{"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\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, 0, 0);\n}void main() {vec2 uv = vTextureCoord;\nvec2 pos = vec2(0.5, 0.5) + mix(vec2(0), (uMousePos-0.5), 0.0000);\nuv -= pos;\nuv /= max(0.5000*2., 1e-5);\nuv = rotate(uv, (0.0000 - 0.5) * 2. * PI);\nvec4 color = vec4(getBgColor(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}"],"speed":0.25,"trackMouse":0,"trackAxes":"xy","data":{"downSample":0.5,"depth":false,"uniforms":{},"isBackground":true},"id":"gradient"},{"breakpoints":[],"visible":true,"aspectRatio":1,"userDownsample":1,"layerType":"effect","type":"noiseFill","usesPingPong":false,"texture":false,"parentLayer":"00b618c7-b23a-4346-bf22-966caac726cd","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}vec3 blend (int blendMode, vec3 src, vec3 dst) {\nreturn vec3((dst.x <= 0.5) ? (2.0 * src.x * dst.x) : (1.0 - 2.0 * (1.0 - dst.x) * (1.0 - src.x)), (dst.y <= 0.5) ? (2.0 * src.y * dst.y) : (1.0 - 2.0 * (1.0 - dst.y) * (1.0 - src.y)), (dst.z <= 0.5) ? (2.0 * src.z * dst.z) : (1.0 - 2.0 * (1.0 - dst.z) * (1.0 - src.z)));\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, 0.5) + mix(vec2(0), (uMousePos-0.5), 0.0000);vec2 pos = mix(vec2(0.5, 0.5), mPos, 0.0000);\nfloat scale = mix(1., 14., 0.1100);\nvec2 drift = vec2(0, 1.0000 * uTime * 0.0125);\nmat2 rotation = rot(0.0000 * 2. * PI);vec2 st = (uv - pos) * aspect * scale * rotation;\nfloat noise = getNoise(st, 1.0000, 1.0000, uTime, 0.1100, 0.5300, 0.0800);\nvec4 color = texture(uTexture, uv);\nvec4 bg = color;\nfloat shift = 1.0000 + (0.5500 * uTime * 0.01);\nvec3 noiseColor = getNoiseColor(noise + shift, vec3(1, 1, 1), vec3(0, 0, 0), 0.0000);\ncolor.rgb = noiseColor.rgb;float dither = deband();\ncolor.rgb += dither * 0.5;color.rgb = blend(5, bg.rgb, color.rgb);color = applyLayerMix(clamp(color, 0.0, 1.0), bg, 0.9100);\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":0.07,"trackMouse":0,"trackAxes":"xy","data":{"depth":false,"uniforms":{},"isBackground":false},"id":"noise_fill"},{"breakpoints":[],"visible":true,"aspectRatio":1,"userDownsample":1,"layerType":"effect","type":"grain","usesPingPong":false,"texture":false,"parentLayer":"95dbe91f-7d2e-4ef4-bad5-e77594e0f459","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 float uTime;\nuniform vec2 uResolution;\nvec3 blend (int blendMode, vec3 src, vec3 dst) {\nreturn vec3((src.x <= 0.5) ? (dst.x - (1.0 - 2.0 * src.x) * dst.x * (1.0 - dst.x)) : (((src.x > 0.5) && (dst.x <= 0.25)) ? (dst.x + (2.0 * src.x - 1.0) * (4.0 * dst.x * (4.0 * dst.x + 1.0) * (dst.x - 1.0) + 7.0 * dst.x)) : (dst.x + (2.0 * src.x - 1.0) * (sqrt(dst.x) - dst.x))), (src.y <= 0.5) ? (dst.y - (1.0 - 2.0 * src.y) * dst.y * (1.0 - dst.y)) : (((src.y > 0.5) && (dst.y <= 0.25)) ? (dst.y + (2.0 * src.y - 1.0) * (4.0 * dst.y * (4.0 * dst.y + 1.0) * (dst.y - 1.0) + 7.0 * dst.y)) : (dst.y + (2.0 * src.y - 1.0) * (sqrt(dst.y) - dst.y))), (src.z <= 0.5) ? (dst.z - (1.0 - 2.0 * src.z) * dst.z * (1.0 - dst.z)) : (((src.z > 0.5) && (dst.z <= 0.25)) ? (dst.z + (2.0 * src.z - 1.0) * (4.0 * dst.z * (4.0 * dst.z + 1.0) * (dst.z - 1.0) + 7.0 * dst.z)) : (dst.z + (2.0 * src.z - 1.0) * (sqrt(dst.z) - dst.z))));\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(randFibo(st + vec2(delta)));color.rgb = mix(color.rgb, blend(12, grainRGB, color.rgb), 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,"data":{"depth":false,"uniforms":{},"isBackground":false},"id":"grain"},{"breakpoints":[],"visible":true,"aspectRatio":1,"userDownsample":1,"layerType":"effect","type":"glyphDither","usesPingPong":false,"texture":{"src":"https://assets.unicorn.studio/media/glyphs/remix_classic4.png","sampler":"uSprite"},"parentLayer":"9514d925-04fe-4421-8c2f-120504c9d4e0","animating":false,"mouseMomentum":0,"mouseSpring":0,"isMask":0,"compiledFragmentShaders":["#version 300 es\nprecision highp float;in vec3 vVertexPosition;\nin vec2 vTextureCoord;\nuniform sampler2D uTexture;\nuniform sampler2D uSprite;uniform vec2 uMousePos;\nuniform vec2 uResolution;vec4 applyLayerMixAlpha(vec4 color, vec4 bg, float amount) {\nreturn mix(bg, color, amount);\n}out vec4 fragColor;const vec3 LUMA = vec3(0.2126, 0.7152, 0.0722);float getLuminance(vec3 color) {\nreturn dot(color, LUMA);\n}float getGridSize() {\nreturn mix(0.05, 0.005, 0.9800);\n}vec2 getCellSize(float gridSize, float aspectRatio, float aspectCorrection) {\nfloat baseGrid = 1.0 / gridSize;\nreturn vec2(1.0 / (baseGrid * aspectRatio), 1.0 / baseGrid) * aspectCorrection;\n}vec2 getPixelatedCoord(vec2 uv, vec2 pos, vec2 cellSize) {\nvec2 offsetUv = uv - pos;\nvec2 cell = floor(offsetUv / cellSize);\nvec2 cellCenter = (cell + 0.5) * cellSize;\nreturn cellCenter + pos;\n}ivec2 getGlyphTextureSize() {\nivec2 glyphTextureSize = textureSize(uSprite, 0);return glyphTextureSize;\n}float getGlyphHeight(ivec2 glyphTextureSize) {\nreturn float(glyphTextureSize.y);\n}float getGlyphCount(ivec2 glyphTextureSize) {\nfloat glyphHeight = getGlyphHeight(glyphTextureSize);\nreturn max(1.0, float(glyphTextureSize.x) / glyphHeight);\n}float getGlyphSelection(float luminance, float glyphCount) {\nreturn clamp(floor(luminance * glyphCount), 0.0, glyphCount - 1.0);\n}float getPhasedGlyphSelection(float luminance, float glyphCount, float gamma) {\nfloat glyphSelection = clamp(floor(luminance * glyphCount * gamma), 0.0, glyphCount - 1.0);\nfloat phaseOffset = floor(0.0000 * glyphCount + 0.5);\nreturn mod(glyphSelection + phaseOffset, glyphCount);\n}vec2 getGlyphSheetUv(vec2 uv, vec2 pos, float aspectRatio, float aspectCorrection, float gridSize, float glyphHeight, float glyphSelection, float glyphCount) {\nfloat normalizedSpriteSizeX = 1.0 / glyphCount;\nfloat normalizedSpriteSizeY = 1.0;\nvec2 spriteSize = vec2(glyphHeight / aspectRatio, glyphHeight) * (gridSize / glyphHeight) * aspectCorrection;\nvec2 localOffset = mod(uv - pos, spriteSize) / spriteSize;\nfloat inset = 0.5 / glyphHeight;\nlocalOffset = clamp(localOffset, inset, 1.0 - inset);return vec2(\nglyphSelection * normalizedSpriteSizeX + localOffset.x * normalizedSpriteSizeX,\nlocalOffset.y * normalizedSpriteSizeY\n);\n}vec4 sampleGlyphColor(vec2 glyphUv) {\nvec4 glyphColor = vec4(0.0);glyphColor = texture(uSprite, glyphUv);return glyphColor;\n}void main() {\nvec2 uv = vTextureCoord;\nvec2 pos = vec2(0.5, 0.5) + mix(vec2(0), (uMousePos-0.5), 0.0000);\nfloat aspectRatio = uResolution.x / uResolution.y;\nfloat aspectCorrection = mix(aspectRatio, 1./aspectRatio, 0.5);\nfloat gridSize = getGridSize();\nvec2 cellSize = getCellSize(gridSize, aspectRatio, aspectCorrection);\nvec2 pixelatedCoord = getPixelatedCoord(uv, pos, cellSize);\nvec4 bg = texture(uTexture, vTextureCoord);\nvec4 color = texture(uTexture, pixelatedCoord);float luminance = getLuminance(color.rgb);\nluminance = mix(luminance, 1.0 - luminance, float(0));\nfloat gamma = pow(mix(0.2, 2.2, 0.5700), 2.2);\nivec2 glyphTextureSize = getGlyphTextureSize();\nfloat glyphHeight = getGlyphHeight(glyphTextureSize);\nfloat glyphCount = getGlyphCount(glyphTextureSize);\nfloat glyphSelection = getGlyphSelection(luminance, glyphCount);\nfloat phasedGlyphSelection = getPhasedGlyphSelection(luminance, glyphCount, gamma);\nvec2 spriteSheetUV = getGlyphSheetUv(uv, pos, aspectRatio, aspectCorrection, gridSize, glyphHeight, phasedGlyphSelection, glyphCount);\nvec4 spriteColor = sampleGlyphColor(spriteSheetUV);\nfloat alpha = smoothstep(0.0, 1.0, spriteColor.r);vec3 cc = (color.rgb - glyphSelection * 0.04) * 1.4;\nvec3 col = cc;vec3 result = mix(mix(vec3(0.0), vec3(1.0), float(0)), col, alpha);\ncolor.rgb = result;\ncolor.a = alpha;\ncolor = applyLayerMixAlpha(color, 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}"],"trackMouse":0,"trackAxes":"xy","data":{"depth":false,"uniforms":{},"isBackground":false,"texture":{"src":"https://assets.unicorn.studio/media/glyphs/classic4.png","sampler":"uSprite"}},"id":"glyph_dither"},{"breakpoints":[],"aspectRatio":1.6,"userDownsample":1,"states":{"appear":[],"scroll":[],"hover":[],"mousemove":[]},"effects":["00b618c7-b23a-4346-bf22-966caac726cd","95dbe91f-7d2e-4ef4-bad5-e77594e0f459","9514d925-04fe-4421-8c2f-120504c9d4e0"],"anchorPoint":0,"mask":0,"maskInvert":0,"maskDepth":0,"maskDepthLayer":0,"layerType":"shape","width":200,"widthMode":1,"height":200,"heightMode":1,"left":0.13402777777777777,"top":0.16666666666666666,"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(0.0, 0.0);\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 sdShape(vec2 canvasPosPx, vec2 elementPosPx, vec2 elementSizePx, float rotationTurns) {\nvec2 p = vec2(0.0);\nvec2 halfSize = vec2(0.0);halfSize = uArtboardResolution * 0.5;\np = canvasPosPx - halfSize;\nreturn sdBox(p, halfSize);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 = 200.0000;\nfloat absHeight = 200.0000;\nvec2 elementSizePx = vec2(absWidth, absHeight);\nvec2 elementPosPx = vec2(0.1340, 0.1667) * 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 = canvasPosPx;\nvec2 localSize;\nlocalSize = uArtboardResolution;vec2 centerPx;\ncenterPx = uArtboardResolution * 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, 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":1440,"_y":900}},"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"},{"breakpoints":[],"visible":true,"aspectRatio":1,"userDownsample":1,"layerType":"effect","type":"duotone","usesPingPong":false,"texture":false,"animating":false,"mouseMomentum":0,"mouseSpring":0,"isMask":0,"compiledFragmentShaders":["#version 300 es\nprecision highp float;\nin vec3 vVertexPosition;\nin vec2 vTextureCoord;\nuniform sampler2D uTexture;\nvec4 applyLayerMixAlpha(vec4 color, vec4 bg, float amount) {\nreturn mix(bg, color, amount);\n}out vec4 fragColor;\nvoid main() {\nvec2 uv = vTextureCoord;\nvec4 bg = texture(uTexture, uv);\nvec4 color = bg;if(bg.a > 0.001) {\nfloat gray = dot(color.rgb, vec3(0.299, 0.587, 0.114));\nvec3 duotoneColor = mix(vec3(0.050980392156862744, 0.06274509803921569, 0.07058823529411765), vec3(0.23529411764705882, 0.8235294117647058, 0.5725490196078431), gray);color = applyLayerMixAlpha(vec4(duotoneColor, 1.0), bg, 1.0000);\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}"],"data":{"depth":false,"uniforms":{},"isBackground":false},"id":"duotone"}],"options":{"name":"Glyph Waves (Remix) (Remix)","fps":60,"dpi":1.5,"scale":1,"includeLogo":false,"isProduction":false,"flatten":false},"version":"2.1.9","id":"bR72KPgumeVP949xG1OH"}