// Generated with Shader Minifier 1.3.6 (https://github.com/laurentlb/Shader_Minifier/) #ifndef SHADER_MINIFIED_H_ # define SHADER_MINIFIED_H_ # define VAR_resolution "m" # define VAR_texts "d" # define VAR_texture_sampler "e" # define VAR_time "v" const char *__temp_cleaned_shader_glsl = "uniform float v;" "uniform vec2 m;" "uniform sampler2D e,d;\n" "#define MAX_STEPS 100\n" "#define MAX_DIST 20.\n" "#define SURF_DIST.001\n" "#define TAU 6.283185\n" "#define PI 3.141592\n" "#define FOG_DENSITY 0.01\nstruct Obj{float distance;int material;};" "mat2 n(float v)" "{" "float m=sin(v),d=cos(v);" "return mat2(d,-m,m,d);" "}" "vec3 n(vec3 v,float m)" "{" "float d=1.-exp(-m*FOG_DENSITY);" "return mix(v,vec3(.17,.16,.24),d);" "}" "float s(vec3 v,float m)" "{" "vec2 d=vec2(m,abs(v.z)-.15);" "return min(max(d.x,d.y),0.)+length(max(d,0.));" "}" "float s(vec2 v)" "{" "float d=1.-smoothstep(-.2,.8,sin(atan(v.y,v.x)*12.))*.14;" "return smoothstep(d,d+2.,length(v)*2.);" "}" "float x(float m,float v)" "{" "float d=max(.02-abs(-m-v),0.);" "return max(-m,v)+d*d*.25/.02;" "}" "float x(vec3 v)" "{" "vec3 m=vec3(0),d=v-m,y=vec3(0,0,1)-m;" "return length(d-y*clamp(dot(d,y)/dot(y,y),0.,1.))-.2;" "}" "float p(vec3 v,float m)" "{" "v.xy*=n(m);" "float d=s(v,s(v.xy)),y=x(v-vec3(0,0,-.5));" "return.8*x(y,d)-.001;" "}" "Obj p(vec3 m)" "{" "float d=1e10;" "Obj e=Obj(m.y+1.5+sin(m.z*.6)*.2+sin(m.x*1.3)*.1,0);" "{" "float y=p(m+vec3(1,0,0),v);" "d=min(d,y);" "}" "{" "float y=p(m+vec3(.5,-.87,0),-v);" "d=min(d,y);" "}" "{" "float y=p(m+vec3(.5,.87,0),-v);" "d=min(d,y);" "}" "Obj y=Obj(d,1);" "return e.distance>y.distance?" "y:" "e;" "}" "Obj t(vec3 v,vec3 m)" "{" "float d=0.;" "Obj r=Obj(-1.,-1);" "for(int y=0;yMAX_DIST||r.distanceMAX_DIST)" "d=-1.;" "r.distance=d;" "return r;" "}" "float f(vec3 v,vec3 m)" "{" "float d=1.,y=.001;" "for(int r=0;r20.)" "break;" "}" "return clamp(d,0.,1.);" "}" "vec3 f(vec3 v)" "{" "vec2 m=vec2(.001,0);" "vec3 d=vec3(p(v+m.xyy).distance-p(v-m.xyy).distance,p(v+m.yxy).distance-p(v-m.yxy).distance,p(v+m.yyx).distance-p(v-m.yyx).distance);" "return normalize(d);" "}" "vec3 f(vec3 m,vec3 v,vec3 d)" "{" "return m+(1.-m)*pow(clamp(1.-dot(v,d),0.,1.),5.);" "}" "vec3 f(vec3 v,vec3 d,vec3 m,int y)" "{" "float e=1.;" "vec3 r=vec3(0),c=reflect(m,d),a=vec3(.5),i=vec3(1),n=vec3(.1255);" "if(y==0)" "n=vec3(.1412),e=3.1;" "else if(y==1)" "n=vec3(.1765,.1961,.2275),e=21.;" "{" "vec3 x=normalize(vec3(-2,.3,10)-v),O=vec3(max(0.,dot(x,c))),l=f(a,normalize(x-m),x);" "O=pow(O,vec3(e));" "r+=n*O*(vec3(.71,.51,.72)*5.)*mix(i*vec3(max(0.,dot(x,d))),O,l);" "}" "{" "vec3 x=normalize(vec3(5,5,-20)-v),O=vec3(max(0.,dot(x,c))),l=f(a,normalize(x-m),x);" "O=pow(O,vec3(e));" "r+=n*O*(vec3(.14,.36,.83)*7.)*mix(i*vec3(max(0.,dot(x,d))),O,l);" "}" "{" "vec3 x=vec3(0,.4,1);" "float O=clamp(dot(d,x),0.,1.),l=f(v+d*.02,x);" "r+=n*vec3(1.1,1.2,1.5)*O*O*l;" "}" "r+=n*vec3(.0353,.2667,.4784)*clamp(dot(d,vec3(0,.6,-1)),0.,1.);" "return r;" "}" "void main()" "{" "vec2 d=(2.*gl_FragCoord.xy-m.xy)/m.y;" "float y=v*.4;" "vec3 e=vec3(0),x=e+vec3(4.*sin(y),cos(y),4.*cos(y)),O=normalize(e-x),c=normalize(cross(O,vec3(0,1,0))),l=normalize(d.x*c+d.y*normalize(cross(c,O))+1.4*O),r=vec3(.1451,.1098,.1608)-vec3(.9725,.5176,0)*l.y;" "Obj i=t(x,l);" "if(i.distance>0.)" "{" "vec3 a=x+l*i.distance,s=f(a);" "r=f(a,s,l,i.material);" "r=n(r,i.distance);" "}" "gl_FragColor=vec4(pow(r,vec3(1./1.3)),1);" "}"; #endif // SHADER_MINIFIED_H_