// Generated with Shader Minifier 1.3.6 (https://github.com/laurentlb/Shader_Minifier/) #ifndef SHADER_MINIFIED_H_ # define SHADER_MINIFIED_H_ # define VAR_texts "a" # define VAR_texture_sampler "f" # define VAR_u_resolution "y" # define VAR_u_time "v" const char *__temp_cleaned_shader_glsl = "uniform vec2 y;" "uniform float v;" "uniform sampler2D f,a;" "mat2 n(float v)" "{" "float f=sin(v),y=cos(v);" "return mat2(y,-f,f,y);" "}" "float n(float v,float y,float x)" "{" "float f=max(x-abs(v-y),0.);" "return max(v,y)+f*f*.25/x;" "}" "float s(vec2 v)" "{" "v=50.*fract(v*.3183099);" "return fract(v.x*v.y*(v.x+v.y));" "}" "float n(vec2 v,float y)" "{" "vec2 f=floor(v),m=fract(v),a=m*m*(3.-2.*m);" "return-y+y*mix(mix(s(f+vec2(0)),s(f+vec2(1,0)),a.x),mix(s(f+vec2(0,1)),s(f+vec2(1)),a.x),a.y);" "}" "float m(vec3 y)" "{" "return n(10.*y.xy+v,.2)+.5*n(10.*(y.xy+2.)-v,.2);" "}" "float m(vec3 v,vec3 y,vec3 m,float x)" "{" "vec3 f=m-y,a=v-y;" "float s=dot(f,f),c=dot(a,f),n=length(a*s-f*c)-x*s,h=abs(c-s*.5)-s*.5,i=n*n,z=h*h*s,g=max(n,h)<0.?" "-min(i,z):" "(n>0.?" "i:" "0.)+(h>0.?" "z:" "0.);" "return sign(g)*sqrt(abs(g))/s;" "}" "float m(vec3 v,vec3 y)" "{" "vec3 f=abs(v)-y;" "return length(max(f,0.))+min(max(f.x,max(f.y,f.z)),0.);" "}" "float x(vec3 v)" "{" "vec2 f=vec2(.2);" "v.xy*=n(.5);" "const float y=sqrt(3.);" "f.x*=.5*y;" "v.xy/=f.x;" "v.x=abs(v.x)-1.;" "v.y=v.y+1./y;" "if(v.x+y*v.y>0.)" "v.xy=vec2(v.x-y*v.y,-y*v.x-v.y)/2.;" "v.x-=clamp(v.x,-2.,0.);" "float x=length(v.xy)*sign(-v.y)*f.x,a=abs(v.z)-f.y;" "return length(max(vec2(x,a),0.))+min(max(x,a),0.);" "}" "float m(float y,float x,float f)" "{" "float i=(v*f-x)/(2.*acos(-1.));" "i=min(i,y);" "return 2.*acos(-1.)*i;" "}" "vec3 t(vec3 y)" "{" "float f=9.+9.*clamp(sin(m(2.,0.,1.)*.05),-.9,.9);" "if(v>=2.)" "f=9.+9.*clamp(sin(m(2.,0.,1.)*.05),-.9,.9),y.xy=n(f)*y.xy;" "if(v>=14.)" "f=9.+9.*clamp(sin(m(2.,14.,1.)*.05),-.9,.9),y.xy=n(f*-1.)*y.xy;" "return y;" "}" "float s(float y,float f)" "{" "if(v>=f)" "y+=.045*clamp(sin(m(2.4,f*10.,10.)*.4),-.9,.9);" "return y;" "}" "vec2 h(vec3 y)" "{" "float f=0.;" "const float a=2.*acos(-1.)/24.;" "float i=floor(atan(y.y,y.x)/a+.5)*a;" "vec3 r=y;" "r.xy=mat2(cos(i),-sin(i),sin(i),cos(i))*r.xy;" "float c=length(max(abs(r.xy-vec2(1.8,0))-vec2(.24,.14),0.))-.02;" "c=min(c,abs(length(y.xy)-1.8)-.2);" "float g=abs(length(y.xy)-1.75)-.08;" "g=n(g,abs(y.z-.1)-.04,.005);" "c=max(-g,c);" "c=n(c,abs(y.z)-.1,.02);" "float h=1.;" "for(int l=0;l<8;l++)" "{" "vec3 z=y;" "float b=24.67/(2.*acos(-1.))+h*(2.*acos(-1.)/8.);" "if(l==1)" "b+=.2;" "if(l==7)" "b-=.2;" "z.xy=n(b)*z.xy;" "if(l>0)" "{" "z.x=z.x-1.95;" "if(l==1)" "z.x=s(z.x,13.);" "if(l==2)" "z.x=s(z.x,26.);" "float p=x(vec3(z))-.02;" "c=min(c,p);" "}" "h+=1.;" "}" "vec3 l=t(y);" "float z=2.*acos(-1.)/32.;" "vec3 b=l;" "b.xy=n(floor(atan(l.y,l.x)/z+.5)*z)*b.xy;" "float p=m(b.xyz-vec3(1.75,0,0),vec3(.04,.14,.05))-.02;" "c=min(c,p);" "float e=1.5,u=1e3;" "for(int C=0;C<4;C++)" "{" "float D=m(vec3(y.x,y.y+e,y.z),vec3(2,.1,e))-.05;" "u=min(u,D);" "c=min(c,D);" "e+=.2;" "}" "float D=1e3;" "if(v>2.)" "{" "float C=m(y,vec3(0),vec3(0,0,-.01),1.6),F=m(y,vec3(0,0,1),vec3(0,0,-1),2.-v*2.+4.),E=m(y,vec3(0,0,1),vec3(0,0,-1),1.6),d=0.;" "if(v>5.)" "d=m(y+4.)*min((v-5.)*.5,.25);" "C+=d;" "D=max(-F,C);" "D=max(D,E);" "c=min(c,D);" "}" "if(c==min(D,.1))" "f=1.;" "else if(c==min(u,.1))" "f=2.;" "return vec2(c,f);" "}" "float h(vec3 y,vec3 v)" "{" "float f=0.,c;" "for(int i=0;i<80;i++)" "{" "vec3 x=y+v*f;" "c=h(x).x;" "f+=c;" "if(c<.001||f>1e2)" "break;" "}" "return f;" "}" "vec3 p(vec3 v)" "{" "float f=h(v).x;" "vec2 y=vec2(.01,0);" "vec3 c=f-vec3(h(v-y.xyy).x,h(v-y.yxy).x,h(v-y.yyx));" "return normalize(c);" "}" "float h(vec3 v,vec3 y,float f)" "{" "vec3 c=normalize(y-v),x=p(v);" "float i=clamp(dot(x,c),0.,.75),a=h(v+x*.0025,c);" "if(a0.)" "{" "float l=h(x,a);" "if(l<1e3)" "{" "vec3 z=x+a*l;" "float m=h(z).y,r=h(z,vec3(3,5,4),.2);" "i=vec3(r*vec3(1));" "r=h(z,vec3(-3,5,-4),.1);" "i+=vec3(r*vec3(.5,.2,.1));" "if(m==0.)" "i*=vec3(1);" "else if(m==1.)" "i*=(n(5.*(z.xy+2.)+v,-1.)*n(50.*(z.xy+2.),-.4)+.5*n(20.*(z.xy+2.)-v,-.5)*n(5.*(z.xy+2.),-.75))*smoothstep(0.,.75,(v-5.)*.1)+vec3(0,0,.5*n(10.*(z.xy+4.)-v,-.5))+vec3(0,0,.5);" "else if(m==2.)" "i*=vec3(.545,.27,.074)-.2*n(vec2(1e2*z.x+3e2,75.*z.z+150.),-2.2)*n(vec2(15.*z.x+2.,3.*z.z+2.),-1.)+n(vec2(15.*z.x+2.4,3.*z.z+2.),-.25);" "}" "gl_FragColor=vec4(i,1);" "}" "else" " gl_FragColor=texture2D(f,gl_FragCoord.xy/y);" "}"; #endif // SHADER_MINIFIED_H_