diff --git a/shader.glsl b/shader.glsl index 35c31f6..00c50b8 100644 --- a/shader.glsl +++ b/shader.glsl @@ -102,8 +102,9 @@ float sdTriPrism( vec3 p, vec2 h, float rot ) // ANIMATION // ////////////////// const float TWOPI = 6.28318530718; -vec3 lookAtPoint = vec3(0, -0.5, 0.); +// POSITIONS +vec3 lookAtPoint = vec3(0, -0.5, 0.); const vec3 glyph1Pos = vec3(1.7,-1.1,0.0); const vec3 glyph2Pos = vec3(2.0,0.0,0.0); const vec3 glyph3Pos = vec3(1.5,1.4,0.0); @@ -112,6 +113,21 @@ const vec3 glyph5Pos = vec3(1.5,1.4,0.0); const vec3 glyph6Pos = vec3(1.5 * -1.,1.4,0.0); const vec3 glyph7Pos = vec3(1.7 * -1.,-1.1,0.0); +// DELAYS +const float STARTDELAY = 9.0; +const float glyphPhase = 2.0; + +// COLORS + vec3 glyphColor = vec3(0.95, 0.35, 0.06); // glyph color + vec3 color1 = vec3(0.44, 0.29, 0.46); // fog color1 + vec3 color2 = vec3(0.75, 0.45, 0.23); // fog color2 + vec3 color3 = vec3(0.29, 0.17, 0.35); // indirect light color + vec3 color4 = vec3(0.7, 0.27, 0.09); // sky color1 + vec3 color5 = vec3(0.09, 0.05, 0.66); // sky color2 + + vec3 light1Color = vec3(0.91, 0.57, 0.73); + vec3 light2Color = vec3(0.83, 0.71, 0.54); + // with duration d, startTime s and speed up with timeFact float timedSine(float maxCycles, float startTime, float timeFact) { float pi = TWOPI / 2.0; @@ -123,31 +139,29 @@ float timedSine(float maxCycles, float startTime, float timeFact) { float calcFactor (float startTime) { - float factor = 9.0 + 9.0*clamp(sin(timedSine(2.0, startTime, 2.5) * 0.05), -0.9, 0.9); + float factor = 9.0 + 9.0*clamp(sin(timedSine(1.5, startTime, 4.0) * 0.06), -0.9, 0.9); return factor; } // Animate ring movements vec3 ringAnim( in vec3 p) { - const float STARTDELAY = 9.0; - const float OTHERDELAY = 15.0; - - // delay start - if( u_time >= STARTDELAY ) { - p.xy = rot2D(calcFactor(STARTDELAY)) * p.xy; + for (float i = 0.0; i<7.0; i++) { + float rotateDelay = STARTDELAY + (i * glyphPhase); + if(u_time > rotateDelay) { + if(mod(i,2.0) >= 1.0) { + p.xy = rot2D(calcFactor(rotateDelay) * -1.0) * p.xy; + } else { + p.xy = rot2D(calcFactor(rotateDelay)) * p.xy; + } + } } - - if(u_time >= OTHERDELAY) { - p.xy = rot2D(calcFactor(OTHERDELAY) * -1.0) * p.xy; - } - return p; } // Animate prism movements float prismAnim(in float x, in float delay) { - if(u_time >= delay && u_time <= delay + 1.0) { - x += (0.045*clamp(sin((timedSine(3.0, delay, 20.0) * 0.4)),-0.8, 0.8)); + if(u_time >= delay) { + x += (0.045*clamp(sin((timedSine(3.0, delay, 40.0) * 0.4)),-0.8, 0.8)); } return x; } @@ -201,26 +215,33 @@ vec2 map(in vec3 p) q.xy = rot2D(rotationIncrement) * q.xy; + float rotateDelay = STARTDELAY + ((index - 2.0) * glyphPhase + 1.5); // We can now call each prism by it's index // draw all except the middle bottom prism if (i > 0) { q.x -= 1.95; - vec3 q2 = q; - q2.x = prismAnim(q2.x, float(i)*13.); + vec3 q2 = q; // new point for movable parts + + if(u_time > rotateDelay) { + q2.x = prismAnim(q2.x, rotateDelay); + } float prismOut = sdTriPrism(vec3(q2.x - 0.14, q2.y - 0.0 , q2.z), vec2(0.22,0.22), 0.5) - 0.01; float prismIn = sdTriPrism(vec3(q2.x, q2.y, q2.z ), vec2(0.2,0.12), 0.5) - 0.02; float prismTop = sdTriPrism(vec3(q.x - 0.06, q.y, q.z), vec2(0.10,0.15), 0.5) - 0.01; - //float d4 = sdTriPrism(vec3(q.x, q.y - 0.0 , q.z - 0.0), vec2(0.2,0.2), 0.5) - 0.02; float d4 = max(-prismOut, prismIn); d4 = min(d4, prismTop); d = min(d, d4); - if (d==d4) { + + // glyph locking thing material + if (d == d4) { mat = 4.; } - if(d==prismTop) { - if(u_time > 13.5 && i == 1) { - mat = 5.; + + // glyph locking prism material + if(d == prismTop) { + if(u_time > rotateDelay + 0.2) { + mat = 5.; } } } @@ -261,10 +282,10 @@ vec2 map(in vec3 p) float water = 1000.; float cylinder1 = sdCylinder ( p, vec3(0.,0.,0.0), vec3(0.,0.,-0.01), 1.6); - float cylinder2 = sdCylinder ( p, vec3(0.,0.,1.), vec3(0.,0.,-1), clamp((2.0 - (u_time*2.0 - 2.0*13.0)),0.,2.0)); + float cylinder2 = sdCylinder ( p, vec3(0.,0.,1.), vec3(0.,0.,-1), clamp((2.0 - (u_time*2.0 - 2.0*23.0)),0.,2.0)); float cylinder3 = sdCylinder ( p, vec3(0.,0.,1.), vec3(0.,0.,-1.), 1.6); float disp = 0.; - disp = displacement(p)*clamp(((u_time-14.0)*0.5), 0., 0.25); + disp = displacement(p)*clamp(((u_time-24.0)*0.5), 0., 0.25); cylinder1 = cylinder1 + disp; water = max(-cylinder2, cylinder1); water = max(water, cylinder3); @@ -293,11 +314,11 @@ float rayMarch(vec3 ro, vec3 rd) { float t = 0.; // total distance travelled float d; // Raymarching - for (int i = 0; i < 200; i++) { + for (int i = 0; i < 100; i++) { vec3 p = ro + rd * t; // "cast" rays d = map(p).x; // Get distance to objects t += d; // "march" the ray - if (d < .001 || t > 800.) break; + if (d < .001 || t > 500.) break; } return t; } @@ -326,8 +347,8 @@ float getLight(vec3 p, vec3 lightPos, float intensity, float shadow) { vec3 applyFog(vec3 col, float t, vec3 rd, vec3 lightDir, float b ) { float fogAmount = 1.0 - exp(-t*b); float sunAmount = max( dot(rd, lightDir), 0.0 ); - vec3 fogColor = mix( vec3(0.2667, 0.2941, 0.3451), // blue - vec3(0.302, 0.3176, 0.3725), // yellow + vec3 fogColor = mix( color1, // blue + color2, // yellow pow(sunAmount,8.0) ); return mix( col, fogColor, fogAmount ); } @@ -366,9 +387,10 @@ vec3 postProcess(vec3 col) { // zoom camera on glyph lock for extra oomph float cameraZoomAnim(float o) { - float delay = 13.45; + float delay = 11.2; + if(u_time > delay) { - o -= (0.25 - smoothstep(-0.7,0.5,sin((timedSine(1.5, delay, 8.0))))) * 0.2; + o += (0.25 - smoothstep(-0.7,0.5,sin((timedSine(1.5, delay, 35.0))))) * 0.1; } return o; @@ -384,12 +406,12 @@ vec3 cameraPos() } // close up shot for 1st glyph lock - if (u_time > 12.) { + if (u_time > 10.5) { cPos = vec3(2.0,-1.0,1.0); } //zoom away for 2nd glyph animation - if (u_time > 15.) { + if (u_time > 12.) { cPos = vec3(-1.0, -1.0, 4.0); } @@ -403,11 +425,11 @@ vec3 cameraPos() vec3 cameraPointAt(vec3 p) { // look at 1st glyph - if(u_time > 12.) { + if(u_time > 10.5) { p = glyph1Pos; } - if(u_time > 15.) { + if(u_time > 12.) { p = vec3(0.0,0.1,0.0); } @@ -416,11 +438,11 @@ vec3 cameraPointAt(vec3 p) { // flash screen with glyph color when it is locked vec3 colorFlashesAnim(in vec3 col) { - vec3 flashColor = vec3(0.95, 0.35, 0.06); - float delay = 13.5; + + float delay = 11.25; if(u_time > delay) { float x = smoothstep(-1.0,0.8,sin((timedSine(0.8, delay, 8.0)*2.0))); - col = mix(col, flashColor * (x * 1.4), x * 0.76); + col = mix(col, glyphColor * (x * 1.4), x * 0.76); } return col; } @@ -455,16 +477,16 @@ void main() // Light 2 dif = getLight(p, vec3( -3, 5, 5), 1., 0.2); // Color for light 2 - col += vec3(dif * vec3(0.502, 0.2824, 0.102)); + col += vec3(dif * light1Color); dif = getLight(p, vec3( 3, -2, 5), 0.75, .8); // Color for light 2 - col += vec3(dif * vec3(0.2784, 0.3647, 0.6588)); + col += vec3(dif * light2Color); vec3 n = getNormal(p); vec3 dir = vec3(1. , 10., 1.); float ind = clamp( dot( n, normalize(dir )), 0.0, 1.0 ); - col += vec3(0.1216, 0.1216, 0.1137) * ind; + col += color3 * ind; if(mat==0.){ col *= vec3(.3,0.3,0.3); @@ -481,16 +503,14 @@ void main() else if(mat==4.){ col *= vec3(.1,0.1,0.1); } else if(mat ==5.) { - col *= vec3(0.95, 0.35, 0.06); + col *= glyphColor; // activated glyph color } float fogAmount = 0.02; col = col*exp(-d*fogAmount) + applyFog(col, d, rd, vec3(0., .3, -1.), fogAmount) * (1.0-exp(-d*fogAmount)); - - } else { - col = vec3(0.1529, 0.1765, 0.3922) + rd.y * 0.4; + col = mix(color4, color5, rd.y * 1.2); } col = colorFlashesAnim(col); // animated color flash diff --git a/shader_minified.h b/shader_minified.h index a488558..b89a7e1 100644 --- a/shader_minified.h +++ b/shader_minified.h @@ -37,14 +37,14 @@ const char *__temp_cleaned_shader_glsl = "float m(vec3 v,vec3 y,vec3 m,float x)" "{" "vec3 f=m-y,c=v-y;" - "float i=dot(f,f),a=dot(c,f),s=length(c*i-f*a)-x*i,l=abs(a-i*.5)-i*.5,d=s*s,z=l*l*i,p=max(s,l)<0.?" - "-min(d,z):" + "float i=dot(f,f),a=dot(c,f),s=length(c*i-f*a)-x*i,z=abs(a-i*.5)-i*.5,d=s*s,F=z*z*i,g=max(s,z)<0.?" + "-min(d,F):" "(s>0.?" "d:" - "0.)+(l>0.?" - "z:" + "0.)+(z>0.?" + "F:" "0.);" - "return sign(p)*sqrt(abs(p))/i;" + "return sign(g)*sqrt(abs(g))/i;" "}" "float m(vec3 v,vec3 y)" "{" @@ -67,6 +67,7 @@ const char *__temp_cleaned_shader_glsl = "}" "vec3 y=vec3(0,-.5,0);" "const vec3 a=vec3(1.7,-1.1,0),c=vec3(2,0,0),p=vec3(1.5,1.4,0),r=vec3(0,2,0),z=vec3(1.5,1.4,0),C=vec3(-1.5,1.4,0),D=vec3(-1.7,-1.1,0);" + "vec3 l=vec3(.95,.35,.06),d=vec3(.44,.29,.46),F=vec3(.75,.45,.23),L=vec3(.29,.17,.35),g=vec3(.7,.27,.09),J=vec3(.09,.05,.66),e=vec3(.91,.57,.73),H=vec3(.83,.71,.54);" "float m(float y,float f,float m)" "{" "float i=2.*acos(-1.)/2.;" @@ -77,203 +78,209 @@ const char *__temp_cleaned_shader_glsl = "}" "float t(float v)" "{" - "return 9.+9.*clamp(sin(m(2.,v,2.5)*.05),-.9,.9);" + "return 9.+9.*clamp(sin(m(1.5,v,4.)*.06),-.9,.9);" "}" "vec3 h(vec3 y)" "{" - "if(v>=9.)" - "y.xy=n(t(9.))*y.xy;" - "if(v>=15.)" - "y.xy=n(t(15.)*-1.)*y.xy;" + "for(float f=0.;f<7.;f++)" + "{" + "float i=9.+f*2.;" + "if(v>i)" + "if(mod(f,2.)>=1.)" + "y.xy=n(t(i)*-1.)*y.xy;" + "else" + " y.xy=n(t(i))*y.xy;" + "}" "return y;" "}" "float h(float y,float f)" "{" - "if(v>=f&&v<=f+1.)" - "y+=.045*clamp(sin(m(3.,f,20.)*.4),-.8,.8);" + "if(v>=f)" + "y+=.045*clamp(sin(m(3.,f,40.)*.4),-.8,.8);" "return y;" "}" - "vec2 l(vec3 y)" + "vec2 w(vec3 f)" "{" - "float f=0.;" + "float y=0.;" "const float i=2.*acos(-1.)/24.;" - "float x=floor(atan(y.y,y.x)/i+.5)*i;" - "vec3 r=y;" + "float x=floor(atan(f.y,f.x)/i+.5)*i;" + "vec3 r=f;" "r.xy=mat2(cos(x),-sin(x),sin(x),cos(x))*r.xy;" "float c=length(max(abs(r.xy-vec2(1.8,0))-vec2(.24,.14),0.))-.02;" - "c=min(c,abs(length(y.xy)-1.8)-.2);" - "float e=abs(length(y.xy)-1.75)-.08;" - "e=n(e,abs(y.z-.1)-.04,.005);" + "c=min(c,abs(length(f.xy)-1.8)-.2);" + "float e=abs(length(f.xy)-1.75)-.08;" + "e=n(e,abs(f.z-.1)-.04,.005);" "c=max(-e,c);" - "c=n(c,abs(y.z)-.1,.02);" - "float l=1.;" - "for(int z=0;z<8;z++)" + "c=n(c,abs(f.z)-.1,.02);" + "float z=1.;" + "for(int a=0;a<8;a++)" "{" - "vec3 a=y;" - "float d=24.67/(2.*acos(-1.))+l*(2.*acos(-1.)/8.);" - "if(z==1)" - "d+=.2;" - "if(z==7)" - "d-=.2;" - "a.xy=n(d)*a.xy;" - "if(z>0)" + "vec3 d=f;" + "float g=24.67/(2.*acos(-1.))+z*(2.*acos(-1.)/8.);" + "if(a==1)" + "g+=.2;" + "if(a==7)" + "g-=.2;" + "d.xy=n(g)*d.xy;" + "float F=(z-2.)*2.+1.5+9.;" + "if(a>0)" "{" - "a.x-=1.95;" - "vec3 p=a;" - "p.x=h(p.x,float(z)*13.);" - "float C=s(vec3(p.x-.14,p.yz),vec2(.22))-.01,D=s(vec3(p),vec2(.2,.12))-.02,F=s(vec3(a.x-.06,a.yz),vec2(.1,.15))-.01,g=max(-C,D);" - "g=min(g,F);" - "c=min(c,g);" - "if(c==g)" - "f=4.;" - "if(c==F)" - "if(v>13.5&&z==1)" - "f=5.;" + "d.x-=1.95;" + "vec3 l=d;" + "if(v>F)" + "l.x=h(l.x,F);" + "float J=s(vec3(l.x-.14,l.yz),vec2(.22))-.01,H=s(vec3(l),vec2(.2,.12))-.02,w=s(vec3(d.x-.06,d.yz),vec2(.1,.15))-.01,L=max(-J,H);" + "L=min(L,w);" + "c=min(c,L);" + "if(c==L)" + "y=4.;" + "if(c==w)" + "if(v>F+.2)" + "y=5.;" "}" - "l+=1.;" + "z+=1.;" "}" - "vec3 a=h(y);" - "float z=2.*acos(-1.)/32.;" - "vec3 p=a;" - "p.xy=n(floor(atan(a.y,a.x)/z+.5)*z)*p.xy;" - "float F=m(p.xyz-vec3(1.75,0,0),vec3(.04,.14,.05))-.02;" - "c=min(c,F);" - "if(c==F)" - "f=4.;" - "float g=1.5,d=1e3;" - "for(int C=0;C<4;C++)" + "vec3 a=h(f);" + "float F=2.*acos(-1.)/32.;" + "vec3 d=a;" + "d.xy=n(floor(atan(a.y,a.x)/F+.5)*F)*d.xy;" + "float l=m(d.xyz-vec3(1.75,0,0),vec3(.04,.14,.05))-.02;" + "c=min(c,l);" + "if(c==l)" + "y=4.;" + "float g=1.5,L=1e3;" + "for(int J=0;J<4;J++)" "{" - "float D=m(vec3(y.x,y.y+g,y.z),vec3(2,.1,g))-.05;" - "d=min(d,D);" - "c=min(c,D);" + "float w=m(vec3(f.x,f.y+g,f.z),vec3(2,.1,g))-.05;" + "L=min(L,w);" + "c=min(c,w);" "g+=.2;" "}" - "float D=y.y+4.25+1.5*n(vec2(y.x*.04,(y.z-40.)*.04)+1e2,15.);" - "D+=n(y.yz,.25);" - "D+=.025*n(y.xz*50.+1e2,.05);" - "c=min(c,D);" - "float C=1e3,u=m(y,vec3(0),vec3(0,0,-.01),1.6),H=m(y,vec3(0,0,1),vec3(0,0,-1),clamp(2.-v*2.+26.,0.,2.)),G=m(y,vec3(0,0,1),vec3(0,0,-1),1.6),k=0.;" - "k=m(y)*clamp((v-14.)*.5,0.,.25);" - "u+=k;" - "C=max(-H,u);" - "C=max(C,G);" - "c=min(c,C);" - "if(c==C)" - "f=1.;" - "else if(c==d)" - "f=2.;" - "else if(c==D)" - "f=3.;" - "return vec2(c,f);" + "float w=f.y+4.25+1.5*n(vec2(f.x*.04,(f.z-40.)*.04)+1e2,15.);" + "w+=n(f.yz,.25);" + "w+=.025*n(f.xz*50.+1e2,.05);" + "c=min(c,w);" + "float J=1e3,H=m(f,vec3(0),vec3(0,0,-.01),1.6),p=m(f,vec3(0,0,1),vec3(0,0,-1),clamp(2.-v*2.+46.,0.,2.)),C=m(f,vec3(0,0,1),vec3(0,0,-1),1.6),A=0.;" + "A=m(f)*clamp((v-24.)*.5,0.,.25);" + "H+=A;" + "J=max(-p,H);" + "J=max(J,C);" + "c=min(c,J);" + "if(c==J)" + "y=1.;" + "else if(c==L)" + "y=2.;" + "else if(c==w)" + "y=3.;" + "return vec2(c,y);" "}" - "float l(vec3 v,vec3 y)" + "float t(vec3 v,vec3 y)" "{" "float f=0.,c;" - "for(int i=0;i<200;i++)" + "for(int i=0;i<100;i++)" "{" "vec3 x=v+y*f;" - "c=l(x).x;" + "c=w(x).x;" "f+=c;" - "if(c<.001||f>8e2)" + "if(c<.001||f>5e2)" "break;" "}" "return f;" "}" - "vec3 e(vec3 v)" + "vec3 A(vec3 v)" "{" - "float f=l(v).x;" - "vec2 y=vec2(.01,0);" - "vec3 c=f-vec3(l(v-y.xyy).x,l(v-y.yxy).x,l(v-y.yyx));" + "float y=w(v).x;" + "vec2 f=vec2(.01,0);" + "vec3 c=y-vec3(w(v-f.xyy).x,w(v-f.yxy).x,w(v-f.yyx));" "return normalize(c);" "}" - "float e(vec3 v,vec3 y,float f,float m)" + "float A(vec3 v,vec3 f,float y,float m)" "{" - "vec3 c=normalize(y-v),x=e(v);" - "float i=clamp(dot(x,c),0.,f),a=l(v+x*.0025,c);" - "if(a13.45)" - "y-=(.25-smoothstep(-.7,.5,sin(m(1.5,13.45,8.))))*.2;" + "if(v>11.2)" + "y+=(.25-smoothstep(-.7,.5,sin(m(1.5,11.2,35.))))*.1;" "return y;" "}" - "vec3 d()" + "vec3 A()" "{" - "vec3 y=vec3(0,clamp(6.-v,2.,6.),clamp(75.-v*8.,6.,75.));" + "vec3 f=vec3(0,clamp(6.-v,2.,6.),clamp(75.-v*8.,6.,75.));" "if(v>7.5)" - "y+=vec3(0,clamp(7.5-v,-1.,0.),0);" + "f+=vec3(0,clamp(7.5-v,-1.,0.),0);" + "if(v>10.5)" + "f=vec3(2,-1,1);" "if(v>12.)" - "y=vec3(2,-1,1);" - "if(v>15.)" - "y=vec3(-1,-1,4);" - "y.z=w(y.z);" - "return y;" + "f=vec3(-1,-1,4);" + "f.z=E(f.z);" + "return f;" "}" - "vec3 F(vec3 y)" + "vec3 G(vec3 y)" "{" - "if(v>12.)" + "if(v>10.5)" "y=a;" - "if(v>15.)" + "if(v>12.)" "y=vec3(0,.1,0);" "return y;" "}" - "vec3 H(vec3 y)" + "vec3 I(vec3 f)" "{" - "vec3 c=vec3(.95,.35,.06);" - "if(v>13.5)" + "if(v>11.25)" "{" - "float f=smoothstep(-1.,.8,sin(m(.8,13.5,8.)*2.));" - "y=mix(y,f*1.4*c,f*.76);" + "float y=smoothstep(-1.,.8,sin(m(.8,11.25,8.)*2.));" + "f=mix(f,y*1.4*l,y*.76);" "}" - "return y;" + "return f;" "}" "void main()" "{" "vec2 v=(gl_FragCoord.xy*2.-i.xy)/i.y;" - "vec3 f=d(),c=e(v,f,F(y)),m=vec3(0);" - "float a=l(f,c);" + "vec3 f=A(),c=A(v,f,G(y)),m=vec3(0);" + "float a=t(f,c);" "if(a<5e2)" "{" "vec3 x=f+c*a;" - "float z=l(x).y,r=0.;" - "r=e(x,vec3(-3,5,5),1.,.2);" - "m+=vec3(r*vec3(.502,.2824,.102));" - "r=e(x,vec3(3,-2,5),.75,.8);" - "m+=vec3(r*vec3(.2784,.3647,.6588));" - "vec3 p=e(x);" - "m+=vec3(.1216,.1216,.1137)*clamp(dot(p,normalize(vec3(1,10,1))),0.,1.);" - "if(z==0.)" + "float s=w(x).y,r=0.;" + "r=A(x,vec3(-3,5,5),1.,.2);" + "m+=vec3(r*e);" + "r=A(x,vec3(3,-2,5),.75,.8);" + "m+=vec3(r*H);" + "vec3 z=A(x);" + "m+=L*clamp(dot(z,normalize(vec3(1,10,1))),0.,1.);" + "if(s==0.)" "m*=vec3(.3);" - "else if(z==1.)" + "else if(s==1.)" "m*=vec3(0,0,.5);" - "else if(z==2.)" + "else if(s==2.)" "m*=vec3(.3608,.1765,.0471);" - "else if(z==3.)" + "else if(s==3.)" "m*=vec3(.8471,.8549,.4667);" - "else if(z==4.)" + "else if(s==4.)" "m*=vec3(.1);" - "else if(z==5.)" - "m*=vec3(.95,.35,.06);" - "m=m*exp(-a*.02)+mix(m,mix(vec3(.2667,.2941,.3451),vec3(.302,.3176,.3725),pow(max(dot(c,vec3(0,.3,-1)),0.),8.)),1.-exp(-a*.02))*(1.-exp(-a*.02));" + "else if(s==5.)" + "m*=l;" + "m=m*exp(-a*.02)+mix(m,mix(d,F,pow(max(dot(c,vec3(0,.3,-1)),0.),8.)),1.-exp(-a*.02))*(1.-exp(-a*.02));" "}" "else" - " m=vec3(.1529,.1765,.3922)+c.y*.4;" - "m=H(m);" - "gl_FragColor=vec4(d(m),1);" + " m=mix(g,J,c.y*1.2);" + "m=I(m);" + "gl_FragColor=vec4(B(m),1);" "}"; #endif // SHADER_MINIFIED_H_