0x35ed1634…9501sent to0x0a1bbd57…3676·#15,983,553·view on Etherscan
(1.0 - opacity));}\n\nvec3 blendAverage(vec3 base, vec3 blend) {return (base+blend)/2.0;}\nvec3 blendAverage(vec3 base, vec3 blend, float opacity) {return (blendAverage(base, blend) * opacity + base * (1.0 - opacity));}\n\nvec3 blendDifference(vec3 base, vec3 blend) {return abs(base-blend);}\nvec3 blendDifference(vec3 base, vec3 blend, float opacity) {return (blendDifference(base, blend) * opacity + base * (1.0 - opacity));}\n\nvec3 blendExclusion(vec3 base, vec3 blend) {return base+blend-2.0*base*blend;}\nvec3 blendExclusion(vec3 base, vec3 blend, float opacity) {return (blendExclusion(base, blend) * opacity + base * (1.0 - opacity));}\n\nvec3 blendNegation(vec3 base, vec3 blend) {return vec3(1.0)-abs(vec3(1.0)-base-blend);}\nvec3 blendNegation(vec3 base, vec3 blend, float opacity) {return (blendNegation(base, blend) * opacity + base * (1.0 - opacity));}\n\nfloat blendSoftLight(float base, float blend) {return (blend<0.5)?(2.0*base*blend+base*base*(1.0-2.0*blend)):(sqrt(base)*(2.0*blend-1.0)+2.0*base*(1.0-blend));}\nvec3 blendSoftLight(vec3 base, vec3 blend) {return vec3(blendSoftLight(base.r,blend.r),blendSoftLight(base.g,blend.g),blendSoftLight(base.b,blend.b));}\nvec3 blendSoftLight(vec3 base, vec3 blend, float opacity) {return (blendSoftLight(base, blend) * opacity + base * (1.0 - opacity));}\n"},{}],13:[function(e,t,n){t.exports="#define GLSLIFY 1\nfloat grain(vec2 texCoord, vec2 resolution, float frame, float multiplier) {\n vec2 mult = texCoord * resolution;\n float offset = snoise3d(vec3(mult / multiplier, frame));\n float n1 = pnoise3D(vec3(mult, offset), vec3(1.0/texCoord * resolution, 1.0));\n return n1 / 2.0 + 0.5;\n}\n\nfloat grain(vec2 texCoord, vec2 resolution, float frame) {\n return grain(texCoord, resolution, frame, 2.5);\n}\n\nfloat grain(vec2 texCoord, vec2 resolution) {\n return grain(texCoord, resolution, 0.0);\n}"},{}],14:[function(e,t,n){t.exports="#define GLSLIFY 1\nvec3 ptdepth( sampler2D tInput, vec2 coords, float res, float thickness ) {\n vec2 onePixel = vec2(1.0 / res, 1.0 / res);\n vec4 color;\n color.rgb = vec3(0.);\n color -= texture(tInput, coords - onePixel) * thickness;\n color += texture(tInput, coords + onePixel) * thickness;\n color.rgb = vec3((color.r + color.g + color.b) / 6.0);\n return color.rgb;\n\n}"},{}],15:[function(e,t,n){t.exports="#define GLSLIFY 1\nfloat fit(float value, float min1, float max1, float min2, float max2) {\n return min2 + (value - min1) * (max2 - min2) / (max1 - min1);\n}"},{}],16:[function(e,t,n){t.exports="#define GLSLIFY 1\nmat2 rotate2d(float _angle){\n return mat2(cos(_angle),-sin(_angle),\n sin(_angle),cos(_angle));\n}\n\nvec2 scale(vec2 uv, vec2 scale, vec2 origin) {\n return (uv - origin) * scale + origin;\n}"},{}],17:[function(e,t,n){t.exports="#define GLSLIFY 1\nvec2 cell2d(vec2 P) {\n#define K 0.142\n#define Ko 0.42\n#define jitter 1.0 \n\tvec2 Pi = mod289(floor(P));\n \tvec2 Pf = fract(P);\n\tvec3 oi = vec3(-1.0, 0.0, 1.0);\n\tvec3 of = vec3(-0.5, 0.5, 1.5);\n\tvec3 px = permute(Pi.x + oi);\n\tvec3 p = permute(px.x + Pi.y + oi); \n\tvec3 ox = fract(p*K) - Ko;\n\tvec3 oy = mod7(floor(p*K))*K - Ko;\n\tvec3 dx = Pf.x + 0.5 + jitter*ox;\n\tvec3 dy = Pf.y - of + jitter*oy;\n\tvec3 d1 = dx * dx + dy * dy; \n\tp = permute(px.y + Pi.y + oi); \n\tox = fract(p*K) - Ko;\n\toy = mod7(floor(p*K))*K - Ko;\n\tdx = Pf.x - 0.5 + jitter*ox;\n\tdy = Pf.y - of + jitter*oy;\n\tvec3 d2 = dx * dx + dy * dy; \n\tp = permute(px.z + Pi.y + oi); \n\tox = fract(p*K) - Ko;\n\toy = mod7(floor(p*K))*K - Ko;\n\tdx = Pf.x - 1.5 + jitter*ox;\n\tdy = Pf.y - of + jitter*oy;\n\tvec3 d3 = dx * dx + dy * dy; \n\t\n\tvec3 d1a = min(d1, d2);\n\td2 = max(d1, d2); \n\td2 = min(d2, d3); \n\td1 = min(d1a, d2); \n\td2 = max(d1a, d2); \n\td1.xy = (d1.x < d1.y) ? d1.xy : d1.yx; \n\td1.xz = (d1.x < d1.z) ? d1.xz : d1.zx; \n\td1.yz = min(d1.yz, d2.yz); \n\td1.y = min(d1.y, d1.z); \n\td1.y = min(d1.y, d2.x); \n\treturn sqrt(d1.xy);\n}"},{}],18:[function(e,t,n){t.exports="#define GLSLIFY 1\nvec2 mod289(vec2 x) {\n return x - floor(x * (1.0 / 289.0)) * 289.0;\n}\n\nvec3 mod289(vec3 x)\n{\n return x - floor(x * (1.0 / 289.0)) * 289.0;\n}\n\nvec4 mod289(vec4 x)\n{\n return x - floor(x * (1.0 / 289.0)) * 289.0;\n}\n\n// Modulo 7 without a division\nvec3 mod7(vec3 x) {\n return x - floor(x * (1.0 / 7.0)) * 7.0;\n}\n\nvec3 permute(vec3 x) {\n return mod289(((x*34.0)+10.0)*x);\n}\n\nvec4 permute(vec4 x)\n{\n return mod289(((x*34.0)+1.0)*x);\n}\n\nvec4 taylorInvSqrt(vec4 r)\n{\n return 1.79284291400159 - 0.85373472095314 * r;\n}\n\nvec3 fade(vec3 t) {\n return t*t*t*(t*(t*6.0-15.0)+10.0);\n}"},{}],19:[function(e,t,n){t.exports="#define GLSLIFY 1\nvec3 snoiseVec3( vec3 x ){\n\n float s = snoise3d(vec3( x ));\n float s1 = snoise3d(vec3( x.y - 19.1 , x.z + 33.4 , x.x + 47.2 ));\n float s2 = snoise3d(vec3( x.z + 74.2 , x.x - 124.5 , x.y + 99.4 ));\n vec3 c = vec3( s , s1 , s2 );\n return c;\n\n}\n\nvec3 curlNoise( vec3 p ){\n \n const float e = 200.1;\n vec3 dx = vec3( e , 0.0 , 0.0 );\n vec3 dy = vec3( 0.0 , e * 1000. , 0.0 );\n vec3 dz = vec3( 0.0 , 0.0 , e );\n\n vec3 p_x0 = snoiseVec3( p - dx );\n vec3 p_x1 = snoiseVec3( p + dx );\n vec3 p_y0 = snoiseVec3( p - dy );\n vec3 p_y1 = snoiseVec3( p + dy );\n vec3 p_z0 = snoiseVec3( p - dz );\n vec3 p_z1 = snoiseVec3( p + dz );\n\n float x = p_y1.z - p_y0.z - p_z1.y + p_z0.y;\n float y = p_z1.x - p_z0.x - p_x1.z + p_x0.z;\n float z = p_x1.y - p_x0.y - p_y1.x + p_y0.x;\n\n const float divisor = 1.0 / ( 2.0 * e );\n return normalize( vec3( x , y , z ) * divisor );\n\n}"},{}],20:[function(e,t,n){t.exports="#define GLSLIFY 1\nfloat pnoise3D(vec3 P, vec3 rep)\n{\n vec3 Pi0 = mod(floor(P), rep);\n vec3 Pi1 = mod(Pi0 + vec3(1.0), rep);\n Pi0 = mod289(Pi0);\n Pi1 = mod289(Pi1);\n vec3 Pf0 = fract(P);\n vec3 Pf1 = Pf0 - vec3(1.0);\n vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);\n vec4 iy = vec4(Pi0.yy, Pi1.yy);\n vec4 iz0 = Pi0.zzzz;\n vec4 iz1 = Pi1.zzzz;\n\n vec4 ixy = permute(permute(ix) + iy);\n vec4 ixy0 = permute(ixy + iz0);\n vec4 ixy1 = permute(ixy + iz1);\n\n vec4 gx0 = ixy0 * (1.0 / 7.0);\n vec4 gy0 = fract(floor(gx0) * (1.0 / 7.0)) - 0.5;\n gx0 = fract(gx0);\n vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0);\n vec4 sz0 = step(gz0, vec4(0.0));\n gx0 -= sz0 * (step(0.0, gx0) - 0.5);\n gy0 -= sz0 * (step(0.0, gy0) - 0.5);\n\n vec4 gx1 = ixy1 * (1.0 / 7.0);\n vec4 gy1 = fract(floor(gx1) * (1.0 / 7.0)) - 0.5;\n gx1 = fract(gx1);\n vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1);\n vec4 sz1 = step(gz1, vec4(0.0));\n gx1 -= sz1 * (step(0.0, gx1) - 0.5);\n gy1 -= sz1 * (step(0.0, gy1) - 0.5);\n\n vec3 g000 = vec3(gx0.x,gy0.x,gz0.x);\n vec3 g100 = vec3(gx0.y,gy0.y,gz0.y);\n vec3 g010 = vec3(gx0.z,gy0.z,gz0.z);\n vec3 g110 = vec3(gx0.w,gy0.w,gz0.w);\n vec3 g001 = vec3(gx1.x,gy1.x,gz1.x);\n vec3 g101 = vec3(gx1.y,gy1.y,gz1.y);\n vec3 g011 = vec3(gx1.z,gy1.z,gz1.z);\n vec3 g111 = vec3(gx1.w,gy1.w,gz1.w);\n\n vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));\n g000 *= norm0.x;\n g010 *= norm0.y;\n g100 *= norm0.z;\n g110 *= norm0.w;\n vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));\n g001 *= norm1.x;\n g011 *= norm1.y;\n g101 *= norm1.z;\n g111 *= norm1.w;\n\n float n000 = dot(g000, Pf0);\n float n100 = dot(g100, vec3(Pf1.x, Pf0.yz));\n float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z));\n float n110 = dot(g110, vec3(Pf1.xy, Pf0.z));\n float n001 = dot(g001, vec3(Pf0.xy, Pf1.z));\n float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z));\n float n011 = dot(g011, vec3(Pf0.x, Pf1.yz));\n float n111 = dot(g111, Pf1);\n\n vec3 fade_xyz = fade(Pf0);\n vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z);\n vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y);\n float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x);\n return 2.2 * n_xyz;\n}\n"},{}],21:[function(e,t,n){t.exports="#define GLSLIFY 1\nfloat snoise3d(vec3 v) {\n const vec2 C = vec2(1.0/6.0, 1.0/3.0) ;\n const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);\n vec3 i = floor(v + dot(v, C.yyy) );\n vec3 x0 = v - i + dot(i, C.xxx) ;\n\n vec3 g = step(x0.yzx, x0.xyz);\n vec3 l = 1.0 - g;\n vec3 i1 = min( g.xyz, l.zxy );\n vec3 i2 = max( g.xyz, l.zxy );\n\n vec3 x1 = x0 - i1 + C.xxx;\n vec3 x2 = x0 - i2 + C.yyy; \n vec3 x3 = x0 - D.yyy; \n\n i = mod289(i);\n vec4 p = permute( permute( permute(\n i.z + vec4(0.0, i1.z, i2.z, 1.0 ))\n + i.y + vec4(0.0, i1.y, i2.y, 1.0 ))\n + i.x + vec4(0.0, i1.x, i2.x, 1.0 ));\n\n float n_ = 0.142857142857; \n vec3 ns = n_ * D.wyz - D.xzx;\n\n vec4 j = p - 49.0 * floor(p * ns.z * ns.z); \n\n vec4 x_ = floor(j * ns.z);\n vec4 y_ = floor(j - 7.0 * x_ );\n\n vec4 x = x_ *ns.x + ns.yyyy;\n vec4 y = y_ *ns.x + ns.yyyy;\n vec4 h = 1.0 - abs(x) - abs(y);\n\n vec4 b0 = vec4( x.xy, y.xy );\n vec4 b1 = vec4( x.zw, y.zw );\n vec4 s0 = floor(b0)*2.0 + 1.0;\n vec4 s1 = floor(b1)*2.0 + 1.0;\n vec4 sh = -step(h, vec4(0.0));\n\n vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;\n vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;\n\n vec3 p0 = vec3(a0.xy,h.x);\n vec3 p1 = vec3(a0.zw,h.y);\n vec3 p2 = vec3(a1.xy,h.z);\n vec3 p3 = vec3(a1.zw,h.w);\n\n vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));\n p0 *= norm.x;\n p1 *= norm.y;\n p2 *= norm.z;\n p3 *= norm.w;\n\n vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);\n m = m * m;\n return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1),\n dot(p2,x2), dot(p3,x3) ) );\n }\n\n"},{}],22:[function(e,t,n){t.exports="#define GLSLIFY 1\nin vec2 vTexCoord;\n\nuniform float uTime;\n\nout vec4 FragColor;\n\nvoid main() {\n\n vec3 color = vec3(uTime, 0., 1.);\n float opacity = .3;\n\n FragColor = vec4(color, opacity);\n}"},{}],23:[function(e,t,n){t.exports="#define GLSLIFY 1\nin vec2 aPosition;\nin vec2 aTexCoord;\nin vec2 aSize;\nin vec2 aCenter;\n\nuniform float uTime;\n\nout vec2 vTexCoord;\n\nvec2 rotate(vec2 v, float a) {\n\tfloat s = sin(a);\n\tfloat c = cos(a);\n\tmat2 m = mat2(c, -s, s, c);\n\treturn m * v;\n}\n\nvoid main