// 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 "m" const char *__temp_cleaned_shader_glsl = "uniform vec2 v;" "uniform float m;" "const float y=22./7.;" "mat2 f(float v)" "{" "float m=sin(v),y=cos(v);" "return mat2(y,-m,m,y);" "}" "float f(float v,float y,float m)" "{" "float x=max(m-abs(v-y),0.);" "return max(v,y)+x*x*.25/m;" "}" "float f(vec2 v,int m)" "{" "if(m==1)" "{" "float y=dot(v,vec2(127.1,311.7));" "return fract(sin(y)*43758.5453123);" "}" "v=50.*fract(v*.3183099);" "return fract(v.x*v.y*(v.x+v.y));" "}" "float n(vec2 v,float m,int y)" "{" "vec2 i=floor(v),x=fract(v),c=x*x*(3.-2.*x);" "float n=m;" "if(y==1)" "n=2.;" "return-m+n*mix(mix(f(i+vec2(0),y),f(i+vec2(1,0),y),c.x),mix(f(i+vec2(0,1),y),f(i+vec2(1),y),c.x),c.y);" "}" "float s(vec3 v,float y,float m)" "{" "vec2 i=abs(vec2(length(v.xy),v.z))-vec2(m,y);" "return min(max(i.x,i.y),0.)+length(max(i,0.));" "}" "float n(vec3 v,vec3 y)" "{" "vec3 m=abs(v)-y;" "return length(max(m,0.))+min(max(m.x,max(m.y,m.z)),0.);" "}" "float s(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),x=vec3(.7,.4,.2),a=vec3(.2,.1,.3),c=vec3(.9,.5,.7),k=vec3(.8,.7,.5),l=vec3(.9,.3,0),d=vec3(0,.1,.2),p=vec3(.8,.9,.6)*.6;" "float n(vec3 v)" "{" "v.y*=v.z;" "return y*min((m*v.z-v.y)/y,v.x);" "}" "vec3 s(vec3 v)" "{" "for(float i=0.;i<7.;i++)" "{" "float y=9.+i*2.,c=1.;" "if(m>y)" "{" "if(mod(i,2.)>=1.)" "c=-1.;" "v.xy*=f((9.+9.*clamp(sin(n(vec3(1.5,y,4))*.06),-.9,.9))*c);" "}" "}" "return v;" "}" "float t(vec2 v)" "{" "if(m>=v.y)" "v.x+=.045*clamp(sin(n(vec3(3,v.y,40))*.4),-.8,.8);" "return v.x;" "}" "float t(vec2 v,float y)" "{" "v+=n(v,1.,1);" "vec2 m=1.-abs(sin(v)),c=abs(cos(v));" "m=mix(m,c,m);" "return pow(1.-pow(m.x*m.y,.65),y);" "}" "vec2 r(vec3 v,int i)" "{" "float c=0.,r=y/12.,x=floor(atan(v.y,v.x)/r+.5)*r;" "vec3 a=v;" "a.xy=mat2(cos(x),-sin(x),sin(x),cos(x))*a.xy;" "float d=length(max(abs(a.xy-vec2(1.8,0))-vec2(.24,.14),0.))-.02,l=abs(length(v.xy)-1.8)-.2;" "d=min(d,l);" "l=abs(length(v.xy)-1.75)-.08;" "l=f(l,abs(v.z-.1)-.04,.005);" "d=max(-l,d);" "d=f(d,abs(v.z)-.1,.02);" "for(float e=0.;e<8.;e++)" "{" "r=24.67/(y*2.);" "a=v;" "x=r+(e+1.)*y/4.;" "if(e==1.)" "x+=.2;" "if(e==7.)" "x-=.2;" "a.xy=f(x)*a.xy;" "float z=9.+(e-1.)*2.+1.5;" "if(e>0.)" "{" "a.x-=1.95;" "vec3 p=a;" "if(m>z)" "p.x=t(vec2(p.x,z));" "float h=s(vec3(a.x-.06,a.yz),vec2(.1,.15))-.01;" "l=max(-s(vec3(p.x-.14,p.yz),vec2(.22))-.01,s(vec3(p),vec2(.2,.12))-.02);" "l=min(l,h);" "d=min(d,l);" "if(d==l)" "c=4.;" "if(d==h&&m>z+.2)" "c=5.;" "}" "}" "vec3 p=s(v),e=p;" "r=y/16.;" "e.xy=f(floor(atan(p.y,p.x)/r+.5)*r)*e.xy;" "l=n(e.xyz-vec3(1.75,0,0),vec3(.04,.14,.05))-.02;" "d=min(d,l);" "if(d==l)" "c=4.;" "l=1e3;" "float z=1.5;" "for(int h=0;h<4;h++)" "{" "float k=n(vec3(v.x,v.y+z,v.z),vec3(2,.1,z))-.05;" "l=min(l,k);" "d=min(d,k);" "z+=.2;" "}" "if(d==l)" "c=2.;" "l=v.y+4.25+n(vec2(v.x*.04,(v.z-40.)*.04)+1e2,15.,0)*1.5;" "d=min(d,l);" "if(d==l)" "c=3.;" "l=1e3;" "float h=0.,k,g=4.,C=.6,F=.2;" "if(i==1)" "{" "vec2 w=v.xy;" "for(int u=0;u<4;u++)" "k=t((w+m)*C,g),k+=t((w-m)*C,g),h+=k*F,w*=mat2(1.6,1.2,-1.2,1.6),C*=1.9,F*=.22,g=mix(g,1.,.4);" "}" "float w=s(v,.025,1.6)-h*.15;" "l=m<25.?" "max(-s(v,2.,clamp(2.-m*2.+46.,0.,2.3)),w):" "w;" "l=max(l,s(v,.3,1.7));" "d=min(d,l);" "if(d==l)" "c=1.;" "return vec2(d,c);" "}" "float e(vec3 v,vec3 y)" "{" "float m,i=0.;" "for(int d=0;d<90;d++)" "{" "m=r(v+y*i,0).x;" "i+=m;" "if(abs(m)<.002||i>4e2)" "break;" "}" "return i;" "}" "vec3 e(vec3 v)" "{" "vec2 m=vec2(.01,0);" "vec3 y=r(v,1).x-vec3(r(v-m.xyy,1).x,r(v-m.yxy,1).x,r(v-m.yyx,1));" "return normalize(y);" "}" "float e(vec3 v,vec3 m,float y,vec3 x)" "{" "vec3 l=normalize(m-v);" "float c=clamp(dot(x,l),0.,1.),d=e(v+x*.0025,l);" "if(abs(d)7.5)" "y+=vec3(0,clamp(7.5-m,-1.,0.),0);" "if(m>10.5)" "y=vec3(2,-1,1);" "if(m>12.)" "y=vec3(-1,-1,4);" "return y;" "}" "vec3 f()" "{" "vec3 y=vec3(0,-.5,0);" "if(m>10.5)" "y=vec3(1.7,-1.1,0);" "if(m>12.)" "y=vec3(0,.1,0);" "return y;" "}" "vec3 h(vec3 v)" "{" "if(m>10.75)" "{" "float y=smoothstep(-1.,.8,sin(n(vec3(.8,10.75,8))*2.));" "v=mix(v,y*1.4*l,y*.76);" "}" "return v;" "}" "vec3 w(vec2 v)" "{" "vec3 m=e(),y=r(v,m,f()),d=vec3(0);" "float p=e(m,y);" "if(p<150.)" "{" "vec3 z=m+y*p,g=e(z);" "float w=r(z,0).y,s=e(z,vec3(10,15,25),.2,g);" "d+=s*c;" "s=e(z,vec3(4,2,-15),1.,g);" "d+=s*k;" "d+=a*clamp(dot(g,normalize(vec3(0,1,10))),0.,1.);" "if(w==0.)" "d*=vec3(.3);" "else if(w==1.)" "d=e(z,g,normalize(y));" "else if(w==2.)" "d*=vec3(.3,.1,0);" "else if(w==3.)" "d*=vec3(.8,.8,.5)+n(z.xz*5e2+1e2,.3,0);" "else if(w==4.)" "d*=vec3(.1);" "else if(w==5.)" "d*=l;" "}" "d=mix(d,mix(i,x,pow(max(dot(y,vec3(0,-.1,-1)),0.),8.)),1.-exp(-p*.01));" "d=h(d);" "return r(d);" "}" "void main()" "{" "vec2 m=(gl_FragCoord.xy*2.-v.xy)/v.y;" "gl_FragColor=vec4(w(m),1);" "}"; #endif // SHADER_MINIFIED_H_