4096 tavua

This commit is contained in:
2024-07-29 18:19:39 +03:00
parent 7fbe712d53
commit 055dbd10c0
3 changed files with 177 additions and 169 deletions

View File

@ -10,7 +10,7 @@ include $(PARENT_CONFIG)
EXE_LINKER_PROGRAM=Crinkler
CRINKLER_ORDERTRIES=4000
SHADER_FILE=shader_minified.h
TIME_UNIFORM_NAME='m'
TIME_UNIFORM_NAME='y'
RESOLUTION_UNIFORM_NAME='v'
TEXTS_UNIFORM_NAME='f'
USE_WIDECHAR_TEXTS=1

View File

@ -57,11 +57,6 @@ float sdCappedCylinder( vec3 p, float h, float r )
return min(max(d.x,d.y),0.0) + length(max(d,0.0));
}
float sdBox(vec2 p, vec2 r)
{
return length( max(abs(p)-r,0.) );
}
float sdBox2(vec3 p, vec3 b) {
vec3 q = abs(p) - b;
return length(max(q,0.)) + min(max(q.x,max(q.y,q.z)),0.);
@ -102,7 +97,7 @@ light1Color = vec3(.9, .5, .7),
light2Color = vec3(.8, .7, .5),
chevronColor = vec3(.9, .3, 0.),
SEA_BASE = vec3(0.0, 0.1, 0.2),
SEA_WATER_COLOR =vec3(0.8,0.9,0.6)*0.6;
SEA_WATER_COLOR =vec3(0.4,0.5,0.3);
// with duration d, startTime s and speed up with timeFact
@ -113,7 +108,7 @@ float timedSine(vec3 i) {
float calcFactor (float startTime)
{
return 9. + 9.*clamp(sin(timedSine(vec3(1.5, startTime, 4.)) * 0.06), -.9, .9);
return STARTDELAY + STARTDELAY*clamp(sin(timedSine(vec3(1.5, startTime, 4.)) * 0.06), -.9, .9);
}
// Animate ring movements
@ -156,7 +151,7 @@ vec2 map(vec3 p, int displace)
vec3 q = p;
q.xy = mat2(cos(anRot),-sin(anRot),
sin(anRot), cos(anRot))*q.xy;
float d = sdBox( q.xy - vec2(1.8,0.), vec2(0.24,0.14) ) - .02,
float d = length(max(abs(q.xy - vec2(1.8,0.))-vec2(0.24,0.14),0.)) - .02,
// Main ring
d2 = abs(length(p.xy) - 1.8) - .2;
@ -237,8 +232,7 @@ vec2 map(vec3 p, int displace)
choppy = mix(choppy,1.0,0.4);
}
}
float cs = sdCappedCylinder(p, .025, 1.6) - h*0.15;
d2 = max(-sdCappedCylinder(p, 2.0, clamp((2.0 - (u_time*3.0 - 3.0*23.0)),0.,2.3)), cs);
d2 = max(-sdCappedCylinder(p, 2.0, min((2.0 - (u_time - 23.0)*3.),2.3)), sdCappedCylinder(p, .025, 1.6) - h*0.15);
d2 = max(d2, sdCappedCylinder ( p, 0.3, 1.7));
d = min(d, d2);
if (d==d2) mat = 1.0;
@ -325,6 +319,9 @@ vec3 postProcess(vec3 col) {
col = pow( col, vec3(.4545) );
// Contrast = a
col = smoothstep(0., 1., col);
// fade out at the end
col += 1.2 - vec3(clamp((37. - u_time)*.35, 0., 1.2));
return col;
}
@ -359,6 +356,11 @@ vec3 colorFlashesAnim(vec3 col) {
return col;
}
vec3 addSpecular(vec3 nor, vec3 rod, float amount)
{
return vec3(specular(nor,normalize(vec3(0.0,0.3,0.8)),normalize(rod),60.0))*amount;
}
vec3 sceneGate(vec2 uv)
{
// Initialization
@ -390,17 +392,17 @@ vec3 sceneGate(vec2 uv)
col += indirColor * clamp( dot( n, normalize(vec3(0. , 1., 10.))), 0., 1.);
if(mat==0.)
col *= vec3(.3) + vec3(specular(n,normalize(vec3(0.0,0.3,0.8)),normalize(rd),60.0))*0.5;
else if(mat==1.){
col *= vec3(.3) + addSpecular(n,rd,0.5);
if(mat==1.){
col = getSeaColor(p, n, normalize(vec3(0.0,0.3,0.8)),normalize(rd)); //col = vec3(0.,0.,.5); // + (noise(5.*(p.xy+2.)+u_time, -1.0) * noise(50.*(p.xy+2.), -0.4) + 0.5*noise(20.*(p.xy+2.0)-u_time, -0.5) * noise(5.*(p.xy+2.0), -0.75))*smoothstep(0.,0.75,(u_time-5.0)*0.1) + vec3(0.,0.,0.5*noise(10.*(p.xy+4.0)-u_time, -0.5));
}
else if(mat==2.)
col *= vec3(.3, .1, .0)+ vec3(specular(n,normalize(vec3(0.0,0.3,0.8)),normalize(rd),60.0))*0.1; // - 0.2*noise((vec2(100.*p.x+300.,75.*p.z+150.0)), -2.2) * noise((vec2(15.*p.x+2.0,3.*p.z+2.)), -1.) + noise((vec2(15.*p.x+2.4,3.*p.z+2.)), -0.25);
else if(mat==3.)
col *= vec3(.8, .8, .5) + noise(p.xz*500.+100., .3,0); // + noise(p.xz*1000.+5000., 0.1) + noise(p.xz*1000.+5000., 0.1);
else if(mat==4.)
col *= vec3(.1)+ vec3(specular(n,normalize(vec3(0.0,0.3,0.8)),normalize(rd),60.0))*0.5;
else if(mat ==5.)
if(mat==2.)
col *= vec3(.3, .1, .0)+ addSpecular(n,rd,0.1); // - 0.2*noise((vec2(100.*p.x+300.,75.*p.z+150.0)), -2.2) * noise((vec2(15.*p.x+2.0,3.*p.z+2.)), -1.) + noise((vec2(15.*p.x+2.4,3.*p.z+2.)), -0.25);
if(mat==3.)
col *= vec3(.8, .8, .5) + noise(p.xz*500.+1e5, .3,0); // + noise(p.xz*1000.+5000., 0.1) + noise(p.xz*1000.+5000., 0.1);
if(mat==4.)
col *= vec3(.1)+ addSpecular(n,rd,0.5);
if(mat ==5.)
col *= chevronColor; // activated glyph color
}

View File

@ -2,79 +2,79 @@
#ifndef SHADER_MINIFIED_H_
# define SHADER_MINIFIED_H_
# define VAR_u_resolution "v"
# define VAR_u_time "m"
# define VAR_u_time "y"
const char *__temp_cleaned_shader_glsl =
"uniform vec2 v;"
"uniform float m;"
"const float y=22./7.;"
"uniform float y;"
"const float m=22./7.;"
"mat2 f(float v)"
"{"
"float m=sin(v),y=cos(v);"
"return mat2(y,-m,m,y);"
"float y=sin(v),m=cos(v);"
"return mat2(m,-y,y,m);"
"}"
"float f(float v,float y,float m)"
"{"
"float x=max(m-abs(v-y),0.);"
"return max(v,y)+x*x*.25/m;"
"}"
"float f(vec2 v,int m)"
"float f(vec2 v,int y)"
"{"
"if(m==1)"
"if(y==1)"
"{"
"float y=dot(v,vec2(127.1,311.7));"
"return fract(sin(y)*43758.5453123);"
"float m=dot(v,vec2(127.1,311.7));"
"return fract(sin(m)*43758.5453123);"
"}"
"v=50.*fract(v*.3183099);"
"return fract(v.x*v.y*(v.x+v.y));"
"}"
"float n(vec2 v,float m,int y)"
"{"
"vec2 i=floor(v),x=fract(v),c=x*x*(3.-2.*x);"
"vec2 a=floor(v),x=fract(v),c=x*x*(3.-2.*x);"
"float n=m;"
"if(y==1)"
"n=2.;"
"return-m+n*mix(mix(f(i+vec2(0),y),f(i+vec2(1,0),y),c.x),mix(f(i+vec2(0,1),y),f(i+vec2(1),y),c.x),c.y);"
"return-m+n*mix(mix(f(a+vec2(0),y),f(a+vec2(1,0),y),c.x),mix(f(a+vec2(0,1),y),f(a+vec2(1),y),c.x),c.y);"
"}"
"float s(vec3 v,float y,float m)"
"float x(vec3 v,float y,float m)"
"{"
"vec2 i=abs(vec2(length(v.xy),v.z))-vec2(m,y);"
"return min(max(i.x,i.y),0.)+length(max(i,0.));"
"vec2 c=abs(vec2(length(v.xy),v.z))-vec2(m,y);"
"return min(max(c.x,c.y),0.)+length(max(c,0.));"
"}"
"float n(vec3 v,vec3 y)"
"{"
"vec3 m=abs(v)-y;"
"return length(max(m,0.))+min(max(m.x,max(m.y,m.z)),0.);"
"}"
"float s(vec3 v,vec2 y)"
"float x(vec3 v,vec2 y)"
"{"
"v.xy*=f(.5);"
"vec3 m=abs(v);"
"return max(m.z-y.y,max(m.x*.866025+v.y*.5,-v.y)-y.x*.5);"
"}"
"vec3 i=vec3(.4,.2,.4),x=vec3(.7,.4,.2),a=vec3(.2,.1,.3),c=vec3(.9,.5,.7),k=vec3(.8,.7,.5),l=vec3(.9,.3,0),d=vec3(0,.1,.2),p=vec3(.8,.9,.6)*.6;"
"vec3 a=vec3(.4,.2,.4),c=vec3(.7,.4,.2),s=vec3(.2,.1,.3),i=vec3(.9,.5,.7),k=vec3(.8,.7,.5),p=vec3(.9,.3,0),d=vec3(0,.1,.2),r=vec3(.4,.5,.3);"
"float n(vec3 v)"
"{"
"v.y*=v.z;"
"return y*min((m*v.z-v.y)/y,v.x);"
"return m*min((y*v.z-v.y)/m,v.x);"
"}"
"vec3 s(vec3 v)"
"vec3 x(vec3 v)"
"{"
"for(float i=0.;i<7.;i++)"
"for(float m=0.;m<7.;m++)"
"{"
"float y=9.+i*2.,c=1.;"
"if(m>y)"
"float x=9.+m*2.,c=1.;"
"if(y>x)"
"{"
"if(mod(i,2.)>=1.)"
"if(mod(m,2.)>=1.)"
"c=-1.;"
"v.xy*=f((9.+9.*clamp(sin(n(vec3(1.5,y,4))*.06),-.9,.9))*c);"
"v.xy*=f((9.+9.*clamp(sin(n(vec3(1.5,x,4))*.06),-.9,.9))*c);"
"}"
"}"
"return v;"
"}"
"float t(vec2 v)"
"{"
"if(m>=v.y)"
"if(y>=v.y)"
"v.x+=.045*clamp(sin(n(vec3(3,v.y,40))*.4),-.8,.8);"
"return v.x;"
"}"
@ -85,92 +85,89 @@ const char *__temp_cleaned_shader_glsl =
"m=mix(m,c,m);"
"return pow(1.-pow(m.x*m.y,.65),y);"
"}"
"vec2 r(vec3 v,int i)"
"vec2 e(vec3 v,int a)"
"{"
"float c=0.,r=y/12.,x=floor(atan(v.y,v.x)/r+.5)*r;"
"vec3 a=v;"
"a.xy=mat2(cos(x),-sin(x),sin(x),cos(x))*a.xy;"
"float d=length(max(abs(a.xy-vec2(1.8,0))-vec2(.24,.14),0.))-.02,l=abs(length(v.xy)-1.8)-.2;"
"d=min(d,l);"
"l=abs(length(v.xy)-1.75)-.08;"
"l=f(l,abs(v.z-.1)-.04,.005);"
"d=max(-l,d);"
"float c=0.,i=m/12.,r=floor(atan(v.y,v.x)/i+.5)*i;"
"vec3 s=v;"
"s.xy=mat2(cos(r),-sin(r),sin(r),cos(r))*s.xy;"
"float d=length(max(abs(s.xy-vec2(1.8,0))-vec2(.24,.14),0.))-.02,p=abs(length(v.xy)-1.8)-.2;"
"d=min(d,p);"
"p=abs(length(v.xy)-1.75)-.08;"
"p=f(p,abs(v.z-.1)-.04,.005);"
"d=max(-p,d);"
"d=f(d,abs(v.z)-.1,.02);"
"for(float e=0.;e<8.;e++)"
"for(float l=0.;l<8.;l++)"
"{"
"r=24.67/(y*2.);"
"a=v;"
"x=r+(e+1.)*y/4.;"
"if(e==1.)"
"x+=.2;"
"if(e==7.)"
"x-=.2;"
"a.xy=f(x)*a.xy;"
"float z=9.+(e-1.)*2.+1.5;"
"if(e>0.)"
"i=24.67/(m*2.);"
"s=v;"
"r=i+(l+1.)*m/4.;"
"if(l==1.)"
"r+=.2;"
"if(l==7.)"
"r-=.2;"
"s.xy=f(r)*s.xy;"
"float z=9.+(l-1.)*2.+1.5;"
"if(l>0.)"
"{"
"a.x-=1.95;"
"vec3 p=a;"
"if(m>z)"
"p.x=t(vec2(p.x,z));"
"float h=s(vec3(a.x-.06,a.yz),vec2(.1,.15))-.01;"
"l=max(-s(vec3(p.x-.14,p.yz),vec2(.22))-.01,s(vec3(p),vec2(.2,.12))-.02);"
"l=min(l,h);"
"d=min(d,l);"
"if(d==l)"
"s.x-=1.95;"
"vec3 e=s;"
"if(y>z)"
"e.x=t(vec2(e.x,z));"
"float h=x(vec3(s.x-.06,s.yz),vec2(.1,.15))-.01;"
"p=max(-x(vec3(e.x-.14,e.yz),vec2(.22))-.01,x(vec3(e),vec2(.2,.12))-.02);"
"p=min(p,h);"
"d=min(d,p);"
"if(d==p)"
"c=4.;"
"if(d==h&&m>z+.2)"
"if(d==h&&y>z+.2)"
"c=5.;"
"}"
"}"
"vec3 p=s(v),e=p;"
"r=y/16.;"
"e.xy=f(floor(atan(p.y,p.x)/r+.5)*r)*e.xy;"
"l=n(e.xyz-vec3(1.75,0,0),vec3(.04,.14,.05))-.02;"
"d=min(d,l);"
"if(d==l)"
"vec3 e=x(v),l=e;"
"i=m/16.;"
"l.xy=f(floor(atan(e.y,e.x)/i+.5)*i)*l.xy;"
"p=n(l.xyz-vec3(1.75,0,0),vec3(.04,.14,.05))-.02;"
"d=min(d,p);"
"if(d==p)"
"c=4.;"
"l=1e3;"
"p=1e3;"
"float z=1.5;"
"for(int h=0;h<4;h++)"
"{"
"float k=n(vec3(v.x,v.y+z,v.z),vec3(2,.1,z))-.05;"
"l=min(l,k);"
"p=min(p,k);"
"d=min(d,k);"
"z+=.2;"
"}"
"if(d==l)"
"if(d==p)"
"c=2.;"
"l=v.y+4.25+n(vec2(v.x*.04,(v.z-40.)*.04)+1e2,15.,0)*1.5;"
"d=min(d,l);"
"if(d==l)"
"p=v.y+4.25+n(vec2(v.x*.04,(v.z-40.)*.04)+1e2,15.,0)*1.5;"
"d=min(d,p);"
"if(d==p)"
"c=3.;"
"l=1e3;"
"p=1e3;"
"float h=0.,k,g=4.,C=.6,F=.2;"
"if(i==1)"
"if(a==1)"
"{"
"vec2 w=v.xy;"
"for(int u=0;u<4;u++)"
"k=t((w+m)*C,g),k+=t((w-m)*C,g),h+=k*F,w*=mat2(1.6,1.2,-1.2,1.6),C*=1.9,F*=.22,g=mix(g,1.,.4);"
"k=t((w+y)*C,g),k+=t((w-y)*C,g),h+=k*F,w*=mat2(1.6,1.2,-1.2,1.6),C*=1.9,F*=.22,g=mix(g,1.,.4);"
"}"
"float w=s(v,.025,1.6)-h*.15;"
"l=m<25.?"
"max(-s(v,2.,clamp(2.-m*2.+46.,0.,2.3)),w):"
"w;"
"l=max(l,s(v,.3,1.7));"
"d=min(d,l);"
"if(d==l)"
"p=max(-x(v,2.,min(2.-(y-23.)*3.,2.3)),x(v,.025,1.6)-h*.15);"
"p=max(p,x(v,.3,1.7));"
"d=min(d,p);"
"if(d==p)"
"c=1.;"
"return vec2(d,c);"
"}"
"float e(vec3 v,vec3 y)"
"float h(vec3 v,vec3 y)"
"{"
"float m,i=0.;"
"for(int d=0;d<90;d++)"
"{"
"m=r(v+y*i,0).x;"
"m=e(v+y*i,0).x;"
"i+=m;"
"if(abs(m)<.002||i>4e2)"
"if(abs(m)<.001||i>4e2)"
"break;"
"}"
"return i;"
@ -178,100 +175,109 @@ const char *__temp_cleaned_shader_glsl =
"vec3 e(vec3 v)"
"{"
"vec2 m=vec2(.01,0);"
"vec3 y=r(v,1).x-vec3(r(v-m.xyy,1).x,r(v-m.yxy,1).x,r(v-m.yyx,1));"
"vec3 y=e(v,1).x-vec3(e(v-m.xyy,1).x,e(v-m.yxy,1).x,e(v-m.yyx,1));"
"return normalize(y);"
"}"
"float e(vec3 v,vec3 m,float y,vec3 x)"
"float e(vec3 v,vec3 m,float y,vec3 d)"
"{"
"vec3 l=normalize(m-v);"
"float c=clamp(dot(x,l),0.,1.),d=e(v+x*.0025,l);"
"if(abs(d)<length(m-v))"
"vec3 p=normalize(m-v);"
"float c=clamp(dot(d,p),0.,1.),a=h(v+d*.0025,p);"
"if(abs(a)<length(m-v))"
"c*=y;"
"return c;"
"}"
"vec3 e(vec3 v,vec3 m,vec3 x)"
"float e(vec3 v,vec3 y,vec3 d)"
"{"
"vec3 l=normalize(vec3(0,.3,.8));"
"float i=clamp(1.-dot(m,-x),0.,1.);"
"i=min(pow(i,5.),.5);"
"vec3 r=mix(d+pow(dot(m,l)*.4+.6,60.)*p*.3,vec3(0,.5,1),i);"
"r+=vec3(pow(max(dot(reflect(x,m),l),0.),60.)*(68./(y*8.)))*.3;"
"return r;"
"return pow(max(dot(reflect(d,v),y),0.),60.)*(68./(m*8.));"
"}"
"vec3 r(vec2 v,vec3 y,vec3 m)"
"vec3 h(vec3 v,vec3 m,vec3 y)"
"{"
"vec3 l=normalize(m-y),c=normalize(cross(vec3(0,1,0),l));"
"return normalize(l*2.+v.x*c+v.y*cross(l,c));"
"vec3 p=normalize(vec3(0,.3,.8));"
"float c=clamp(1.-dot(m,-y),0.,1.);"
"c=min(pow(c,5.),.5);"
"vec3 i=mix(d+pow(dot(m,p)*.4+.6,60.)*r*.3,vec3(0,.5,1),c);"
"i+=vec3(e(m,p,y))*.3;"
"return i;"
"}"
"vec3 r(vec3 m)"
"vec3 t(vec2 v,vec3 y,vec3 m)"
"{"
"m*=smoothstep(.9,.5,length(gl_FragCoord.xy/v.xy-vec2(.5)));"
"m*=vec3(.9,.8,.7);"
"m=pow(m,vec3(.4545));"
"return smoothstep(0.,1.,m);"
"}"
"vec3 e()"
"{"
"vec3 y=vec3(0,clamp(6.-m,2.,6.),clamp(75.-m*8.,6.,75.));"
"if(m>7.5)"
"y+=vec3(0,clamp(7.5-m,-1.,0.),0);"
"if(m>10.5)"
"y=vec3(2,-1,1);"
"if(m>12.)"
"y=vec3(-1,-1,4);"
"return y;"
"}"
"vec3 f()"
"{"
"vec3 y=vec3(0,-.5,0);"
"if(m>10.5)"
"y=vec3(1.7,-1.1,0);"
"if(m>12.)"
"y=vec3(0,.1,0);"
"return y;"
"vec3 d=normalize(m-y),p=normalize(cross(vec3(0,1,0),d));"
"return normalize(d*2.+v.x*p+v.y*cross(d,p));"
"}"
"vec3 h(vec3 v)"
"{"
"if(m>10.75)"
"v*=vec3(.9,.8,.7);"
"v=pow(v,vec3(.4545));"
"v=smoothstep(0.,1.,v);"
"v+=1.2-vec3(clamp((37.-y)*.35,0.,1.2));"
"return v;"
"}"
"vec3 e()"
"{"
"vec3 v=vec3(0,clamp(6.-y,2.,6.),clamp(75.-y*8.,6.,75.));"
"if(y>7.5)"
"v+=vec3(0,clamp(7.5-y,-1.,0.),0);"
"if(y>10.5)"
"v=vec3(2,-1,1);"
"if(y>12.)"
"v=vec3(-1,-1,4);"
"return v;"
"}"
"vec3 f()"
"{"
"vec3 v=vec3(0,-.5,0);"
"if(y>10.5)"
"v=vec3(1.7,-1.1,0);"
"if(y>12.)"
"v=vec3(0,.1,0);"
"return v;"
"}"
"vec3 w(vec3 v)"
"{"
"if(y>10.75)"
"{"
"float y=smoothstep(-1.,.8,sin(n(vec3(.8,10.75,8))*2.));"
"v=mix(v,y*1.4*l,y*.76);"
"float m=smoothstep(-1.,.8,sin(n(vec3(.8,10.75,8))*2.));"
"v=mix(v,m*1.4*p,m*.76);"
"}"
"return v;"
"}"
"vec3 w(vec2 v)"
"vec3 w(vec3 v,vec3 y,float m)"
"{"
"vec3 m=e(),y=r(v,m,f()),d=vec3(0);"
"float p=e(m,y);"
"if(p<150.)"
"return vec3(e(v,normalize(vec3(0,.3,.8)),normalize(y)))*m;"
"}"
"vec3 l(vec2 v)"
"{"
"vec3 m=e(),y=t(v,m,f()),d=vec3(0);"
"float x=h(m,y);"
"if(x<150.)"
"{"
"vec3 z=m+y*p,g=e(z);"
"float w=r(z,0).y,s=e(z,vec3(10,15,25),.2,g);"
"d+=s*c;"
"s=e(z,vec3(4,2,-15),1.,g);"
"d+=s*k;"
"d+=a*clamp(dot(g,normalize(vec3(0,1,10))),0.,1.);"
"if(w==0.)"
"d*=vec3(.3);"
"else if(w==1.)"
"d=e(z,g,normalize(y));"
"else if(w==2.)"
"d*=vec3(.3,.1,0);"
"else if(w==3.)"
"d*=vec3(.8,.8,.5)+n(z.xz*5e2+1e2,.3,0);"
"else if(w==4.)"
"d*=vec3(.1);"
"else if(w==5.)"
"d*=l;"
"vec3 l=m+y*x,r=e(l);"
"float g=e(l,0).y,z=e(l,vec3(10,15,25),.2,r);"
"d+=z*i;"
"z=e(l,vec3(4,2,-15),1.,r);"
"d+=z*k;"
"d+=s*clamp(dot(r,normalize(vec3(0,1,10))),0.,1.);"
"if(g==0.)"
"d*=vec3(.3)+w(r,y,.5);"
"if(g==1.)"
"d=h(l,r,normalize(y));"
"if(g==2.)"
"d*=vec3(.3,.1,0)+w(r,y,.1);"
"if(g==3.)"
"d*=vec3(.8,.8,.5)+n(l.xz*5e2+1e5,.3,0);"
"if(g==4.)"
"d*=vec3(.1)+w(r,y,.5);"
"if(g==5.)"
"d*=p;"
"}"
"d=mix(d,mix(i,x,pow(max(dot(y,vec3(0,-.1,-1)),0.),8.)),1.-exp(-p*.01));"
"d=h(d);"
"return r(d);"
"d=mix(d,mix(a,c,pow(max(dot(y,vec3(0,-.1,-1)),0.),8.)),1.-exp(-x*.01));"
"d=w(d);"
"return h(d);"
"}"
"void main()"
"{"
"vec2 m=(gl_FragCoord.xy*2.-v.xy)/v.y;"
"gl_FragColor=vec4(w(m),1);"
"vec2 y=(gl_FragCoord.xy*2.-v.xy)/v.y;"
"gl_FragColor=vec4(l(y),1);"
"}";
#endif // SHADER_MINIFIED_H_