// Generated with Shader Minifier 1.3.6 (https://github.com/laurentlb/Shader_Minifier/) #ifndef SHADER_MINIFIED_H_ # define SHADER_MINIFIED_H_ # define VAR_resolution "v" # define VAR_texts "s" # define VAR_texture_sampler "m" # define VAR_time "y" const char *__temp_cleaned_shader_glsl = "#version 120\n" "uniform float y;" "uniform vec2 v;" "uniform sampler2D m,s;" "float f=0.;" "mat2 n(float y)" "{" "return mat2(cos(y),sin(y),-sin(y),cos(y));" "}" "float x(vec3 y)" "{" "vec3 v=abs(y)-vec3(.4,.4,.1);" "return length(max(v,0.))+min(max(v.x,max(v.y,v.z)),0.);" "}" "float n(vec3 y,float v)" "{" "y*=v;" "float a=x(y)/1.5;" "y.xy*=5.;" "y.y-=3.5;" "y.xy*=n(.75);" "return-a;" "}" "float x(vec3 v,float y)" "{" "vec3 a=v;" "v=a;" "v.y+=sin(f*.4)*2.5;" "v.xy*=n(.8);" "float m=n(v,2.-abs(sin(f*.4))*1.5);" "v=a;" "v.y-=sin(f*.4)*2.5;" "v.xy*=n(.8);" "float s=n(v,2.-abs(sin(f*.4))*1.5);" "v=a;" "v.x+=sin(f*.4)*2.5;" "v.xy*=n(.8);" "float g=n(v,2.-abs(sin(f*.4))*1.5);" "v=a;" "v.x-=sin(f*.4)*2.5;" "v.xy*=n(.8);" "float c=n(v,2.-abs(sin(f*.4))*1.5);" "v=a;" "v.xy*=n(.8);" "float z=n(v,.5)*6.;" "v=a;" "float e=n(v,.5)*6.;" "return max(max(max(max(max(m,s),g),c),z),e);" "}" "vec4 c(vec2 m)" "{" "vec3 a=vec3(0,-.2,y*4.),s=normalize(vec3((m.xy*2.-v.xy)/min(v.x,v.y),1.5));" "s.xy=s.xy*n(sin(y*.03)*5.);" "s.yz=s.yz*n(sin(y*.05)*.2);" "float r=.1;" "vec3 c=vec3(0);" "float g=0.;" "for(int z=0;z<99;z++)" "{" "vec3 e=a+s*r;" "e=mod(e-2.,4.)-2.;" "f=y-float(z)*.01;" "float i=x(e,y);" "i=max(abs(i),.01);" "g+=exp(-i*23.);" "r+=i*.55;" "}" "c=vec3(g*.02);" "c+=vec3(0,.2*abs(sin(y)),.5+sin(y)*.2);" "return vec4(c,1.-r*(.02+.02*sin(y)));" "}" "vec3 c(vec2 v,float m,float a,float c,float f)" "{" "float s=(-v.y*6.-3.-sin(m+v.x*c+y)-a)*.055;" "s*=1.+sin(m+v.x*c+y)+(v.y*6.-3.+a);" "return clamp(s,0.,.9)*(vec3(.5)+vec3(1)*cos(6.28318*(vec3(1)*(f/360.)+vec3(0,.6666,.3333))));" "}" "float a=0.,g=-.1;" "vec4 e(vec2 v)" "{" "v.y=sin(v.x*16.+y)/32.+v.y-.03;" "v.x-=(y-a)*.2;" "vec4 m=texture2D(s,v);" "if(m.y>0.&&g!=a)" "a=y,g=a;" "return vec4(m.xyz,1);" "}" "void c(out vec4 f,vec2 m)" "{" "vec2 s=(m.xy*2.-v.xy)/min(v.x,v.y);" "vec3 a=vec3(0,.4,.6);" "a+=c(s,0.,1.,1.,sin(y+.3)*90.);" "a+=c(s,sin(y),0.,-1.,sin(y-1.2)*120.);" "a+=c(s,-3.,0.,1.,sin(y+.5)*90.);" "vec4 g=e(s*.1);" "f=max(c(gl_FragCoord.xy)*.2,vec4(a*g.xyz,1));" "}" "void main()" "{" "c(gl_FragColor,gl_FragCoord.xy);" "}"; #endif // SHADER_MINIFIED_H_