// Generated with Shader Minifier 1.3.6 (https://github.com/laurentlb/Shader_Minifier/) #ifndef SHADER_MINIFIED_H_ # define SHADER_MINIFIED_H_ # define VAR_my_fragColor "v" # define VAR_u_resolution "r" # define VAR_u_time "n" const char *__temp_cleaned_shader_glsl = "#version 330\n" "uniform float n;" "uniform vec2 r;" "layout(location=1) out vec4 v;struct Light{vec3 position;float intensity;vec3 color;};struct Surface{float dist;vec3 position;vec3 baseColor;vec3 normal;vec3 emissiveColor;};struct Hit{Surface surface;Surface near;};" "void main()" "{" "v=vec4(vec3(0,1,0),1);" "}"; #endif // SHADER_MINIFIED_H_