// Generated with Shader Minifier 1.3.6 (https://github.com/laurentlb/Shader_Minifier/) #ifndef SHADER_MINIFIED_H_ # define SHADER_MINIFIED_H_ # define VAR_texts "d" # define VAR_texture_sampler "m" # define VAR_u_resolution "v" # define VAR_u_time "y" const char *__temp_cleaned_shader_glsl = "uniform vec2 v;" "uniform float y;" "uniform sampler2D m,d;" "const float i=2.*acos(-1.),f=sqrt(5.)*.5+.5;" "float n(vec3 v)" "{" "vec3 x=vec3(0),y=vec3(0,0,1)-x;" "return length(y*clamp(dot(v-x,y)/dot(y,y),0.,1.)+x-v);" "}" "float n(float v,float y)" "{" "return min(-.1,max(v,y))+length(max(vec2(.1+v,.1+y),vec2(0)));" "}" "mat2 s(float v)" "{" "float y=sin(v),x=cos(v);" "return mat2(x,-y,y,x);" "}" "float s(vec3 v,float y)" "{" "vec2 m=vec2(y,abs(v.z)-.15);" "return min(max(m.x,m.y),0.)+length(max(m,0.));" "}" "float t(vec2 v)" "{" "float y=1.-smoothstep(-.2,.8,sin(atan(v.y,v.x)*12.))*.14;" "return smoothstep(y,y+2.,length(v)*2.);" "}" "float t(vec3 v,float y)" "{" "v.xy*=s(y);" "float m=s(v,t(v.xy)),x=n(v-vec3(0,0,-.5))-.2;" "return.8*n(m,-x)-.02;" "}" "vec2 p(vec3 v)" "{" "float m=1e10;" "m=min(m,v.y+1.5);" "float x=t(v+vec3(1,0,0),y);" "m=min(m,x);" "float n=t(v+vec3(.5,-.87,0),-y);" "m=min(m,n);" "float f=t(v+vec3(.5,.87,0),-y);" "m=min(m,f);" "float d=0.;" "if(m==x)" "d=1.;" "if(m==n)" "d=2.;" "if(m==f)" "d=3.;" "return vec2(m,d);" "}" "vec2 p(vec3 v,vec3 y)" "{" "float m=0.,f=0.;" "for(int i=0;i<100;i++)" "{" "vec3 x=v+y*m;" "vec2 n=p(x);" "m+=n.x;" "f=n.y;" "if(m>20.||n.x20.)" "m=-1.;" "return vec2(m,f);" "}" "float x(vec3 v,vec3 y)" "{" "float m=1.,f=.001;" "for(int i=0;i<100;i++)" "{" "vec3 x=v+f*y;" "float n=p(x).x;" "m=min(m,10.*n/f);" "if(abs(n)<.001*f)" "break;" "f+=n;" "if(f>20.)" "break;" "}" "return clamp(m,0.,1.);" "}" "vec3 x(vec3 v)" "{" "vec2 m=vec2(.001,0);" "vec3 y=vec3(p(v+m.xyy).x-p(v-m.xyy).x,p(v+m.yxy).x-p(v-m.yxy).x,p(v+m.yyx).x-p(v-m.yyx).x);" "return normalize(y);" "}" "vec3 n(vec3 v,vec3 m,vec3 y)" "{" "return v+(1.-v)*pow(clamp(1.-dot(m,y),0.,1.),5.);" "}" "vec3 n(vec3 v,vec3 y,vec3 m,float f)" "{" "float d=1.;" "vec3 i=vec3(0),p=reflect(m,y),c=vec3(.5),a=vec3(1),s=vec3(.1686);" "if(f==0.)" "s=vec3(.1412),d=11.1;" "else if(f==1.)" "s=vec3(.1765,1.1961,.2275),d=31.;" "else if(f==2.)" "s=vec3(1.1765,.1961,.2275),d=21.;" "else if(f==3.)" "s=vec3(.1765,.1961,1.2275),d=21.;" "{" "vec3 l=normalize(vec3(-2,.3,10)-v),r=vec3(max(0.,dot(l,p))),t=n(c,normalize(l-m),l);" "r=pow(r,vec3(d));" "i+=s*r*(vec3(.71,.51,.72)*5.)*mix(a*vec3(max(0.,dot(l,y))),r,t);" "}" "{" "vec3 l=normalize(vec3(5,5,-20)-v),r=vec3(max(0.,dot(l,p))),t=n(c,normalize(l-m),l);" "r=pow(r,vec3(d));" "i+=s*r*(vec3(.14,.36,.83)*7.)*mix(a*vec3(max(0.,dot(l,y))),r,t);" "}" "{" "vec3 l=vec3(0,.4,1);" "float r=clamp(dot(y,l),0.,1.),t=x(v+y*.02,l);" "i+=s*vec3(1.1,1.2,1.5)*r*r*t;" "}" "i+=s*vec3(.0353,.2667,.4784)*clamp(dot(y,vec3(0,.6,-1)),0.,1.);" "return i;" "}" "void main()" "{" "vec2 m=(2.*gl_FragCoord.xy-v.xy)/v.y;" "float f=y*.4;" "vec3 i=vec3(0,0,1),d=i+vec3(4.*sin(f),cos(f),4.*cos(f)),l=normalize(i-d),r=normalize(cross(l,vec3(0,1,0))),s=normalize(m.x*r+m.y*normalize(cross(r,l))+l*2.),c=vec3(.1451,.1098,.1608)-vec3(.9725,.5176,0)*s.y;" "vec2 t=p(d,s);" "if(t.x>0.)" "{" "vec3 a=d+s*t.x,C=x(a);" "c=n(a,C,s,t.y);" "c=mix(c,vec3(.17,.16,.24),1.-exp(-t.x*.01));" "}" "gl_FragColor=vec4(pow(c,vec3(1./1.3)),1);" "}"; #endif // SHADER_MINIFIED_H_