// Generated with Shader Minifier 1.3.6 (https://github.com/laurentlb/Shader_Minifier/) #ifndef SHADER_MINIFIED_H_ # define SHADER_MINIFIED_H_ # define VAR_resolution "s" # define VAR_texts "f" # define VAR_texture_sampler "m" # define VAR_time "v" const char *__temp_cleaned_shader_glsl = "uniform float v;" "uniform vec2 s;" "uniform sampler2D m,f;" "float y=0.;" "mat2 n(float v)" "{" "return mat2(cos(v),sin(v),-sin(v),cos(v));" "}" "float x(vec3 v)" "{" "vec3 s=abs(v)-vec3(.4,.4,.1);" "return length(max(s,0.))+min(max(s.x,max(s.y,s.z)),0.);" "}" "float n(vec3 v,float s)" "{" "v*=s;" "float y=x(v)/1.5;" "v.xy*=5.;" "v.y-=3.5;" "v.xy*=n(.75);" "return-y;" "}" "float x(vec3 v,float s)" "{" "vec3 m=v;" "v=m;" "v.y+=sin(y*.4)*2.5;" "v.xy*=n(.8);" "float f=n(v,2.-abs(sin(y*.4))*1.5);" "v=m;" "v.y-=sin(y*.4)*2.5;" "v.xy*=n(.8);" "float c=n(v,2.-abs(sin(y*.4))*1.5);" "v=m;" "v.x+=sin(y*.4)*2.5;" "v.xy*=n(.8);" "float g=n(v,2.-abs(sin(y*.4))*1.5);" "v=m;" "v.x-=sin(y*.4)*2.5;" "v.xy*=n(.8);" "float p=n(v,2.-abs(sin(y*.4))*1.5);" "v=m;" "v.xy*=n(.8);" "float r=n(v,.5)*6.;" "v=m;" "float z=n(v,.5)*6.;" "return max(max(max(max(max(f,c),g),p),r),z);" "}" "void r(out vec4 f,vec2 m)" "{" "vec3 r=vec3(0,-.2,v*4.),g=normalize(vec3((m.xy*2.-s.xy)/min(s.x,s.y),1.5));" "g.xy=g.xy*n(sin(v*.03)*5.);" "g.yz=g.yz*n(sin(v*.05)*.2);" "float a=.1;" "vec3 c=vec3(0);" "float z=0.;" "for(int p=0;p<99;p++)" "{" "vec3 i=r+g*a;" "i=mod(i-2.,4.)-2.;" "y=v-float(p)*.01;" "float e=x(i,v);" "e=max(abs(e),.01);" "z+=exp(-e*23.);" "a+=e*.55;" "}" "c=vec3(z*.02);" "c+=vec3(0,.2*abs(sin(v)),.5+sin(v)*.2);" "f=vec4(c,1.-a*(.02+.02*sin(v)));" "}" "vec3 r(vec2 s)" "{" "return vec3(.05)*fract(sin(mod(dot(vec2(s.x+v,s.y).xy,vec2(12.9898,78.233)),3.14))*43758.5453);" "}" "vec3 n(vec2 s,float m,float y,float f,float c)" "{" "float r=(-s.y*6.-3.-sin(m+s.x*f+v)-y)*.055;" "r*=1.+sin(m+s.x*f+v)+(s.y*6.-3.+y);" "return clamp(r,0.,1.)*(vec3(.5)+vec3(1)*cos(6.28318*(vec3(1)*(c/360.)+vec3(0,.6666,.3333))));" "}" "vec2 p(vec2 s)" "{" "s.y=clamp(sin(s.x*7.+v)/10.+s.y,0.,1.)+.4;" "s.x+=sin(v);" "return s;" "}" "void p(out vec4 y,vec2 m)" "{" "vec2 c=(m*2.-s)/s;" "vec3 i=vec3(0,.3,.6);" "i+=texture2D(f,p(m/s));" "i+=n(c,0.,1.,1.,sin(v+.3)*360.);" "i+=n(c,sin(v),0.,-1.,sin(v-1.2)*120.);" "i+=n(c,-3.,0.,1.,sin(v+.5)*90.);" "i+=r(c*2.);" "y=vec4(i,1);" "}" "void main()" "{" "if(floor(abs(v)/(60./133))<=32)" "p(gl_FragColor,gl_FragCoord.xy);" "else" "{" "r(gl_FragColor,gl_FragCoord.xy);" "vec3 m;" "vec2 y=gl_FragCoord.xy/s-vec2(0,-.35);" "if(y.y>0.)" "m=gl_FragColor+texture2D(f,y);" "gl_FragColor=vec4(m,1);" "}" "}"; #endif // SHADER_MINIFIED_H_