, step(abs(dist), halfStroke), seamFactor);\nvec4 stroke = vec4(vec3(0.6862745098039216, 0.14901960784313725, 1) * strokeAlpha, strokeAlpha);\nvec4 col = stroke + fill * (1.0 - stroke.a);\nreturn col;\n}vec4 getNormalOutput(vec4 color, vec4 background) {\nreturn mix(background, color + background * (1.0 - color.a), 0.5500);\n}vec4 getOutputByMode(vec4 color, vec4 background) {\nreturn getNormalOutput(color, background);\n}vec4 getCompositeOutput(vec2 uv) {\nvec4 background = vec4(0.0);background = texture(uBgTexture, vTextureCoord);vec4 color = sampleShape(uv);return getOutputByMode(color, background);\n}void main() {\nvec2 uv = vTextureCoord;\nvec2 pos = (uMousePos - 0.5) * 0.0000;uv -= pos;fragColor = getCompositeOutput(uv);\n}"],"compiledVertexShaders":["#version 300 es\n// Copyright (c) Unicorn Studio. Licensed under the Unicorn Studio Commercial License.\n// Unauthorized copying, redistribution, or use in competing products is prohibited.\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":1080}},"aspectRatio":{"name":"uAspectRatio","type":"1f","value":1.0793650793650795},"top":{"name":"uTop","type":"1f","value":0.5407777777777778},"height":{"name":"uHeight","type":"1f","value":0.21259941924015685},"left":{"name":"uLeft","type":"1f","value":0.7022222222222223},"width":{"name":"uWidth","type":"1f","value":0.6725000000000001}},"elementOpacity":0.55},"id":"shape1","publicId":"shape1"},{"breakpoints":[],"visible":true,"aspectRatio":1,"userDownsample":1,"layerType":"effect","type":"blur","usesPingPong":false,"texture":false,"animating":false,"mouseMomentum":0,"mouseSpring":0,"isMask":0,"compiledFragmentShaders":["#version 300 es\n// Copyright (c) Unicorn Studio. Licensed under the Unicorn Studio Commercial License.\n// Unauthorized copying, redistribution, or use in competing products is prohibited.\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(0.5080194372652485, 0.4978860531064708) + 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 = (1.2600 * amt) * ease(0, mix(inner, outer, 0.5000));\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(0.5000, 1. - 0.5000)) * 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\n// Copyright (c) Unicorn Studio. Licensed under the Unicorn Studio Commercial License.\n// Unauthorized copying, redistribution, or use in competing products is prohibited.\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(0.5080194372652485, 0.4978860531064708) + 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 = (1.2600 * amt) * ease(0, mix(inner, outer, 0.5000));\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(0.5000, 1. - 0.5000)) * 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\n// Copyright (c) Unicorn Studio. Licensed under the Unicorn Studio Commercial License.\n// Unauthorized copying, redistribution, or use in competing products is prohibited.\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(0.5080194372652485, 0.4978860531064708) + 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 = (1.2600 * amt) * ease(0, mix(inner, outer, 0.5000));\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(0.5000, 1. - 0.5000)) * 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\n// Copyright (c) Unicorn Studio. Licensed under the Unicorn Studio Commercial License.\n// Unauthorized copying, redistribution, or use in competing products is prohibited.\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(0.5080194372652485, 0.4978860531064708) + 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 = (1.2600 * amt) * ease(0, mix(inner, outer, 0.5000));\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(0.5000, 1. - 0.5000)) * 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\n// Copyright (c) Unicorn Studio. Licensed under the Unicorn Studio Commercial License.\n// Unauthorized copying, redistribution, or use in competing products is prohibited.\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","publicId":"blur"},{"breakpoints":[],"visible":true,"aspectRatio":1,"userDownsample":1,"layerType":"effect","type":"sdf_shape","usesPingPong":false,"texture":false,"animating":true,"mouseMomentum":0,"mouseSpring":0,"isMask":0,"compiledFragmentShaders":["#version 300 es\n// Copyright (c) Unicorn Studio. Licensed under the Unicorn Studio Commercial License.\n// Unauthorized copying, redistribution, or use in competing products is prohibited.\nprecision highp float;\nprecision highp int;in vec2 vTextureCoord;\nuniform sampler2D uTexture;uniform float uTime;uniform vec2 uMousePos;\nuniform vec2 uResolution;uvec2 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}const float PI = 3.14159265359;\nconst float TAU = 6.28318530718;\nconst float PHI = 1.61803398875;\nconst vec3 viewDir = vec3(0,0, -4.25);ivec2 customTexSize;\nfloat customTexAspect;const mat3 ROT_Y_90 = mat3(\n0.0, 0.0, 1.0,\n0.0, 1.0, 0.0,\n-1.0, 0.0, 0.0\n);const mat3 ROT_Z_90 = mat3(\n0.0, -1.0, 0.0,\n1.0, 0.0, 0.0,\n0.0, 0.0, 1.0\n);const mat3 ROT_X_90 = mat3(\n1.0, 0.0, 0.0,\n0.0, 0.0, -1.0,\n0.0, 1.0, 0.0\n);float interleavedGradientNoise(vec2 st) {\nreturn fract(52.9829189 * fract(dot(st, vec2(0.06711056, 0.00583715))));\n}mat3 rotY(float ang) {\nfloat c = cos(ang), s = sin(ang);\nreturn mat3(c, 0.0, s, 0.0, 1.0, 0.0, -s, 0.0, c);\n}mat3 rotX(float ang) {\nfloat c = cos(ang), s = sin(ang);\nreturn mat3(1.0, 0.0, 0.0, 0.0, c, -s, 0.0, s, c);\n}mat3 rotZ(float ang) {\nfloat c = cos(ang), s = sin(ang);\nreturn mat3(c, -s, 0.0, s, c, 0.0, 0.0, 0.0, 1.0);\n}vec3 twistY(vec3 p, float amount) {\nfloat c = cos(amount * p.y);\nfloat s = sin(amount * p.y);\nmat2 m = mat2(c, -s, s, c);\nreturn vec3(m * p.xz, p.y);\n}vec3 twistX(vec3 p, float amount) {\nfloat c = cos(amount * p.x);\nfloat s = sin(amount * p.x);\nmat2 m = mat2(c, -s, s, c);\nreturn vec3(p.x, m * p.yz);\n}float sdOctahedron( vec3 p, float s ) {\nfloat shape = 0.5 + 1.0000;\np.x *= shape;\np.y *= (shape);\np.z *= (1.5 - 1.0000);\np = abs(p);\nfloat m = p.x+p.y+p.z-s;\nvec3 q;\nif( 3.0*p.x < m ) q = p.xyz;\nelse if( 3.0*p.y < m ) q = p.yzx;\nelse if( 3.0*p.z < m ) q = p.zxy;\nelse return m*0.57735027;\nfloat k = clamp(0.5*(q.z-q.y+s),0.0,s);\nreturn length(vec3(q.x,q.y-s+k,q.z-k));\n}vec3 getRepeat(vec3 p) {\nfloat spacing = (1.0000 + 0.2000 * 0.38) * 8.;\nreturn p;\n}vec3 getThreeDRepeat(vec3 p) {\nfloat spacing = (1.0000 + 0.2000 * 0.38) * 8.;\nreturn p;\n}vec3 getAdjustedP(vec3 p) {\nfloat scale = max(2.2000, 0.000000001);\nfloat scaleFactor = 1.0/scale;\nvec3 adjustedP = p * scaleFactor;vec2 twist = vec2(0, 3);adjustedP.xy *= vec2(uResolution.x / uResolution.y, 1);adjustedP *= (1. + (0.2000 + 0.01));vec2 mousePos = mix(vec2(0), uMousePos - 0.5, 0.0000);\nvec2 axis = vec2(-1. * vec3(0, -1.3888888888888888, 0.1388888888888889).y - 1. + mousePos.y/PI, vec3(0, -1.3888888888888888, 0.1388888888888889).x + mousePos.x/PI) * 2.;adjustedP = getRepeat(adjustedP);float baseTime = uTime * 0.02;\nfloat timeX = vec3(0.05, 0.5, 0).x * baseTime;\nfloat timeY = vec3(0.05, 0.5, 0).y * baseTime;\nfloat timeZ = vec3(0.05, 0.5, 0).z * baseTime;mat3 rotYMat = rotY(axis.y * PI);\nmat3 rotXMat = rotX(axis.x * PI);\nmat3 rotZMat = rotZ(vec3(0, -1.3888888888888888, 0.1388888888888889).z * 2.0 * PI);mat3 combinedRotation = rotZMat * rotYMat * rotXMat;\nmat3 combinedAnimation = rotZ(timeZ) * rotX(timeX) * rotY(timeY);adjustedP = combinedRotation * adjustedP;\nadjustedP = combinedAnimation * adjustedP;\nadjustedP = getThreeDRepeat(adjustedP);if (twist.y != 0.0) {\nadjustedP = twistY(adjustedP, -1.0 * twist.y);\n} else {\nadjustedP = adjustedP.xzy;\n}if (twist.x != 0.0) {\nadjustedP = twistX(adjustedP, -1.0 * twist.x);\n}return adjustedP;\n}float getMergedSDF(vec3 p) {\np = getAdjustedP(p);\nreturn sdOctahedron(p, 1.5);\n}float fresnel(vec3 eyeVector, vec3 worldNormal, float power) {\nfloat NdotV = abs(dot(eyeVector, worldNormal));\nfloat width = fwidth(dot(eyeVector, worldNormal));\nfloat threshold = 0.2;\nfloat edgeDampFactor = smoothstep(threshold, -threshold, width);\nfloat fresnelFactor = 1.0 - NdotV;\nreturn pow(fresnelFactor, power) * mix(1., edgeDampFactor * 2., 0.5);\n}float ign(vec2 st) {\nreturn fract(52.9829189 * fract(dot(st, vec2(0.06711056, 0.00583715))));\n}float ignGaussian4(vec2 st) {\nfloat n0 = ign(st + vec2(0.5, 0.5));\nfloat n1 = ign(st + vec2(5.2, 1.3));\nfloat n2 = ign(st + vec2(1.7, 9.2));\nfloat n3 = ign(st + vec2(8.3, 2.8));\nreturn (n0 + n1 + n2 + n3 - PHI) * PHI;\n}vec2 rot90(vec2 v) {\nreturn vec2(v.y, -v.x);\n}vec3 sampleDispersionTap(vec3 rd, vec3 normal, float iorBase, vec3 dispCoefficients, float step, vec2 blurOffset) {\nvec3 disp = step * dispCoefficients;\nvec3 ior = 1.0 / (iorBase + disp);\nvec3 refractedRayR = refract(rd, normal, ior.r);\nvec3 refractedRayG = refract(rd, normal, ior.g);\nvec3 refractedRayB = refract(rd, normal, ior.b);return vec3(\ntexture(uTexture, vTextureCoord - refractedRayR.xy + blurOffset).r,\ntexture(uTexture, vTextureCoord - refractedRayG.xy + blurOffset).g,\ntexture(uTexture, vTextureCoord - refractedRayB.xy + blurOffset).b\n);\n}vec3 frostOrDispersion(vec3 rd, vec3 normal) {\nvec3 refractionColor = vec3(0.0);\nfloat iorBase = 1. + 0.3000 * 0.25;\nvec3 dispCoefficients = vec3(0.03, 0.06, 0.1) * 1.0000 * 1.2;\nvec2 texel = 1.0 / uResolution;\nfloat aspectRatio = uResolution.x / uResolution.y;\nvec2 aspect = vec2(aspectRatio, 1.0);\nvec2 px = gl_FragCoord.xy;\nfloat noise = ign(px * 1.212);\nfloat angle = noise * PHI;\nvec2 screenAxis = vec2(cos(angle), sin(angle));\nvec2 screenAxisPerp = rot90(screenAxis);\nvec2 axis = screenAxis / aspect;\nvec2 axisPerp = screenAxisPerp / aspect;\nfloat jitter = ignGaussian4(px);\njitter = clamp(jitter, -2.0, 2.0) * 0.5;\nfloat blurRadius = max((0.0000 * 25.0) * texel.y * (1.0 + jitter), 0.0);dispCoefficients *= mix(jitter, 1.0, 0.6);vec2 blurAxis = vec2(0.0);\nvec2 blurAxisPerp = vec2(0.0);\nif (blurRadius > texel.y * 0.5) {\nblurAxis = axis * blurRadius;\nblurAxisPerp = axisPerp * blurRadius;\n}refractionColor += sampleDispersionTap(rd, normal, iorBase, dispCoefficients, 0.125, blurAxis);\nrefractionColor += sampleDispersionTap(rd, normal, iorBase, dispCoefficients, 0.375, -blurAxis);\nrefractionColor += sampleDispersionTap(rd, normal, iorBase, dispCoefficients, 0.625, blurAxisPerp);\nrefractionColor += sampleDispersionTap(rd, normal, iorBase, dispCoefficients, 0.875, -blurAxisPerp);return clamp(refractionColor * 0.25, 0.0, 1.0);\n}vec3 calculateNormal(vec3 p, float eps) {\nvec2 e = vec2(1.0, -1.0) * eps * 0.5;\nreturn normalize(\ne.xyy * getMergedSDF(p + e.xyy) +\ne.yyx * getMergedSDF(p + e.yyx) +\ne.yxy * getMergedSDF(p + e.yxy) +\ne.xxx * getMergedSDF(p + e.xxx)\n);\n}vec3 sampleTexture(vec3 rd, vec3 normal) {return frostOrDispersion(rd, normal);\n}float getFinalSDF(vec3 p) {\nreturn max(0.0000000001, getMergedSDF(p) - (0.2000 + 0.005)) * max(2.2000, 0.000000001);\n}const int STEPS = 72;\nconst float MAX_DISTANCE = 120.0;vec4 raymarch(vec3 ro, vec3 rd) {\nfloat pixelSize = 0.005;\nfloat jitter = interleavedGradientNoise(gl_FragCoord.xy);\nfloat traveled = jitter;\nvec3 entryPoint = vec3(0.0);\nvec3 entryNormal = vec3(0.0);\nfloat partialAlpha = 0.0;\nfloat lastDistance = 0.0;\nfloat smoothing = mix(1., 4., 1.0000);for (int i = 0; i < STEPS; ++i) {\nvec3 currentPos = ro + rd * traveled;\nfloat distance = getFinalSDF(currentPos);\nfloat progress = float(i)/float(STEPS);\nfloat step = distance * mix(0.5, 2.0, progress) * mix(1.0, jitter + 0.5, 1. - progress);if (distance > MAX_DISTANCE) break;if (distance < pixelSize) {\npartialAlpha = 1.;\nentryPoint = currentPos;\nentryNormal = calculateNormal(entryPoint, pixelSize * smoothing);\nbreak;\n}lastDistance = distance;traveled += max(step, pixelSize);\nif (traveled > MAX_DISTANCE) break;\n}if (partialAlpha == 0.0) {\nreturn texture(uTexture, vTextureCoord);\n}vec3 samplePosition = mix(rd, entryPoint, 0.0000);vec3 refractionColor = sampleTexture(samplePosition, entryNormal);\nvec3 lightDir = vec3(((vec2(vec3(0.7, 0.81, -3.2).x, 1.-vec3(0.7, 0.81, -3.2).y) - 0.333) * 3.) - vec2(0.5115336426914153, 0.46778422273781894), vec3(0.7, 0.81, -3.2).z);\nvec3 normLightDir = normalize(lightDir);float lightAndShadow = dot(entryNormal, normLightDir);\nvec3 lightColor = mix(vec3(1), vec3(0.32941176470588235, 0, 1), 1. - 0.0000);\nvec3 fresnelEffect = vec3(0.0);fresnelEffect = fresnel(rd, entryNormal, 8.0) * 0.4000 * vec3(0.32941176470588235, 0, 1);vec3 specularEffect = vec3(0.0);vec3 halfwayDir = normalize(lightDir + rd);\nfloat specFactor = pow(max(dot(entryNormal, halfwayDir), 0.0), 64.0 * 1.0000 + 0.01);\nspecularEffect = specFactor * 1.0000 * lightColor;vec3 combinedEffects = fresnelEffect + specularEffect;\nvec3 finalColor = mix(refractionColor, vec3(0.32941176470588235, 0, 1) * lightAndShadow, 0.0000);\nfinalColor += combinedEffects;vec4 outputColor = vec4(finalColor, 1.);return outputColor;\n}out vec4 fragColor;void main() {\nvec4 col = vec4(0);\nvec2 uv = vTextureCoord;\nvec4 bg = texture(uTexture, uv);if(2.2000 <= 0.0001 || 1.0000 <= 0.0001) {\ncol = vec4(0);\nif(1 == 1) {\ncol = bg;\n}\nfragColor = col;\nreturn;\n}vec2 pos = vec2(0.5115336426914153, 0.46778422273781894) + mix(vec2(0), (uMousePos-0.5), 0.0000);\nuv = uv - pos;\nfloat fovFactor = tan(radians(20.) * 0.5);\nvec3 rd = vec3(uv * fovFactor, 0.5);\ncol = raymarch(viewDir, rd);\nfloat dither = (randFibo(vTextureCoord.xy) - 0.5) / 255.0;\ncol += dither;col = mix(bg, col, 1.0000);\nfragColor = col;}"],"compiledVertexShaders":["#version 300 es\n// Copyright (c) Unicorn Studio. Licensed under the Unicorn Studio Commercial License.\n// Unauthorized copying, redistribution, or use in competing products is prohibited.\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,"trackMouseMove":0,"trackAxes":"xy","trackMouse":0,"data":{"depth":false,"uniforms":{},"isBackground":false},"id":"3d_shape","publicId":"3d_shape"},{"breakpoints":[],"visible":true,"aspectRatio":1,"userDownsample":1,"layerType":"effect","type":"vignette","usesPingPong":false,"texture":false,"animating":false,"mouseMomentum":0,"mouseSpring":0,"isMask":0,"compiledFragmentShaders":["#version 300 es\n// Copyright (c) Unicorn Studio. Licensed under the Unicorn Studio Commercial License.\n// Unauthorized copying, redistribution, or use in competing products is prohibited.\nprecision highp float;\nin vec3 vVertexPosition;\nin vec2 vTextureCoord;\nuniform sampler2D uTexture;\nuniform vec2 uResolution;\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}const float TAU = 6.28318530718;out vec4 fragColor;\nmat2 rot(float a) {\nreturn mat2(cos(a),-sin(a),sin(a),cos(a));\n}\nvoid main() {\nvec2 uv = vTextureCoord;\nvec4 color = texture(uTexture, uv);\nfloat displacement = 0.0;vec2 aspectRatio = vec2(uResolution.x/uResolution.y, 1.0);\nvec2 skew = vec2(0.5000, 1.0 - 0.5000);\nfloat halfRadius = 0.9300 * 0.5;\nfloat innerEdge = halfRadius - 1.0000 * halfRadius * 0.5;\nfloat outerEdge = halfRadius + 1.0000 * halfRadius * 0.5;\nvec2 pos = vec2(0.49318445475638056, 0.5394431554524362);\nvec2 scaledUV = uv * aspectRatio * rot(0.6642 * TAU) * skew;\nvec2 scaledPos = pos * aspectRatio * rot(0.6642 * TAU) * skew;\nfloat radius = distance(scaledUV, scaledPos);\nfloat falloff = smoothstep(innerEdge + displacement, outerEdge + displacement, radius);\nvec4 vignetteColor;vignetteColor = applyLayerMix(vec4(vec3(0.06274509803921569, 0, 0.1568627450980392), 1.0), color, falloff * 1.0000);\nvec4 col = mix(color * (1.-falloff), vec4(vignetteColor.rgb, vignetteColor.a), 1.0000);\nfragColor = col;}"],"compiledVertexShaders":["#version 300 es\n// Copyright (c) Unicorn Studio. Licensed under the Unicorn Studio Commercial License.\n// Unauthorized copying, redistribution, or use in competing products is prohibited.\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":"vignette","publicId":"vignette"},{"breakpoints":[],"visible":true,"aspectRatio":1,"userDownsample":1,"layerType":"effect","type":"grain","usesPingPong":false,"texture":false,"animating":false,"mouseMomentum":0,"mouseSpring":0,"isMask":0,"compiledFragmentShaders":["#version 300 es\n// Copyright (c) Unicorn Studio. Licensed under the Unicorn Studio Commercial License.\n// Unauthorized copying, redistribution, or use in competing products is prohibited.\nprecision highp float;\nprecision highp int;in vec3 vVertexPosition;\nin vec2 vTextureCoord;uniform sampler2D uTexture;\nuniform float uTime;\nuniform vec2 uResolution;\nvec3 blend (int blendMode, vec3 src, vec3 dst) {\nreturn 1. - (1. - src) * (1. - dst);\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;void main() {\nvec2 uv = vTextureCoord;\nvec4 color = texture(uTexture, uv);if(color.a <= 0.001) {\nfragColor = vec4(0);\nreturn;\n}vec2 st = uv;\nvec3 grainRGB = vec3(0);st *= uResolution;float delta = fract((floor(uTime)/20.));\ngrainRGB = vec3(\nrandFibo(st + vec2(1, 2) + delta),\nrandFibo(st + vec2(2, 3) + delta),\nrandFibo(st + vec2(3, 4) + delta)\n);color.rgb = mix(color.rgb, blend(4, grainRGB, color.rgb), 0.0300);\nfragColor = color;}"],"compiledVertexShaders":["#version 300 es\n// Copyright (c) Unicorn Studio. Licensed under the Unicorn Studio Commercial License.\n// Unauthorized copying, redistribution, or use in competing products is prohibited.\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,"data":{"depth":false,"uniforms":{},"isBackground":false},"id":"grain","publicId":"grain"},{"breakpoints":[],"visible":true,"aspectRatio":1,"userDownsample":1,"layerType":"effect","type":"coloration","usesPingPong":false,"texture":false,"animating":false,"mouseMomentum":0,"mouseSpring":0,"isMask":0,"compiledFragmentShaders":["#version 300 es\n// Copyright (c) Unicorn Studio. Licensed under the Unicorn Studio Commercial License.\n// Unauthorized copying, redistribution, or use in competing products is prohibited.\nprecision highp float;in vec3 vVertexPosition;\nin vec2 vTextureCoord;uniform sampler2D uTexture;uniform vec2 uResolution;vec3 getFilteredColor(vec3 color) {\nreturn color;\n}float hueToRgb(float p, float q, float t) {\nif (t < 0.0) t += 1.0;\nif (t > 1.0) t -= 1.0;\nif (t < 1.0 / 6.0) return p + (q - p) * 6.0 * t;\nif (t < 1.0 / 2.0) return q;\nif (t < 2.0 / 3.0) return p + (q - p) * (2.0 / 3.0 - t) * 6.0;\nreturn p;\n}vec3 hslToRgb(vec3 hsl) {\nfloat h = hsl.x;\nfloat s = hsl.y;\nfloat l = hsl.z;\nvec3 rgb = vec3(l);\nif (s != 0.0) {\nfloat q = l < 0.5 ? l * (1.0 + s) : l + s - l * s;\nfloat p = 2.0 * l - q;\nrgb.r = hueToRgb(p, q, h + 1.0 / 3.0);\nrgb.g = hueToRgb(p, q, h);\nrgb.b = hueToRgb(p, q, h - 1.0 / 3.0);\n}\nreturn rgb;\n}vec3 rgbToHsl(vec3 rgb) {\nfloat max = max(max(rgb.r, rgb.g), rgb.b);\nfloat min = min(min(rgb.r, rgb.g), rgb.b);\nfloat h, s, l = (max + min) / 2.0;if (max == min) {\nh = s = 0.0;\n} else {\nfloat d = max - min;\ns = l > 0.5 ? d / (2.0 - max - min) : d / (max + min);\nif (max == rgb.r) {\nh = (rgb.g - rgb.b) / d + (rgb.g < rgb.b ? 6.0 : 0.0);\n} else if (max == rgb.g) {\nh = (rgb.b - rgb.r) / d + 2.0;\n} else if (max == rgb.b) {\nh = (rgb.r - rgb.g) / d + 4.0;\n}\nh /= 6.0;\n}return vec3(h, s, l);\n}out vec4 fragColor;void main() {\nvec2 uv = vTextureCoord;\nvec4 color = texture(uTexture, uv);if(color.a <= 0.001) {\nfragColor = vec4(0);\nreturn;\n}color.rgb = rgbToHsl(color.rgb);\ncolor.x = fract(color.x + 1.0028);\ncolor.y = clamp(color.y * 2.0000, 0.0, 1.0);\ncolor.z = clamp(color.z + -0.0600, 0.0, 1.0);\ncolor.rgb = hslToRgb(color.rgb);\ncolor.rgb = getFilteredColor(color.rgb);color.rgb = 1.0000 * (color.rgb - 0.5) + 0.5;color.r = clamp(color.r + 0.0000, 0.0, 1.0);\ncolor.b = clamp(color.b - 0.0000, 0.0, 1.0);color.g = clamp(color.g - 0.0100, 0.0, 1.0);\ncolor.r = clamp(color.r + 0.0100 * 0.5, 0.0, 1.0);\ncolor.b = clamp(color.b + 0.0100 * 0.5, 0.0, 1.0);vec3 avgSurround = (\ntexture(uTexture, uv + vec2(-1.0, 0.0) / uResolution).rgb +\ntexture(uTexture, uv + vec2(1.0, 0.0) / uResolution).rgb +\ntexture(uTexture, uv + vec2(0.0, -1.0) / uResolution).rgb +\ntexture(uTexture, uv + vec2(0.0, 1.0) / uResolution).rgb) / 4.0;\ncolor.rgb += 1.0000 * (color.rgb - avgSurround);color = vec4(clamp(color.rgb, 0.0, 1.0), color.a);\nfragColor = color;}"],"compiledVertexShaders":["#version 300 es\n// Copyright (c) Unicorn Studio. Licensed under the Unicorn Studio Commercial License.\n// Unauthorized copying, redistribution, or use in competing products is prohibited.\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":"adjust","publicId":"adjust"}],"options":{"name":"Bokeh Gradient Shape Stack (Remix)","fps":60,"dpi":1.5,"scale":1,"includeLogo":false,"isProduction":false,"flatten":false},"version":"2.2.5","id":"gZYh0ptg0uPIrfUuft1a"}