// Generated with Shader Minifier 1.3.6 (https://github.com/laurentlb/Shader_Minifier/) #ifndef SHADER_MINIFIED_H_ # define SHADER_MINIFIED_H_ # define VAR_u_resolution "v" # define VAR_u_time "y" const char *__temp_cleaned_shader_glsl = "uniform vec2 v;" "uniform float y;" "const float m=22./7.;" "mat2 f(float v)" "{" "float y=sin(v),f=cos(v);" "return mat2(f,-y,y,f);" "}" "float f(float v,float y,float m)" "{" "float f=max(m-abs(v-y),0.);" "return max(v,y)+f*f*.25/m;" "}" "float n(vec2 v)" "{" "v=50.*fract(v*.3183099);" "return fract(v.x*v.y*(v.x+v.y));" "}" "float f(vec2 v,float y)" "{" "vec2 m=floor(v),f=fract(v),c=f*f*(3.-2.*f);" "return-y+y*mix(mix(n(m+vec2(0)),n(m+vec2(1,0)),c.x),mix(n(m+vec2(0,1)),n(m+vec2(1)),c.x),c.y);" "}" "float x(vec3 v)" "{" "return f(10.*v.xy+y+1e3,.2)+.5*f(10.*(v.xy+2.)-y+1e3,.2);" "}" "float n(vec3 v,float y,float m)" "{" "vec2 f=abs(vec2(length(v.xy),v.z))-vec2(m,y);" "return min(max(f.x,f.y),0.)+length(max(f,0.));" "}" "float n(vec3 v,vec3 y)" "{" "vec3 f=abs(v)-y;" "return length(max(f,0.))+min(max(f.x,max(f.y,f.z)),0.);" "}" "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),c=vec3(.7,.4,.2),a=vec3(.2,.1,.3),s=vec3(.9,.5,.7),k=vec3(.8,.7,.5);" "float x(float v,float f,float x)" "{" "f*=x;" "float i=(y*x-f)/m;" "return m*min(i,v);" "}" "vec3 p(vec3 v)" "{" "for(float m=0.;m<7.;m++)" "{" "float c=9.+m*2.;" "if(y>c)" "{" "float i=1.;" "if(mod(m,2.)>=1.)" "i=-1.;" "v.xy*=f((9.+9.*clamp(sin(x(1.5,c,4.)*.06),-.9,.9))*i);" "}" "}" "return v;" "}" "float p(float v,float f)" "{" "if(y>=f)" "v+=.045*clamp(sin(x(3.,f,40.)*.4),-.8,.8);" "return v;" "}" "vec2 h(vec3 v)" "{" "float c=0.;" "const float i=m/12.;" "float a=floor(atan(v.y,v.x)/i+.5)*i;" "vec3 r=v;" "r.xy=mat2(cos(a),-sin(a),sin(a),cos(a))*r.xy;" "float e=length(max(abs(r.xy-vec2(1.8,0))-vec2(.24,.14),0.))-.02;" "e=min(e,abs(length(v.xy)-1.8)-.2);" "float s=abs(length(v.xy)-1.75)-.08;" "s=f(s,abs(v.z-.1)-.04,.005);" "e=max(-s,e);" "e=f(e,abs(v.z)-.1,.02);" "for(float l=0.;l<8.;l++)" "{" "vec3 h=v;" "float z=24.67/(m*2.)+(l+1.)*(m/4.);" "if(l==1.)" "z+=.2;" "if(l==7.)" "z-=.2;" "h.xy=f(z)*h.xy;" "float k=(l-1.)*2.+1.5+9.;" "if(l>0.)" "{" "h.x-=1.95;" "vec3 d=h;" "if(y>k)" "d.x=p(d.x,k);" "float t=x(vec3(d.x-.14,d.yz),vec2(.22))-.01,C=x(vec3(d),vec2(.2,.12))-.02,F=x(vec3(h.x-.06,h.yz),vec2(.1,.15))-.01,g=max(-t,C);" "g=min(g,F);" "e=min(e,g);" "if(e==g)" "c=4.;" "if(e==F&&y>k+.2)" "c=5.;" "}" "}" "vec3 h=p(v);" "float z=m/16.;" "vec3 l=h;" "l.xy=f(floor(atan(h.y,h.x)/z+.5)*z)*l.xy;" "float g=n(l.xyz-vec3(1.75,0,0),vec3(.04,.14,.05))-.02;" "e=min(e,g);" "if(e==g)" "c=4.;" "float k=1.5,d=1e3;" "for(int t=0;t<4;t++)" "{" "float C=n(vec3(v.x,v.y+k,v.z),vec3(2,.1,k))-.05;" "d=min(d,C);" "e=min(e,C);" "k+=.2;" "}" "float C=v.y+4.25+1.5*f(vec2(v.x*.04,(v.z-40.)*.04)+1e2,15.);" "e=min(e,C);" "float t=1e3,F=n(v,.025,1.6),E=n(v,2.,clamp(2.-y*2.+46.,0.,2.)),D=n(v,.3,1.6),u=0.;" "u=x(v)*clamp((y-24.)*.5,0.,.25);" "F+=u;" "t=max(-E,F);" "t=max(t,D);" "e=min(e,t);" "if(e==t)" "c=1.;" "if(e==d)" "c=2.;" "if(e==C)" "c=3.;" "return vec2(e,c);" "}" "float h(vec3 v,vec3 y)" "{" "float i=0.,f;" "for(int e=0;e<90;e++)" "{" "vec3 m=v+y*i;" "f=h(m).x;" "i+=f;" "if(abs(f)<.002||i>4e2)" "break;" "}" "return i;" "}" "vec3 r(vec3 v)" "{" "float m=h(v).x;" "vec2 y=vec2(.01,0);" "vec3 f=m-vec3(h(v-y.xyy).x,h(v-y.yxy).x,h(v-y.yyx));" "return normalize(f);" "}" "float h(vec3 v,vec3 m,float y)" "{" "vec3 f=normalize(m-v),e=r(v);" "float i=clamp(dot(e,f),0.,1.),c=h(v+e*.0025,f);" "if(abs(c)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 t(vec3 v)" "{" "if(y>10.75)" "{" "float f=smoothstep(-1.,.8,sin(x(.8,10.75,8.)*2.));" "v=mix(v,f*1.4*vec3(.95,.35,.06),f*.76);" "}" "return v;" "}" "void main()" "{" "vec2 m=(gl_FragCoord.xy*2.-v.xy)/v.y;" "vec3 y=e(),x=p(m,y,f()),l=vec3(0);" "float d=h(y,x);" "if(d<150.)" "{" "vec3 z=y+x*d;" "float g=h(z).y,C=0.;" "C=h(z,vec3(10,15,25),.2);" "l+=C*s;" "C=h(z,vec3(4,2,-15),1.);" "l+=C*k;" "l+=a*clamp(dot(r(z),normalize(vec3(0,1,10))),0.,1.);" "if(g==0.)" "l*=vec3(.3);" "else if(g==1.)" "l*=vec3(0,0,.5);" "else if(g==2.)" "l*=vec3(.3,.1,0);" "else if(g==3.)" "l*=vec3(.8,.8,.5)+f(z.xz*5e2+1e2,.3);" "else if(g==4.)" "l*=vec3(.1);" "else if(g==5.)" "l*=vec3(.9,.3,0);" "}" "l=mix(l,mix(i,c,pow(max(dot(x,vec3(0,-.1,-1)),0.),8.)),1.-exp(-d*.01));" "l=t(l);" "gl_FragColor=vec4(e(l),1);" "}"; #endif // SHADER_MINIFIED_H_