// Generated with Shader Minifier 1.5.1 (https://github.com/laurentlb/Shader_Minifier/) #ifndef POST_INL_ # define POST_INL_ # define VAR_i "v" # define VAR_o "f" const char *post_frag = "#version 130\n" "uniform sampler2D f;" "out vec4 v;" "float t(float f)" "{" "return fract(sin(dot(f,12.9898))*43758.5453);" "}" "void main()" "{" "v=vec4(0);" "for(int s=0;s<25;s++)" "{" "vec2 d=gl_FragCoord.xy*2./vec2(1920,1080);" "float i=t(float(s+dot(d,d))),C=t(float(1-s+dot(d,d)));" "v+=vec4(textureLod(f,d,(.3+.7*i)*texture(f,(1.+.01*(-1.+2.*vec2(i,C)))*d).w*8).xyz,1);" "}" "v/=vec4(25);" "}"; #endif // POST_INL_