0x35ed1634…9501sent to0xa7d8d9ef…d270·#14,633,962·view on Etherscan
Step > 13.) {dirtc2 *= m;}float xdgemsk = noise(vec3(vUv * vec2(ufrmprm.x + c.r, ufrmprm.y), .0));float ydgemsk = noise(vec3(vUv * vec2(ufrmprm.z + c.r, ufrmprm.w), .0));float xdge = .02 + sin(vUv.y*15. + uptuvtrlt.x + vUv.x * 10.) * .003;float ydge = xdge * ratio + sin(vUv.x*10. + uptuvtrlt.y + vUv.y * 10. * curl.r * 2.) * .002;xdge += xdgemsk * .02 + abs(sin(vUv.x * 50.)) * .003;ydge += ydgemsk * .007 + sin(vUv.x * 5. + uptuvtrlt.x + step(vUv.y, .5)) * .0025;float frmx = 1.;float frmy = 1.;float frm = 1.;if (vUv.x < xdge || vUv.x > 1. - xdge ) { frmx = 0.;}if (vUv.y < ydge || vUv.y > 1. - ydge ) { frmy = 0.;}frm = frmx * frmy;float xsqssedgmsk = noise(vec3(vUv * vec2(ufrmprm.x + c.r, ufrmprm.y), .0));float ysqssedgmsk = noise(vec3(vUv * vec2(ufrmprm.z + c.r, ufrmprm.w), .0));float xsqssedg = .005 + sin(vUv.y*15. + uptuvtrlt.x + vUv.x * 10.) * .003;float ysqssedg = xsqssedg * ratio + sin(vUv.x*10. + uptuvtrlt.y + vUv.y * 10. * curl.r * 2.) * .002;xsqssedg += xsqssedgmsk * .02 + abs(sin(vUv.x * 50.)) * .009;ysqssedg += ysqssedgmsk * .007 + sin(vUv.x * 5. + uptuvtrlt.x + step(vUv.y, .5)) * .005;float frmsqssx = 1.;float frmsqssy = 1.;float frmsqss = 1.;if (vUv.x < xsqssedg || vUv.x > 1. - xsqssedg ) { frmsqssx = 0.;}if (vUv.y < ysqssedg || vUv.y > 1. - ysqssedg ) { frmsqssy = 0.;}frmsqss = frmsqssx * frmsqssy;\n${wrapuv}\nvec3 pclstkcl = gtpclstk(c.r);vec3 nsycl = gtnsycl(c.r);vec3 wrpcl = texture2D(tInput, wrapuv).rgb;float wrapRot = texture2D(tRotationInput, wrapuv).r;wrpcl *= fllcll;float cmask = step( length(wrpcl), 0. );float clltsh = .1;if((cellId.y < clltsh && unblns.x > 1.) || usqss.x == 1.) {wrpcl = vec3(0.);} float stkrt = xpsr(vec3(wrpcl.r / wrpcl.b), 2.).r;vec2 stkuv = rotate(vUv, wrapRot + PI * .5 + curl.r * 50. + stripes + length(wrpcl) * 2. + cellId.x * PI * 1., vec2(.5));vec2 stkuv2 = rotate(vUv * vec2(1., 5.), wrapRot + curl.b * .5 + cellId.x * PI * 1., vec2(.5));vec2 stkuv3 = rotate(vUv * vec2(1., 30.), wrapRot + curl.b * .8 + cellId.x * PI * 1., vec2(.5));vec3 hstk = texture2D(tStrokesInput, stkuv).rgb * (1. - step(cellId.y, clltsh) );vec3 hstk2 = texture2D(tStrokesInput, stkuv2).rgb * (1. - step(cellId.y, clltsh) );vec3 hstk3 = texture2D(tStrokesInput, stkuv3).rgb * (1. - step(cellId.y, clltsh) );float hstk2Sat = -.05;if (ungt.x == 0.) {hstk2Sat = -1.;}hstk = strtn(hstk, -1.);hstk2 = strtn(hstk2, hstk2Sat);hstk3 = strtn(hstk3, -1.);float cctr = texture2D(tContourInput, wrapuv).r * 10.;cctr = clamp(cctr, 0., 1.);cctr = strtn(vec3(cctr), -1.).r;if (usqss.x == 0. && uStep > 11.) {wrpcl *= frm;}if (ucntr.z == 1.) {cctr *= frm;}cmask -= 1. - frm;hstk *= frm;hstk2 *= frm;hstk3 *= frm;float oclint = 0.;if (uStep > 9.) {oclint = uogclint;}c = bldscn(wrpcl, dirtc, oclint);if (uStep > 13.) {}if (uStep > 9.) {c = bldovl(c, nsycl, unseclint);}vec3 pclstk = strtn(pclstkcl, -1.);if (uStep > 17.) {c -= pclstk * upclskint * length(c) * frm;c = clamp(c, 0., 1.);}vec3 desathstk = strtn(hstk, -.95);if (uStep > 13. && cellId.x > clltsh) {c = bldav(c, vec3(desathstk), (1. - cmask) * uhstkint);c = bldav(c, vec3(hstk2), (1. - cmask) * uhstkint);c = bldav(c, vec3(hstk3), (1. - cmask) * uhstkint);}c = hsft(c, uarthsft);vec4 artcbse = vec4(uartcbse.x, 0., uartcbse.z, uartcbse.w);if (uStep > 6.) {artcbse.y = uartcbse.y; }c = applycbse(c, artcbse);float cntrdge = edge(tContourInput, wrapuv, vec2(ures.x, ures.y) * uedgwdh );cntrdge = clamp(cntrdge, 0., 1.);cntrdge *= pertub;if (uStep > 7.) {c += cnoise * .2;}if (ucntr.x == 1. && uStep > 12.) {float intensity = ungt.x == 1. ? .7 : 1.;if (frm == 1.) {intensity *= 1.05;}if (usqss.y == 0.) {c = bldav(c, vec3(1.), cntrdge * intensity);}if (usqss.y == 1.) {c -= vec3(-.12) * cntrdge;}}float xhashPertub = noise(vec3((vUv * vec2(100., 10.) + vec2(stripes)), 0.)) * 3. ;float yhashPertub = noise(vec3((vUv * vec2(1., 100.) + vec2(-.5)), 0.)) * 3. ;float xhshffst = (floor((vUv.y*10.))/10.);float hshmsk = 1. - vec3( cntrst(vec3(length(c)), 4.)).r;float hshres = 200.;if (upprtp.y == 1.) { hshres = 150.; }float xhsh = smoothstep(.1, .15, fract((vUv.x+xhshffst * 20.) * hshres));float yhsh = smoothstep(.1, .15 + pertub * .3, fract(vUv.y * hshres + yhashPertub * .1 )) + .2;float hashes = xhsh;if (uStep > 4.) {if (upprtp.x == 1.) {hashes = xhsh * yhsh;}if (upprtp.y == 0.) {c = bldmt(c, vec3(hashes), -.5 * (1.3-length(c)));}else {c = bldovl(c, vec3(hashes), 0.2 * (1.3-length(clamp(c,0., 1.))));}}float scratchPertub = noise(vec3(( (vUv+uptuvtrlt) * vec2(uwrsz.x, uwrsz.y * pertub * 10.) + vec2(-.5)), 0.)) * 3.;float yscratchPertub = noise(vec3(( (vUv+uptuvtrlt) * vec2(uwrsz.z, uwrsz.w * pertub * 1.) + vec2(-.5)), 0.)) * 3.;float xscrch = smoothstep(.5, .7, scratchPertub);float yscrch = smoothstep(.5, .7, yscratchPertub);float scrch = ( xscrch * yscrch);if (uStep > 14.) {c = bldovl(c, vec3(scrch), uscrch.x );}vec2 dvslnuv = rotate(vUv, urt * sin(vUv.y * unblns.x * urtfq + uptuvtrlt.x), vec2(.5));dvslnuv.x = mix(vUv.x, dvslnuv.x, 0.1);float yclluvy = dvslnuv.y + sin(dvslnuv.x * 30. + curl.r * 4.) * .001 * curl.r;float xcllbrd = ( fract( yclluvy + v ) * nbStripes) / nbStripes;xcllbrd = fract( xcllbrd * nbStripes );float xcllbrdfsst = fm1((dvslnuv+uptuvtrlt)*30.) * 2.;xcllbrd = smoothstep(.0, (ucllbrdsz * .65) * xcllbrdfsst, xcllbrd);if (frmy == 0.) {xcllbrd = 1.;}float yclluvx = dvslnuv.x + sin(dvslnuv.y * 20. + curl.r * 4.) * .0025 * curl.r;float ycllbrd = ( fract( yclluvx + v ) * nbStripes) / nbStripes;ycllbrd = fract( ycllbrd * nbStripes );float ycllbrdfsst = fm1((dvslnuv+uptuvtrlt)*30.) * 2.;ycllbrd = smoothstep(.0, ucllbrdsz * ycllbrdfsst, ycllbrd);if (frmx == 0.) {ycllbrd = 1.;}float cllbrd = xcllbrd * ycllbrd;if (unblns.x > 1. && uStep > 5.) {c = bldmt(c, vec3(cllbrd), -1.9 * (1.-length(c)));}float cllgdtinst = .12 + simplex * .05;float xcllgdt = smoothstep(0., cllgdtinst, cellUv.x) - smoothstep(1.-cllgdtinst, 1., cellUv.x) ;float ycllgdt = smoothstep(0., cllgdtinst, cellUv.y) - smoothstep(1.-cllgdtinst, 1., cellUv.y) ;float cllgdt = xcllgdt * ycllgdt * frm;if(cellId.x < clltsh) {c = bldmt(c, vec3(cllgdt), -.2 * (1.-length(c)) * frm);} vec3 cDark = texture2D(tDarkInput, wrapuv).rgb;float cDarkMask = 1.-step(cDark.r, 0.);cDark = strtn(cDark, -1.);float clatt = noise( vec3(vUv * uclattscl , 1.) );if (uStep > 7.) {c = bldsftlgt(c, vec3(clatt), .5);}float maskMixer = length(c);vec3 mask = mix(vec3(1.0, 0., 0.), vec3(0., 1., 0.), maskMixer);vec3 ppr = bgColor;float ydistrt = sn3d( vec3( vUv * vec2(100., 100.), 0. ));float pprnseyscl = map(ydistrt, -1., 1., 3., 6.);float pprnse = sn3d( vec3(vUv * vec2(200., 50.) * pprnseyscl, 0.));ppr = bgColor * .9;if (uStep > 10.) {ppr = bldovl( bgColor, vec3(1.-pprnse), .2 );}if (uStep > 16.) {ppr = bldmt( ppr, vec3(stains), .025 );}c = bldmt(c, ppr, 1.);if (ungt.x == 0.) {c = mix(c, ppr, mask.r);}float drtcld = fm1(vUv*10.);float att = noise(vec3((vUv*7.)+c.rb*2.+uppruvfsst, 1.));att = clamp(att, 0., 1.);if (uStep > 8.) {c = bldscn(c, cnoise, 1.);}if (uStep > 17.) {float attInt = .02;if (usqss.x == 1.) {attInt = .003;}c = bldmt(c, vec3(att), attInt);}if (uStep > 8.) {c = bldovl(c, vec3(drtcld), .2);c = clamp(c, 0., 1.);}if (udkn == 1.) {c = strtn(c, -1. * cDarkMask * frm);vec3 cntrstedC = cntrst(c, .997);c = mix( c, cntrstedC, cDarkMask) ;c = bldovl(c, c*4., udkint*cDarkMask*frm);}float cloud = fm1(vUv*50.);float clcld = fm1(vUv*1.+uclddgrtrlt);if (uStep > 8.) {c = bldovl(c, vec3(clcld), .2);}float squsse = 0.;for (int i = 0; i < 10; i++ ) {float idx = float(i);float rnd = map( random( vec2(idx) ), 0., 1., -1.1, 1.1 );squsse = edge(tContourInput, wrapuv + vec2(rnd, 0.) + vec2(simplex2) * .1 + rnd , vec2(ures.x, ures.y) * .1 );squsse = max(0., min(squsse, .2 + abs(rnd)));c = bldovl(c, vec3(1.), squsse * ufzzstkint * float(i) * .1);}squsse = clamp(squsse, 0., 1.);vec4 cbse = ucbse;vec4 cbse2 = vec4(cbse.x, cbse.y, -.5, cbse.w);vec3 c0 = applycbse(c, cbse);vec3 c1 = applycbse(c, cbse2);float lutMixer = 0.;if (usqss.x == 1.) {lutMixer = cntrdge;}c = mix(c0, c1, lutMixer);if (unblns.x == 1. && cellId.y < clltsh) {c = bldovl(c, vec3(-1.0), cntrdge * .2);}float dirt = 1.;for (int i = 0; i < nbdrts; i++) {vec2 coords = vUv - vec2(.5);coords = scale(coords, vec2(uDirts[i].x, uDirts[i].y), vec2(.5));coords += uptuvtrlt;float d = gtdt(coords*udtintfq[i].y, vec2(uDirts[i].z, uDirts[i].w));dirt = bldmt(vec3(dirt), vec3(d), udtintfq[i].x).r;}if (uStep > 15.) {c = bldscn(c, vec3(1.-dirt), udtbld);}if (upidx == 6.) {vec3 woffset = vec3(0.);float key = chrky( c, vec3(133., 106., 30.) / 255., woffset );c = mix(c, vec3(175.,179.,193.) / 255., key * frm * fllcll * (1.-cmask));}if (usqss.y == 1.) {c *= ubg.rgb;}gl_FragColor = vec4(c, 1.);}",Ht=`uniform sampler2D tInput;uniform vec2 uflp;uniform vec2 ungt;uniform float uStep;varying vec2 vUv;vec3 brhtnss(vec3 color, float value) {return color + value;}vec2 rotate(vec2 uv, float rotation){float mid = 0.5;return vec2(cos(rotation) * (uv.x - mid) + sin(rotation) * (uv.y - mid) + mid,cos(rotation) * (uv.y - mid) - sin(rotation) * (uv.x - mid) + mid);}vec2 rotate(vec2 uv, float rotation, vec2 mid){return vec2(cos(rotation) * (uv.x - mid.x) + sin(rotation) * (uv.y - mid.y) + mid.x,cos(rotation) * (uv.y - mid.y) - sin(rotation) * (uv.x - mid.x) + mid.y);}vec2