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1(self.webpackChunk_N_E=self.webpackChunk_N_E||[]).push([[1931],{193:function(e,t,n){Promise.resolve().then(n.bind(n,4225))},4225:function(e,t,n){"use strict";n.r(t),n.d(t,{default:function(){return z}});var i=n(7437),s=n(2265),a=n(3145);function r(e){return[(e>>16&255)/255,(e>>8&255)/255,(255&e)/255]}function o(e,t,n){return t in e?Object.defineProperty(e,t,{value:n,enumerable:!0,configurable:!0,writable:!0}):e[t]=n,e}class l{setSize(){let e=arguments.length>0&&void 0!==arguments[0]?arguments[0]:640,t=arguments.length>1&&void 0!==arguments[1]?arguments[1]:480;this.width=e,this.height=t,this.canvas.width=e,this.canvas.height=t,this.gl.viewport(0,0,e,t),this.commonUniforms.resolution.value=[e,t],this.commonUniforms.aspectRatio.value=e/t,this.debug("MiniGL.setSize",{width:e,height:t})}setOrthographicCamera(){let e=arguments.length>0&&void 0!==arguments[0]?arguments[0]:0,t=arguments.length>1&&void 0!==arguments[1]?arguments[1]:0,n=arguments.length>2&&void 0!==arguments[2]?arguments[2]:0,i=arguments.length>3&&void 0!==arguments[3]?arguments[3]:-2e3,s=arguments.length>4&&void 0!==arguments[4]?arguments[4]:2e3;this.commonUniforms.projectionMatrix.value=[2/this.width,0,0,0,0,2/this.height,0,0,0,0,2/(i-s),0,e,t,n,1],this.debug("setOrthographicCamera",this.commonUniforms.projectionMatrix.value)}render(){this.gl.clearColor(0,0,0,0),this.gl.clearDepth(1),this.meshes.forEach(e=>e.draw())}constructor(e,t,n,i=!1){let s=this,a=-1!==document.location.search.toLowerCase().indexOf("debug=webgl");s.canvas=e,s.gl=s.canvas.getContext("webgl",{antialias:!0}),s.meshes=[];let r=s.gl;t&&n&&this.setSize(t,n),s.lastDebugMsg,s.debug=i&&a?function(e){let t=new Date;t-s.lastDebugMsg>1e3&&console.log("---"),console.log(t.toLocaleTimeString()+Array(Math.max(0,32-e.length)).join(" ")+e+": ",...Array.from(arguments).slice(1)),s.lastDebugMsg=t}:()=>{},Object.defineProperties(s,{Material:{enumerable:!1,value:class{attachUniforms(e,t){let n=this;void 0===e?Object.entries(t).forEach(e=>{let[t,i]=e;n.attachUniforms(t,i)}):"array"==t.type?t.value.forEach((t,i)=>n.attachUniforms("".concat(e,"[").concat(i,"]"),t)):"struct"==t.type?Object.entries(t.value).forEach(t=>{let[i,s]=t;return n.attachUniforms("".concat(e,".").concat(i),s)}):(s.debug("Material.attachUniforms",{name:e,uniform:t}),n.uniformInstances.push({uniform:t,location:r.getUniformLocation(n.program,e)}))}constructor(e,t,n={}){function i(e,t){let n=r.createShader(e);return r.shaderSource(n,t),r.compileShader(n),r.getShaderParameter(n,r.COMPILE_STATUS)||console.error(r.getShaderInfoLog(n)),s.debug("Material.compileShaderSource",{source:t}),n}function a(e,t){return Object.entries(e).map(e=>{let[n,i]=e;return i.getDeclaration(n,t)}).join("\n")}this.uniforms=n,this.uniformInstances=[];let o="\n              precision highp float;\n            ";this.vertexSource="\n              ".concat(o,"\n              attribute vec4 position;\n              attribute vec2 uv;\n              attribute vec2 uvNorm;\n              ").concat(a(s.commonUniforms,"vertex"),"\n              ").concat(a(n,"vertex"),"\n              ").concat(e,"\n            "),this.Source="\n              ".concat(o,"\n              ").concat(a(s.commonUniforms,"fragment"),"\n              ").concat(a(n,"fragment"),"\n              ").concat(t,"\n            "),this.vertexShader=i(r.VERTEX_SHADER,this.vertexSource),this.fragmentShader=i(r.FRAGMENT_SHADER,this.Source),this.program=r.createProgram(),r.attachShader(this.program,this.vertexShader),r.attachShader(this.program,this.fragmentShader),r.linkProgram(this.program),r.getProgramParameter(this.program,r.LINK_STATUS)||console.error(r.getProgramInfoLog(this.program)),r.useProgram(this.program),this.attachUniforms(void 0,s.commonUniforms),this.attachUniforms(void 0,this.uniforms)}}},Uniform:{enumerable:!1,value:class{update(e){void 0!==this.value&&r["uniform".concat(this.typeFn)](e,0===this.typeFn.indexOf("Matrix")?this.transpose:this.value,0===this.typeFn.indexOf("Matrix")?this.value:null)}getDeclaration(e,t,n){if(this.excludeFrom!==t){if("array"===this.type)return this.value[0].getDeclaration(e,t,this.value.length)+"\nconst int ".concat(e,"_length = ").concat(this.value.length,";");if("struct"===this.type){let i=e.replace("u_","");return i=i.charAt(0).toUpperCase()+i.slice(1),"uniform struct ".concat(i," \n                                  {\n")+Object.entries(this.value).map(e=>{let[n,i]=e;return i.getDeclaration(n,t).replace(/^uniform/,"")}).join("")+"\n} ".concat(e).concat(n>0?"[".concat(n,"]"):"",";")}
1return"uniform ".concat(this.type," ").concat(e).concat(n>0?"[".concat(n,"]"):"",";")}}constructor(e){this.type="float",Object.assign(this,e),this.typeFn=({float:"1f",int:"1i",vec2:"2fv",vec3:"3fv",vec4:"4fv",mat4:"Matrix4fv"})[this.type]||"1f",this.update()}}},PlaneGeometry:{enumerable:!1,value:class{setTopology(){let e=arguments.length>0&&void 0!==arguments[0]?arguments[0]:1,t=arguments.length>1&&void 0!==arguments[1]?arguments[1]:1;this.xSegCount=e,this.ySegCount=t,this.vertexCount=(this.xSegCount+1)*(this.ySegCount+1),this.quadCount=this.xSegCount*this.ySegCount*2,this.attributes.uv.values=new Float32Array(2*this.vertexCount),this.attributes.uvNorm.values=new Float32Array(2*this.vertexCount),this.attributes.index.values=new Uint16Array(3*this.quadCount);for(let e=0;e<=this.ySegCount;e++)for(let t=0;t<=this.xSegCount;t++){let n=e*(this.xSegCount+1)+t;if(this.attributes.uv.values[2*n]=t/this.xSegCount,this.attributes.uv.values[2*n+1]=1-e/this.ySegCount,this.attributes.uvNorm.values[2*n]=t/this.xSegCount*2-1,this.attributes.uvNorm.values[2*n+1]=1-e/this.ySegCount*2,t<this.xSegCount&&e<this.ySegCount){let i=e*this.xSegCount+t;this.attributes.index.values[6*i]=n,this.attributes.index.values[6*i+1]=n+1+this.xSegCount,this.attributes.index.values[6*i+2]=n+1,this.attributes.index.values[6*i+3]=n+1,this.attributes.index.values[6*i+4]=n+1+this.xSegCount,this.attributes.index.values[6*i+5]=n+2+this.xSegCount}}this.attributes.uv.update(),this.attributes.uvNorm.update(),this.attributes.index.update(),s.debug("Geometry.setTopology",{uv:this.attributes.uv,uvNorm:this.attributes.uvNorm,index:this.attributes.index})}setSize(){let e=arguments.length>0&&void 0!==arguments[0]?arguments[0]:1,t=arguments.length>1&&void 0!==arguments[1]?arguments[1]:1,n=arguments.length>2&&void 0!==arguments[2]?arguments[2]:"xz";this.width=e,this.height=t,this.orientation=n,this.attributes.position.values&&this.attributes.position.values.length===3*this.vertexCount||(this.attributes.position.values=new Float32Array(3*this.vertexCount));let i=-(e/2),a=-(t/2),r=e/this.xSegCount,o=t/this.ySegCount;for(let e=0;e<=this.ySegCount;e++){let t=a+e*o;for(let s=0;s<=this.xSegCount;s++){let a=i+s*r,o=e*(this.xSegCount+1)+s;this.attributes.position.values[3*o+"xyz".indexOf(n[0])]=a,this.attributes.position.values[3*o+"xyz".indexOf(n[1])]=-t}}this.attributes.position.update(),s.debug("Geometry.setSize",{position:this.attributes.position})}constructor(e,t,n,i,a){r.createBuffer(),this.attributes={position:new s.Attribute({target:r.ARRAY_BUFFER,size:3}),uv:new s.Attribute({target:r.ARRAY_BUFFER,size:2}),uvNorm:new s.Attribute({target:r.ARRAY_BUFFER,size:2}),index:new s.Attribute({target:r.ELEMENT_ARRAY_BUFFER,size:3,type:r.UNSIGNED_SHORT})},this.setTopology(n,i),this.setSize(e,t,a)}}},Mesh:{enumerable:!1,value:class{draw(){r.useProgram(this.material.program),this.material.uniformInstances.forEach(e=>{let{uniform:t,location:n}=e;return t.update(n)}),this.attributeInstances.forEach(e=>{let{attribute:t,location:n}=e;return t.use(n)}),r.drawElements(this.wireframe?r.LINES:r.TRIANGLES,this.geometry.attributes.index.values.length,r.UNSIGNED_SHORT,0)}remove(){s.meshes=s.meshes.filter(e=>e!=this)}constructor(e,t){let n=this;n.geometry=e,n.material=t,n.wireframe=!1,n.attributeInstances=[],Object.entries(n.geometry.attributes).forEach(e=>{let[t,i]=e;n.attributeInstances.push({attribute:i,location:i.attach(t,n.material.program)})}),s.meshes.push(n),s.debug("Mesh.constructor",{mesh:n})}}},Attribute:{enumerable:!1,value:class{update(){void 0!==this.values&&(r.bindBuffer(this.target,this.buffer),r.bufferData(this.target,this.values,r.STATIC_DRAW))}attach(e,t){let n=r.getAttribLocation(t,e);return this.target===r.ARRAY_BUFFER&&(r.enableVertexAttribArray(n),r.vertexAttribPointer(n,this.size,this.type,this.normalized,0,0)),n}use(e){r.bindBuffer(this.target,this.buffer),this.target===r.ARRAY_BUFFER&&(r.enableVertexAttribArray(e),r.vertexAttribPointer(e,this.size,this.type,this.normalized,0,0))}constructor(e){this.type=r.FLOAT,this.normalized=!1,this.buffer=r.createBuffer(),Object.assign(this,e),this.update()}}}});let o=[1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1];s.commonUniforms={projectionMatrix:new s.Uniform({type:"mat4",value:o}),modelViewMatrix:new s.Uniform({type:"mat4",value:o}),resolution:new s.Uniform({type:"vec2",value:[1,1]}),aspectRatio:new s.Uniform({type:"float",value:1})}}}class c{async connect(){this.shaderFiles={vertex:"varying vec3 v_color;\n\nvoid main() {\n  float time = u_time * u_global.noiseSpeed;\n\n  vec2 noiseCoord = resolution * uvNorm * u_global.noiseFreq;
1\n\n  vec2 st = 1. - uvNorm.xy;\n\n  //\n  // Tilting the plane\n  //\n\n  // Front-to-back tilt\n  float tilt = resolution.y / 2.0 * uvNorm.y;\n\n  // Left-to-right angle\n  float incline = resolution.x * uvNorm.x / 2.0 * u_vertDeform.incline;\n\n  // Up-down shift to offset incline\n  float offset = resolution.x / 2.0 * u_vertDeform.incline * mix(u_vertDeform.offsetBottom, u_vertDeform.offsetTop, uv.y);\n\n  //\n  // Vertex noise\n  //\n\n  float noise = snoise(vec3(\n    noiseCoord.x * u_vertDeform.noiseFreq.x + time * u_vertDeform.noiseFlow,\n    noiseCoord.y * u_vertDeform.noiseFreq.y,\n    time * u_vertDeform.noiseSpeed + u_vertDeform.noiseSeed\n  )) * u_vertDeform.noiseAmp;\n\n  // Fade noise to zero at edges\n  noise *= 1.0 - pow(abs(uvNorm.y), 2.0);\n\n  // Clamp to 0\n  noise = max(0.0, noise);\n\n  vec3 pos = vec3(\n    position.x,\n    position.y + tilt + incline + noise - offset,\n    position.z\n  );\n\n  //\n  // Vertex color, to be passed to fragment shader\n  //\n\n  if (u_active_colors[0] == 1.) {\n    v_color = u_baseColor;\n  }\n\n  for (int i = 0; i < u_waveLayers_length; i++) {\n    if (u_active_colors[i + 1] == 1.) {\n      WaveLayers layer = u_waveLayers[i];\n\n      float noise = smoothstep(\n        layer.noiseFloor,\n        layer.noiseCeil,\n        snoise(vec3(\n          noiseCoord.x * layer.noiseFreq.x + time * layer.noiseFlow,\n          noiseCoord.y * layer.noiseFreq.y,\n          time * layer.noiseSpeed + layer.noiseSeed\n        )) / 2.0 + 0.5\n      );\n\n      v_color = blendNormal(v_color, layer.color, pow(noise, 4.));\n    }\n  }\n\n  //\n  // Finish\n  //\n\n  gl_Position = projectionMatrix * modelViewMatrix * vec4(pos, 1.0);\n}",noise:"//\n// Description : Array and textureless GLSL 2D/3D/4D simplex\n//               noise functions.\n//      Author : Ian McEwan, Ashima Arts.\n//  Maintainer : stegu\n//     Lastmod : 20110822 (ijm)\n//     License : Copyright (C) 2011 Ashima Arts. All rights reserved.\n//               Distributed under the MIT License. See LICENSE file.\n//               https://github.com/ashima/webgl-noise\n//               https://github.com/stegu/webgl-noise\n//\n\nvec3 mod289(vec3 x) {\n  return x - floor(x * (1.0 / 289.0)) * 289.0;\n}\n\nvec4 mod289(vec4 x) {\n  return x - floor(x * (1.0 / 289.0)) * 289.0;\n}\n\nvec4 permute(vec4 x) {\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\nfloat snoise(vec3 v)\n{\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\n// First corner\n  vec3 i  = floor(v + dot(v, C.yyy) );\n  vec3 x0 =   v - i + dot(i, C.xxx) ;\n\n// Other corners\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  //   x0 = x0 - 0.0 + 0.0 * C.xxx;\n  //   x1 = x0 - i1  + 1.0 * C.xxx;\n  //   x2 = x0 - i2  + 2.0 * C.xxx;\n  //   x3 = x0 - 1.0 + 3.0 * C.xxx;\n  vec3 x1 = x0 - i1 + C.xxx;\n  vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y\n  vec3 x3 = x0 - D.yyy;      // -1.0+3.0*C.x = -0.5 = -D.y\n\n// Permutations\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// Gradients: 7x7 points over a square, mapped onto an octahedron.\n// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)\n  float n_ = 0.142857142857; // 1.0/7.0\n  vec3  ns = n_ * D.wyz - D.xzx;\n\n  vec4 j = p - 49.0 * floor(p * ns.z * ns.z);  //  mod(p,7*7)\n\n  vec4 x_ = floor(j * ns.z);\n  vec4 y_ = floor(j - 7.0 * x_ );    // mod(j,N)\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\n  //vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0;\n  //vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;\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//Normalise gradients\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// Mix final noise value\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;
1\n  return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1),\n                                dot(p2,x2), dot(p3,x3) ) );\n}",blend:"//\n// https://github.com/jamieowen/glsl-blend\n//\n\n// Normal\n\nvec3 blendNormal(vec3 base, vec3 blend) {\n	return blend;\n}\n\nvec3 blendNormal(vec3 base, vec3 blend, float opacity) {\n	return (blendNormal(base, blend) * opacity + base * (1.0 - opacity));\n}\n\n// Screen\n\nfloat blendScreen(float base, float blend) {\n	return 1.0-((1.0-base)*(1.0-blend));\n}\n\nvec3 blendScreen(vec3 base, vec3 blend) {\n	return vec3(blendScreen(base.r,blend.r),blendScreen(base.g,blend.g),blendScreen(base.b,blend.b));\n}\n\nvec3 blendScreen(vec3 base, vec3 blend, float opacity) {\n	return (blendScreen(base, blend) * opacity + base * (1.0 - opacity));\n}\n\n// Multiply\n\nvec3 blendMultiply(vec3 base, vec3 blend) {\n	return base*blend;\n}\n\nvec3 blendMultiply(vec3 base, vec3 blend, float opacity) {\n	return (blendMultiply(base, blend) * opacity + base * (1.0 - opacity));\n}\n\n// Overlay\n\nfloat blendOverlay(float base, float blend) {\n	return base<0.5?(2.0*base*blend):(1.0-2.0*(1.0-base)*(1.0-blend));\n}\n\nvec3 blendOverlay(vec3 base, vec3 blend) {\n	return vec3(blendOverlay(base.r,blend.r),blendOverlay(base.g,blend.g),blendOverlay(base.b,blend.b));\n}\n\nvec3 blendOverlay(vec3 base, vec3 blend, float opacity) {\n	return (blendOverlay(base, blend) * opacity + base * (1.0 - opacity));\n}\n\n// Hard light\n\nvec3 blendHardLight(vec3 base, vec3 blend) {\n	return blendOverlay(blend,base);\n}\n\nvec3 blendHardLight(vec3 base, vec3 blend, float opacity) {\n	return (blendHardLight(base, blend) * opacity + base * (1.0 - opacity));\n}\n\n// Soft light\n\nfloat blendSoftLight(float base, float blend) {\n	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));\n}\n\nvec3 blendSoftLight(vec3 base, vec3 blend) {\n	return vec3(blendSoftLight(base.r,blend.r),blendSoftLight(base.g,blend.g),blendSoftLight(base.b,blend.b));\n}\n\nvec3 blendSoftLight(vec3 base, vec3 blend, float opacity) {\n	return (blendSoftLight(base, blend) * opacity + base * (1.0 - opacity));\n}\n\n// Color dodge\n\nfloat blendColorDodge(float base, float blend) {\n	return (blend==1.0)?blend:min(base/(1.0-blend),1.0);\n}\n\nvec3 blendColorDodge(vec3 base, vec3 blend) {\n	return vec3(blendColorDodge(base.r,blend.r),blendColorDodge(base.g,blend.g),blendColorDodge(base.b,blend.b));\n}\n\nvec3 blendColorDodge(vec3 base, vec3 blend, float opacity) {\n	return (blendColorDodge(base, blend) * opacity + base * (1.0 - opacity));\n}\n\n// Color burn\n\nfloat blendColorBurn(float base, float blend) {\n	return (blend==0.0)?blend:max((1.0-((1.0-base)/blend)),0.0);\n}\n\nvec3 blendColorBurn(vec3 base, vec3 blend) {\n	return vec3(blendColorBurn(base.r,blend.r),blendColorBurn(base.g,blend.g),blendColorBurn(base.b,blend.b));\n}\n\nvec3 blendColorBurn(vec3 base, vec3 blend, float opacity) {\n	return (blendColorBurn(base, blend) * opacity + base * (1.0 - opacity));\n}\n\n// Vivid Light\n\nfloat blendVividLight(float base, float blend) {\n	return (blend<0.5)?blendColorBurn(base,(2.0*blend)):blendColorDodge(base,(2.0*(blend-0.5)));\n}\n\nvec3 blendVividLight(vec3 base, vec3 blend) {\n	return vec3(blendVividLight(base.r,blend.r),blendVividLight(base.g,blend.g),blendVividLight(base.b,blend.b));\n}\n\nvec3 blendVividLight(vec3 base, vec3 blend, float opacity) {\n	return (blendVividLight(base, blend) * opacity + base * (1.0 - opacity));\n}\n\n// Lighten\n\nfloat blendLighten(float base, float blend) {\n	return max(blend,base);\n}\n\nvec3 blendLighten(vec3 base, vec3 blend) {\n	return vec3(blendLighten(base.r,blend.r),blendLighten(base.g,blend.g),blendLighten(base.b,blend.b));\n}\n\nvec3 blendLighten(vec3 base, vec3 blend, float opacity) {\n	return (blendLighten(base, blend) * opacity + base * (1.0 - opacity));\n}\n\n// Linear burn\n\nfloat blendLinearBurn(float base, float blend) {\n	// Note : Same implementation as BlendSubtractf\n	return max(base+blend-1.0,0.0);\n}
1\n\nvec3 blendLinearBurn(vec3 base, vec3 blend) {\n	// Note : Same implementation as BlendSubtract\n	return max(base+blend-vec3(1.0),vec3(0.0));\n}\n\nvec3 blendLinearBurn(vec3 base, vec3 blend, float opacity) {\n	return (blendLinearBurn(base, blend) * opacity + base * (1.0 - opacity));\n}\n\n// Linear dodge\n\nfloat blendLinearDodge(float base, float blend) {\n	// Note : Same implementation as BlendAddf\n	return min(base+blend,1.0);\n}\n\nvec3 blendLinearDodge(vec3 base, vec3 blend) {\n	// Note : Same implementation as BlendAdd\n	return min(base+blend,vec3(1.0));\n}\n\nvec3 blendLinearDodge(vec3 base, vec3 blend, float opacity) {\n	return (blendLinearDodge(base, blend) * opacity + base * (1.0 - opacity));\n}\n\n// Linear light\n\nfloat blendLinearLight(float base, float blend) {\n	return blend<0.5?blendLinearBurn(base,(2.0*blend)):blendLinearDodge(base,(2.0*(blend-0.5)));\n}\n\nvec3 blendLinearLight(vec3 base, vec3 blend) {\n	return vec3(blendLinearLight(base.r,blend.r),blendLinearLight(base.g,blend.g),blendLinearLight(base.b,blend.b));\n}\n\nvec3 blendLinearLight(vec3 base, vec3 blend, float opacity) {\n	return (blendLinearLight(base, blend) * opacity + base * (1.0 - 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