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0.08).yz;\n  vec2 tmpvar_3;\n  tmpvar_3 = (texsize.zw * 4.0);\n  vec3 tmpvar_4;\n  tmpvar_4 = (((texture (sampler_blur1, \n    (uv + (vec2(1.0, 0.0) * tmpvar_3))\n  ).xyz * scale1) + bias1) - ((texture (sampler_blur1, \n    (uv - (vec2(1.0, 0.0) * tmpvar_3))\n  ).xyz * scale1) + bias1));\n  vec3 tmpvar_5;\n  tmpvar_5 = (((texture (sampler_blur1, \n    (uv + (vec2(0.0, 1.0) * tmpvar_3))\n  ).xyz * scale1) + bias1) - ((texture (sampler_blur1, \n    (uv - (vec2(0.0, 1.0) * tmpvar_3))\n  ).xyz * scale1) + bias1));\n  vec2 tmpvar_6;\n  tmpvar_6.x = tmpvar_4.x;\n  tmpvar_6.y = tmpvar_5.x;\n  uv1_1 = (uv + (tmpvar_3 * (tmpvar_6 * 0.4)));\n  ret_2.x = texture (sampler_fc_main, uv1_1).x;\n  ret_2.x = (ret_2.x - ((\n    (((texture (sampler_blur1, uv1_1).xyz * scale1) + bias1).x - ret_2.x)\n   * 0.05) + 0.004));\n  vec2 tmpvar_7;\n  tmpvar_7.x = tmpvar_4.x;\n  tmpvar_7.y = tmpvar_5.x;\n  vec2 tmpvar_8;\n  tmpvar_8.x = tmpvar_4.z;\n  tmpvar_8.y = tmpvar_5.z;\n  ret_2.z = (max ((\n    sqrt(dot (tmpvar_7, tmpvar_7))\n   * 1.4), texture (sampler_main, (\n    mix (uv_orig, uv, vec2(-1.0, -1.0))\n   - \n    ((tmpvar_8 * texsize.zw) * 4.0)\n  )).z) - 0.004);\n  vec4 tmpvar_9;\n  tmpvar_9.w = 1.0;\n  tmpvar_9.xyz = ret_2;\n  ret = tmpvar_9.xyz;\n }","comp":" shader_body { \n  vec3 ret_1;\n  ret_1 = (mix (texture (sampler_main, uv).xyz, texture (sampler_main, (\n    -(((uv - 0.5) * 1.003))\n   + 0.5)).xyz, vec3(0.5, 0.5, 0.5)) * 2.75);\n  ret_1 = (ret_1 * ret_1);\n  vec4 tmpvar_2;\n  tmpvar_2.w = 1.0;\n  tmpvar_2.xyz = ret_1;\n  ret = tmpvar_2.xyz;\n }"}