{"version":2,"baseVals":{"rating":2,"gammaadj":1.98,"decay":0.5,"echo_zoom":1,"echo_alpha":0.5,"echo_orient":3,"wave_mode":6,"additivewave":1,"wave_thick":1,"modwavealphabyvolume":1,"wave_brighten":0,"darken":1,"wave_a":0.312,"wave_scale":1.229,"wave_smoothing":0,"wave_mystery":0.2,"modwavealphastart":0.71,"modwavealphaend":1.3,"warpanimspeed":1.459,"warpscale":2.007,"zoom":0.9999,"warp":0.01,"sx":0.9999,"wave_r":0,"wave_g":0,"wave_b":0,"ob_size":0,"ob_a":0.7,"ib_size":0.26,"mv_x":64,"mv_y":48,"mv_l":1.85,"mv_r":0.5,"mv_g":0.5,"mv_b":0.5,"mv_a":0,"b1ed":0},"shapes":[{"baseVals":{"sides":14,"thickoutline":1,"x":0.6,"y":0.8,"rad":0.0467,"ang":1.5708,"tex_zoom":0.53907,"a":0.4,"g2":0,"a2":0.5,"border_b":0,"border_a":0,"enabled":0},"init_eqs_eel":"","frame_eqs_eel":""},{"baseVals":{"sides":34,"num_inst":22,"x":0.9,"y":0.9,"rad":0.03645,"ang":1.5708,"tex_zoom":2.45597,"g":1,"b":1,"r2":1,"b2":1,"border_r":0.5,"border_g":0.5,"border_b":0.5,"border_a":0,"enabled":0},"init_eqs_eel":"","frame_eqs_eel":""},{"baseVals":{"enabled":1,"sides":63,"x":0.123,"y":0,"rad":0.01861,"tex_zoom":0.49981,"g":1,"r2":1,"b2":1,"border_r":0.5,"border_g":0.5,"border_b":0.5,"border_a":0},"init_eqs_eel":"","frame_eqs_eel":""},{"baseVals":{"sides":63,"num_inst":91,"y":0.6,"rad":0.11157,"tex_zoom":0.49981,"g":1,"b":1,"r2":1,"b2":1,"border_r":0.5,"border_g":0.5,"border_b":0.5,"border_a":0,"enabled":0},"init_eqs_eel":"","frame_eqs_eel":""}],"waves":[{"baseVals":{"samples":172,"thick":1,"additive":1,"scaling":0.89152,"smoothing":0,"a":0.6,"enabled":0},"init_eqs_eel":"","frame_eqs_eel":"trig = q11;\n\nini  = trig*rand(1000) + bnot(trig)*ini;\nt1 = ini;\nt2 = ini;\n\nx0 = trig* (rand(100)-50) + bnot(trig)*x0;\ny0 = trig* (rand(100)-50) + bnot(trig)*y0;\n\nt3 = x0;\nt4 = y0;\n\n//t3 = 10; t4 = 10;\n\n\n\n","point_eqs_eel":"x0 = .8; y0 = .2;\n\n\nx = x0 + .02*-q3*sin(sample*6.28);\ny = y0 + .02*q4*sin(sample*6.28);\n\na = .1 + above(sample,.5)*.8;"},{"baseVals":{"usedots":1,"additive":1,"scaling":0.01,"smoothing":0,"enabled":0},"init_eqs_eel":"","frame_eqs_eel":"trig = q12;\n\nini  = trig*rand(1000) + bnot(trig)*ini;\nt1 = ini;\nt2 = ini;\n\nx0 = trig* (rand(100)-50) + bnot(trig)*x0;\ny0 = trig* (rand(100)-50) + bnot(trig)*y0;\n\nt3 = x0;\nt4 = y0;\n\n//t3 = 10; t4 = 10;\n","point_eqs_eel":""},{"baseVals":{"usedots":1,"scaling":0.89152,"smoothing":0.82,"a":0.1,"enabled":0},"init_eqs_eel":"","frame_eqs_eel":"trig = q13;\n\nini  = trig*rand(1000) + bnot(trig)*ini;\nt1 = ini;\nt2 = ini;\n\nx0 = trig* (rand(100)-50) + bnot(trig)*x0;\ny0 = trig* (rand(100)-50) + bnot(trig)*y0;\n\nt3 = x0;\nt4 = y0;\n\n//t3 = 10; t4 = 10;\n","point_eqs_eel":""},{"baseVals":{"spectrum":1,"usedots":1,"enabled":0},"init_eqs_eel":"","frame_eqs_eel":"","point_eqs_eel":""}],"init_eqs_eel":"t0a = time; t0 = time+.5;\n//sdev = .01;\n//spb_ = .5; spb = .51;\np1 = 0; p2 = 0;\nheight = 1.5;\nspeed = .2;\np1 = rand(100); p2 = rand(100); //starting pos\nsidestep = (rand(10)-5)/20;","frame_eqs_eel":"dec_m = pow (0.85, 30/fps); dec_s = pow (0.96, 30/fps); dec_f = pow (0.7, 30/fps);\n\nbeat = bass+mid+treb; \navg = avg*dec_s + beat*(1-dec_s);\nis_beat = above(beat, .2+avg+peak) * above (time, t0+.2);\nt0 = is_beat*time + (1-is_beat)*t0;\npeak = is_beat * beat + (1-is_beat)*peak*dec_m;\nindex = (index + is_beat) %16;\nindex2 = (index2 + is_beat*bnot(index))%8;\nhpeak = hpeak*dec_f + above(peak,6)*is_beat;\n\nq20 = vol_;\nq22 = max(0,peak-.0)+.01;\nq24 = is_beat;\nq27 = index +1;\n\n//*********** Tele****************\ntele = 18*(sin(time/14+(p1-p2)/73)-.75);\nq29 = max(min(tele,1),0);\nob_size= (q29 - max(min(tele-1,1),0))/2 ;\nq29 = q29*3+1;\n\ntrig = is_beat*below(rand(100),2*avg);\nran1 = ran1 + trig*(rand(100)/50-1)*1; //dir\n\ntrig = is_beat*below(rand(100),10);\nran2 = ran2*bnot(trig) + trig*(rand(100)/50-1.1); //vdir\nmonitor = ran2;\ntrig = is_beat*below(rand(100),5*avg);\nran3 = ran3*bnot(trig) + trig*(avg/32+.05); //speed\n\nspeed = speed + 1/fps*(max(min(ran3+(q29-1)/6-speed,.05),-.05));\n//speed = -.0;\nrota =  0;\n\nddir = ddir *dec_s + (1-dec_s)*(ran1*2-dir);\n//ddir = 61/fps; vdir = 0;\nddir_ = ddir_ *dec_s + ddir *(1-dec_s);\ndir = dir + ddir_/fps*abs(speed) ;\n//dir = 0;\n//dir = dir + sin(time/2)/fps*above(sin(time/2),0);\nq9 = dir;\n\nvdir1 = vdir1*dec_s + (1-dec_s)*(ran2)/fps*8;\nvdir = vdir*dec_s + (1-dec_s)*vdir1;\nvdir =  if (below(vdir,0), vdir*if(below(height,3),1-pow(height-3,2)/4,1),vdir);\nvdir =  if (above(vdir,0), vdir*if(above(height,4),1-pow(height-4,2)/4,1),vdir);\n\nheight = height + speed/fps * vdir*16;\nheight = min(max(height,1),6);\n\nq7 = vdir; //Blick vertikal; verschiebt nur uv1.y\nq8 = if (above(vdir,0),height,height-4*vdir); //Flughoehe; \n\n\n//***** Tilt\n//q1 = cos(ddir*20*speed);\n//q2 = sin(-ddir*20*speed);\n//q1 = 1; q2 = 0;\n//***** moving direction\n\nq3 = cos(dir);\nq4 = sin(dir);\n\n//***** x-y-Position\np1 = p1 + q3/fps*speed*cos(vdir);\np2 = p2 + q4/fps*speed*cos(vdir);\n\nq5 = -p2+time*sidestep;\nq6 = p1;\n\n//*******landscape\nq10 = .4*sin(time/77+(p1+p2)/47)-.1; // cloud density, -1 bis .5\nq11 = .8 + cos(p1/11)/3; //rock smooth/-brightness, 0.5 - 3; //use for daylight ?#\nq12 = 0.5 + .3 * sin(time/22+p1/37); //hormask;\nq13 = .1+.3*sin(p1/3); // glow; -.4 - max ca 0.4, nicht ersetzen durch lavmod2\nq14 =  (1+cos(p2/5))/3;  //lava structure harshness, 0 bis 1\nq30 = .3*(cos(time/75+p2/123)+1); //horizon brightness (moon effect)\nq31 = .2 + .1 * sin(time/94); //cloud size\nq32 = -.2-sin(time/22)/4; //Planet Y\n//****** daytime\nq15 = abs(sin(time/45+p1/87))-.75; //daytime\n\n// q10 = -.4;\n\n//******sunpos xy\nq16 =  0.2/height; //sky_gnd\n\nq17 = tan(dir/2);\nq18 = q16-q15;\n//*************** flash ****************\nq21 = min(hpeak,1) * rand(10)/10 * below(q15,-.4) * above(q10,.1);\n\n//side = below(speed,.3)*below(q29,2)*below(ddir_,.1)*(index2%3-1);\nrot = -ddir_*speed/2 + rota;\ndx = .5; dy = .25+q7 ;","pixel_eqs_eel":"","warp":"float lav_gnd;\nfloat xlat_mutablecloud;\nfloat xlat_mutablelava;\nfloat xlat_mutablelavmask;\nfloat xlat_mutablelavmod;\nfloat xlat_mutablelprof;\nfloat xlat_mutablelprof2;\nfloat xlat_mutablenoise;\nvec3 xlat_mutableret1;\nvec3 xlat_mutablersl;\nvec3 xlat_mutablersl2;\nfloat xlat_mutablesky_gnd;\nfloat xlat_mutablestone;\nvec2 xlat_mutableuv2;\n shader_body { \n  vec2 tmpvar_1;\n  tmpvar_1.x = q5;\n  tmpvar_1.y = q6;\n  float fl_2;\n  xlat_mutableuv2 = ((uv * aspect.xy) * tele);\n  vec2 uvi_3;\n  uvi_3 = (tele * vec2(0.0, -0.2));\n  vec2 rs_4;\n  float z_5;\n  z_5 = ((2.0 / uvi_3.y) * (q8 - (4.0 * \n    -(q8)\n  )));\n  float tmpvar_6;\n  float tmpvar_7;\n  tmpvar_7 = (32.0 * hordist);\n  tmpvar_6 = clamp (z_5, -0.1, tmpvar_7);\n  z_5 = tmpvar_6;\n  rs_4.x = ((uvi_3.x * 2.0) * tmpvar_6);\n  rs_4.y = tmpvar_6;\n  mat2 tmpvar_8;\n  tmpvar_8[uint(0)].x = q3;\n  float tmpvar_9;\n  tmpvar_9 = -(q4);\n  tmpvar_8[uint(0)].y = tmpvar_9;\n  tmpvar_8[1u].x = q4;\n  tmpvar_8[1u].y = q3;\n  rs_4 = (rs_4 * tmpvar_8);\n  vec3 tmpvar_10;\n  tmpvar_10.xy = ((rs_4 / 64.0) + tmpvar_1);\n  tmpvar_10.z = tmpvar_6;\n  lav_gnd = (((texture (sampler_noise_hq, \n    (tmpvar_10 / 4.0)\n  .xy) * 0.2) / q8) - 0.15).x;\n  vec2 tmpvar_11;\n  tmpvar_11 = (tele * uv);\n  vec2 rs_12;\n  float z_13;\n  z_13 = ((2.0 / tmpvar_11.y) * (q8 - (4.0 * lav_gnd)));\n  float tmpvar_14;\n  tmpvar_14 = clamp (z_13, -0.1, tmpvar_7);\n  z_13 = tmpvar_14;\n  rs_12.x = ((tmpvar_11.x * 2.0) * tmpvar_14);\n  rs_12.y = tmpvar_14;\n  mat2 tmpvar_15;\n  tmpvar_15[uint(0)].x = q3;\n  tmpvar_15[uint(0)].y = tmpvar_9;\n  tmpvar_15[1u].x = q4;\n  tmpvar_15[1u].y = q3;\n  rs_12 = (rs_12 * tmpvar_15);\n  vec3 tmpvar_16;\n  tmpvar_16.xy = ((rs_12 / 64.0) + tmpvar_1);\n  tmpvar_16.z = tmpvar_14;\n  xlat_mutablelprof = (texture (sampler_noise_hq, (tmpvar_16.xy / 4.0)) - 0.75).x;\n  xlat_mutablelprof = (xlat_mutablelprof + (texture (sampler_noise_hq, (tmpvar_16.xy / 2.0)) / 2.0).x);\n  lav_gnd = (lav_gnd - ((xlat_mutablelprof / 3.0) * 0.2));\n  vec2 rs_17;\n  float z_18;\n  z_18 = ((2.0 / tmpvar_11.y) * (q8 - (4.0 * lav_gnd)));\n  float tmpvar_19;\n  tmpvar_19 = clamp (z_18, -0.1, tmpvar_7);\n  z_18 = tmpvar_19;\n  rs_17.x = ((tmpvar_11.x * 2.0) * tmpvar_19);\n  rs_17.y = tmpvar_19;\n  mat2 tmpvar_20;\n  tmpvar_20[uint(0)].x = q3;\n  tmpvar_20[uint(0)].y = tmpvar_9;\n  tmpvar_20[1u].x = q4;\n  tmpvar_20[1u].y = q3;\n  rs_17 = (rs_17 * tmpvar_20);\n  vec3 tmpvar_21;\n  tmpvar_21.xy = ((rs_17 / 64.0) + tmpvar_1);\n  tmpvar_21.z = tmpvar_19;\n  xlat_mutablelprof = (texture (sampler_noise_hq, (tmpvar_21.xy / 4.0)) - 0.75).x;\n  xlat_mutablelprof = (xlat_mutablelprof + (texture (sampler_noise_hq, (tmpvar_21.xy / 2.0)) / 2.0).x);\n  lav_gnd = (lav_gnd - ((xlat_mutablelprof / 3.0) * 0.2));\n  vec2 rs_22;\n  float z_23;\n  z_23 = ((2.0 / tmpvar_11.y) * (q8 - (4.0 * lav_gnd)));\n  float tmpvar_24;\n  tmpvar_24 = clamp (z_23, -0.1, tmpvar_7);\n  z_23 = tmpvar_24;\n  rs_22.x = ((tmpvar_11.x * 2.0) * tmpvar_24);\n  rs_22.y = tmpvar_24;\n  mat2 tmpvar_25;\n  tmpvar_25[uint(0)].x = q3;\n  tmpvar_25[uint(0)].y = tmpvar_9;\n  tmpvar_25[1u].x = q4;\n  tmpvar_25[1u].y = q3;\n  rs_22 = (rs_22 * tmpvar_25);\n  vec3 tmpvar_26;\n  tmpvar_26.xy = ((rs_22 / 64.0) + tmpvar_1);\n  tmpvar_26.z = tmpvar_24;\n  xlat_mutablelprof = (texture (sampler_noise_hq, (tmpvar_26.xy / 4.0)) - 0.75).x;\n  xlat_mutablelprof = (xlat_mutablelprof + (texture (sampler_noise_hq, (tmpvar_26.xy / 2.0)) / 2.0).x);\n  lav_gnd = (lav_gnd - ((xlat_mutablelprof / 3.0) * 0.2));\n  xlat_mutablelavmod = (texture (sampler_noise_hq, vec2((tmpvar_26.x / 16.0))) - 0.5).x;\n  xlat_mutablelprof = (xlat_mutablelprof + xlat_mutablelavmod);\n  xlat_mutablersl2 = (tmpvar_26 + vec3(0.0, 0.03, 0.0));\n  xlat_mutablelprof2 = (texture (sampler_noise_hq, (xlat_mutablersl2.xy / 4.0)) - 0.75).x;\n  xlat_mutablelprof2 = (xlat_mutablelprof2 + (texture (sampler_noise_hq, (xlat_mutablersl2.xy / 2.0)) / 2.0).x);\n  xlat_mutablelprof2 = (xlat_mutablelprof2 + xlat_mutablelavmod);\n  vec2 x_27;\n  x_27 = (xlat_mutableuv2 - sunpos);\n  vec2 rs_28;\n  float z_29;\n  float tmpvar_30;\n  tmpvar_30 = (10.0 - q8);\n  z_29 = (tmpvar_30 / (tmpvar_11.y - sky_gnd));\n  float tmpvar_31;\n  tmpvar_31 = clamp (z_29, -150.0, 16.0);\n  z_29 = tmpvar_31;\n  rs_28.x = ((tmpvar_11.x * 2.0) * tmpvar_31);\n  rs_28.y = tmpvar_31;\n  mat2 tmpvar_32;\n  tmpvar_32[uint(0)].x = q3;\n  tmpvar_32[uint(0)].y = tmpvar_9;\n  tmpvar_32[1u].x = q4;\n  tmpvar_32[1u].y = q3;\n  rs_28 = (rs_28 * tmpvar_32);\n  vec3 tmpvar_33;\n  tmpvar_33.xy = ((-(rs_28) / 64.0) + (tmpvar_1 / 4.0));\n  tmpvar_33.z = tmpvar_31;\n  vec3 uvi_34;\n  uvi_34.xy = tmpvar_33.xy;\n  uvi_34.z = 0.0;\n  xlat_mutablesky_gnd = (sky_gnd - ((\n    clamp ((mix (dot (texture (sampler_noisevol_hq, uvi_34), vec4(0.32, 0.49, 0.29, 0.0)), dot (texture (sampler_noisevol_hq, \n      (uvi_34 * 4.0)\n    ), vec4(0.32, 0.49, 0.29, 0.0)), q31) - q10), 0.0, 1.0)\n   / tmpvar_31) * 2.0));\n  vec2 rs_35;\n  float z_36;\n  z_36 = (tmpvar_30 / (tmpvar_11.y - xlat_mutablesky_gnd));\n  float tmpvar_37;\n  tmpvar_37 = clamp (z_36, -150.0, 16.0);\n  z_36 = tmpvar_37;\n  rs_35.x = ((tmpvar_11.x * 2.0) * tmpvar_37);\n  rs_35.y = tmpvar_37;\n  mat2 tmpvar_38;\n  tmpvar_38[uint(0)].x = q3;\n  tmpvar_38[uint(0)].y = tmpvar_9;\n  tmpvar_38[1u].x = q4;\n  tmpvar_38[1u].y = q3;\n  rs_35 = (rs_35 * tmpvar_38);\n  vec3 tmpvar_39;\n  tmpvar_39.xy = ((-(rs_35) / 64.0) + (tmpvar_1 / 4.0));\n  tmpvar_39.z = tmpvar_37;\n  vec3 uvi_40;\n  uvi_40.xy = tmpvar_39.xy;\n  uvi_40.z = 0.0;\n  float tmpvar_41;\n  tmpvar_41 = clamp ((mix (\n    dot (texture (sampler_noisevol_hq, uvi_40), vec4(0.32, 0.49, 0.29, 0.0))\n  , \n    dot (texture (sampler_noisevol_hq, (uvi_40 * 4.0)), vec4(0.32, 0.49, 0.29, 0.0))\n  , q31) - q10), 0.0, 1.0);\n  xlat_mutablesky_gnd = (xlat_mutablesky_gnd - ((tmpvar_41 / tmpvar_37) * 2.0));\n  vec2 rs_42;\n  float z_43;\n  z_43 = ((2.0 / tmpvar_11.y) * (q8 - (4.0 * lav_gnd)));\n  float tmpvar_44;\n  tmpvar_44 = clamp (z_43, -0.1, tmpvar_7);\n  z_43 = tmpvar_44;\n  rs_42.x = ((tmpvar_11.x * 2.0) * tmpvar_44);\n  rs_42.y = tmpvar_44;\n  mat2 tmpvar_45;\n  tmpvar_45[uint(0)].x = q3;\n  tmpvar_45[uint(0)].y = tmpvar_9;\n  tmpvar_45[1u].x = q4;\n  tmpvar_45[1u].y = q3;\n  rs_42 = (rs_42 * tmpvar_45);\n  vec3 tmpvar_46;\n  tmpvar_46.xy = ((rs_42 / 64.0) + tmpvar_1);\n  tmpvar_46.z = tmpvar_44;\n  xlat_mutablersl = (8.0 * tmpvar_46);\n  vec3 uvi_47;\n  uvi_47.xy = xlat_mutablersl.xy;\n  float z_48;\n  float k3_49;\n  float k2_50;\n  z_48 = (xlat_mutablersl.z / 2048.0);\n  float tmpvar_51;\n  tmpvar_51 = clamp ((1.0 - (z_48 / 2.0)), 0.0, 1.0);\n  k2_50 = (clamp ((1.0 - \n    (z_48 * 2.0)\n  ), 0.0, 1.0) / 2.0);\n  k3_49 = (clamp ((1.0 - \n    (z_48 * 4.0)\n  ), 0.0, 1.0) / 4.0);\n  uvi_47.z = (0.01 * time);\n  xlat_mutablenoise = ((pow (\n    ((((\n      dot (texture (sampler_noisevol_hq, (uvi_47 * float((tmpvar_51 >= 0.0)))), vec4(0.32, 0.49, 0.29, 0.0))\n     * tmpvar_51) + (\n      dot (texture (sampler_noisevol_hq, ((uvi_47 * 2.0) * float((k2_50 >= 0.0)))), vec4(0.32, 0.49, 0.29, 0.0))\n     * k2_50)) + (dot (texture (sampler_noisevol_hq, \n      ((uvi_47 * 4.0) * float((k3_49 >= 0.0)))\n    ), vec4(0.32, 0.49, 0.29, 0.0)) * k3_49)) - (((tmpvar_51 + k2_50) + k3_49) / 2.0))\n  , q11) / q8) * 2.0);\n  xlat_mutablelava = mix (vec4(0.7, 0.7, 0.7, 0.7), texture (sampler_noise_hq, ((\n    (xlat_mutablersl + (xlat_mutablenoise / 2.0))\n   * rand_preset.x) / 2.0).xy), vec4(q14)).x;\n  xlat_mutablelava = (xlat_mutablelava * mix (xlat_mutablelprof, 1.0, q13));\n  xlat_mutablelava = (xlat_mutablelava * (1.0 + (\n    (pow (texture (sampler_noise_hq, (xlat_mutablelprof + (xlat_mutablersl / 4.0)).xy), vec4(6.0, 6.0, 6.0, 6.0)) * 0.25)\n  .x * texture (sampler_noise_hq, \n    (tmpvar_26 / 16.0)\n  .xy).x)));\n  xlat_mutablestone = ((1.0 - xlat_mutablelava) * xlat_mutablenoise);\n  xlat_mutablelavmask = (clamp ((hordist - \n    (xlat_mutablersl.z / 200.0)\n  ), 0.0, 1.0) * float((xlat_mutablersl.z >= 0.0)));\n  float tmpvar_52;\n  tmpvar_52 = clamp ((1.0 - xlat_mutablelavmask), 0.0, 1.0);\n  float tmpvar_53;\n  tmpvar_53 = clamp (((-16.0 / tmpvar_37) - 0.1), 0.0, 1.0);\n  xlat_mutablecloud = (((1.0 - tmpvar_41) * tmpvar_53) * tmpvar_52);\n  float tmpvar_54;\n  tmpvar_54 = clamp ((1.0 - (5.0 * xlat_mutablecloud)), 0.0, 1.0);\n  float tmpvar_55;\n  tmpvar_55 = (clamp (q15, 0.0, 1.0) + 0.01);\n  float tmpvar_56;\n  tmpvar_56 = clamp (((tmpvar_55 * \n    (0.2 + q30)\n  ) * 3.0), 0.0, 1.0);\n  vec2 tmpvar_57;\n  tmpvar_57.y = 0.1;\n  tmpvar_57.x = q17;\n  vec2 x_58;\n  x_58 = (xlat_mutableuv2 - tmpvar_57);\n  vec2 tmpvar_59;\n  tmpvar_59 = (xlat_mutableuv2 - planpos);\n  float tmpvar_60;\n  tmpvar_60 = (12.0 * sqrt(dot (tmpvar_59, tmpvar_59)));\n  vec2 tmpvar_61;\n  tmpvar_61 = ((sin(tmpvar_60) / cos(tmpvar_60)) * normalize(tmpvar_59));\n  float tmpvar_62;\n  tmpvar_62 = clamp ((32.0 - (22.0 * tmpvar_60)), 0.0, 1.0);\n  vec3 tmpvar_63;\n  tmpvar_63 = ((1.0 + slow_roam_cos) / 2.0).xyz;\n  xlat_mutableret1 = ((tmpvar_56 / sqrt(\n    dot (x_58, x_58)\n  )) * tmpvar_63);\n  xlat_mutableret1 = (xlat_mutableret1 + (clamp (\n    (0.02 / sqrt(dot (x_27, x_27)))\n  , 0.0, 1.0) * tmpvar_54));\n  xlat_mutableret1 = (xlat_mutableret1 * tmpvar_52);\n  float t_64;\n  t_64 = (0.1 + q13);\n  vec3 tmpvar_65;\n  tmpvar_65.x = t_64;\n  tmpvar_65.y = pow (t_64, 2.2);\n  tmpvar_65.z = pow (t_64, 5.0);\n  vec3 tmpvar_66;\n  tmpvar_66 = clamp ((tmpvar_65 / vec3(0.8, 0.8, 0.8)), 0.0, 1.0);\n  vec3 tmpvar_67;\n  tmpvar_67 = ((tmpvar_66 * (tmpvar_66 * \n    (3.0 - (2.0 * tmpvar_66))\n  )) + 0.1);\n  xlat_mutableret1 = (xlat_mutableret1 + ((\n    ((tmpvar_63 * xlat_mutablecloud) * tmpvar_56)\n   * \n    (1.0 - q10)\n  ) + (tmpvar_67 * xlat_mutablecloud)));\n  float tmpvar_68;\n  tmpvar_68 = clamp ((xlat_mutablelava - tmpvar_56), 0.0, 1.0);\n  vec3 tmpvar_69;\n  tmpvar_69.x = tmpvar_68;\n  tmpvar_69.y = pow (tmpvar_68, 2.2);\n  tmpvar_69.z = pow (tmpvar_68, 5.0);\n  vec3 tmpvar_70;\n  tmpvar_70 = clamp ((tmpvar_69 / vec3(0.8, 0.8, 0.8)), 0.0, 1.0);\n  xlat_mutableret1 = (xlat_mutableret1 + ((tmpvar_70 * \n    (tmpvar_70 * (3.0 - (2.0 * tmpvar_70)))\n  ) * xlat_mutablelavmask));\n  xlat_mutableret1 = (xlat_mutableret1 + ((xlat_mutablestone * xlat_mutablelavmask) * (tmpvar_67 + \n    (0.5 * tmpvar_56)\n  )));\n  xlat_mutableret1 = (xlat_mutableret1 + ((\n    ((((0.5 + xlat_mutablestone) * (xlat_mutablelprof2 - xlat_mutablelprof)) * xlat_mutablelavmask) * clamp ((tmpvar_55 * 4.0), 0.0, 1.0))\n   * \n    (1.0 + tmpvar_63)\n  ) / 2.0));\n  fl_2 = ((8.0 * clamp (xlat_mutablestone, 0.0, 1.0)) * xlat_mutablelavmask);\n  fl_2 = (fl_2 + ((4.0 * \n    clamp ((1.0 - tmpvar_41), 0.0, 1.0)\n  ) * tmpvar_53));\n  xlat_mutableret1 = (xlat_mutableret1 + ((fl_2 * vec3(0.7, 0.4, 1.0)) * q21));\n  xlat_mutableret1.z = (xlat_mutableret1.z + ((\n    (xlat_mutablelavmask * clamp (-(q15), 0.0, 1.0))\n   * \n    clamp ((-(q13) * 2.0), 0.0, 1.0)\n  ) * uv.y));\n  xlat_mutableret1 = (xlat_mutableret1 + ((\n    (((tmpvar_52 * clamp (\n      (-1.0 + dot (((tmpvar_61 * \n        (1.0 + abs((texture (sampler_noise_hq, (tmpvar_61 / 2.0)) - 0.5)).x)\n      ) * tmpvar_62), normalize((sunpos - planpos))))\n    , -0.1, 4.0)) * tmpvar_62) / 2.0)\n   * tmpvar_54) * (1.0 - tmpvar_56)));\n  vec3 tmpvar_71;\n  tmpvar_71 = mix (xlat_mutableret1, mix (tmpvar_67, vec3(1.0, 1.0, 1.0), vec3(tmpvar_56)), vec3(((\n    clamp ((1.0 - (8.0 * abs(\n      (uv.y - 0.04)\n    ))), 0.0, 1.0)\n   / q29) * q12)));\n  xlat_mutableret1 = tmpvar_71;\n  vec4 tmpvar_72;\n  tmpvar_72.w = 1.0;\n  tmpvar_72.xyz = (1.0 - exp((\n    -(tmpvar_71)\n   * 2.0)));\n  ret = tmpvar_72.xyz;\n }","comp":" shader_body { \n  vec4 tmpvar_1;\n  tmpvar_1.w = 1.0;\n  tmpvar_1.xyz = texture (sampler_main, (uv + (0.0 / q8))).xyz;\n  ret = tmpvar_1.xyz;\n }"}