// Generated with Shader Minifier 1.3.6 (https://github.com/laurentlb/Shader_Minifier/) #ifndef SHADER_MINIFIED_H_ # define SHADER_MINIFIED_H_ # define VAR_resolution "m" # define VAR_texts "d" # define VAR_texture_sampler "e" # define VAR_time "v" const char *__temp_cleaned_shader_glsl = "uniform float v;" "uniform vec2 m;" "uniform sampler2D e,d;struct Obj{float distance;int material;};" "mat2 n(float v)" "{" "float f=sin(v),y=cos(v);" "return mat2(y,-f,f,y);" "}" "float n(vec3 v,float m)" "{" "vec2 f=vec2(m,abs(v.z)-.15);" "return min(max(f.x,f.y),0.)+length(max(f,0.));" "}" "float s(vec2 v)" "{" "float f=1.-smoothstep(-.2,.8,sin(atan(v.y,v.x)*12.))*.14;" "return smoothstep(f,f+2.,length(v)*2.);" "}" "float s(float f,float v)" "{" "float m=max(.02-abs(-f-v),0.);" "return max(-f,v)+m*m*.25/.02;" "}" "float x(vec3 v)" "{" "vec3 f=vec3(0),m=v-f,y=vec3(0,0,1)-f;" "return length(m-y*clamp(dot(m,y)/dot(y,y),0.,1.))-.2;" "}" "float x(vec3 v,float m)" "{" "v.xy*=n(m);" "float f=n(v,s(v.xy)),y=x(v-vec3(0,0,-.5));" "return.8*s(y,f)-.001;" "}" "Obj f(vec3 m)" "{" "float f=1e10;" "Obj e=Obj(m.y+1.5+sin(m.z*.6)*.2+sin(m.x*1.3)*.1,0);" "{" "float y=x(m+vec3(1,0,0),v);" "f=min(f,y);" "}" "{" "float y=x(m+vec3(.5,-.87,0),-v);" "f=min(f,y);" "}" "{" "float y=x(m+vec3(.5,.87,0),-v);" "f=min(f,y);" "}" "Obj y=Obj(f,1);" "return e.distance>y.distance?" "y:" "e;" "}" "Obj f(vec3 v,vec3 y)" "{" "float m=0.;" "Obj r=Obj(-1.,-1);" "for(int e=0;e<100;e++)" "{" "vec3 c=v+y*m;" "r=f(c);" "m+=r.distance;" "if(m>20.||r.distance20.)" "m=-1.;" "r.distance=m;" "return r;" "}" "float p(vec3 v,vec3 m)" "{" "float y=1.,r=.001;" "for(int e=0;e<100;e++)" "{" "vec3 c=v+r*m;" "float n=f(c).distance;" "y=min(y,10.*n/r);" "if(abs(n)<.001*r)" "break;" "r+=n;" "if(r>20.)" "break;" "}" "return clamp(y,0.,1.);" "}" "vec3 p(vec3 v)" "{" "vec2 m=vec2(.001,0);" "vec3 y=vec3(f(v+m.xyy).distance-f(v-m.xyy).distance,f(v+m.yxy).distance-f(v-m.yxy).distance,f(v+m.yyx).distance-f(v-m.yyx).distance);" "return normalize(y);" "}" "vec3 f(vec3 v,vec3 m,vec3 y)" "{" "return v+(1.-v)*pow(clamp(1.-dot(m,y),0.,1.),5.);" "}" "vec3 f(vec3 v,vec3 y,vec3 m,int c)" "{" "float e=1.;" "vec3 r=vec3(0),d=reflect(m,y),n=vec3(.5),a=vec3(1),O=vec3(.1255);" "if(c==0)" "O=vec3(.1412),e=3.1;" "else if(c==1)" "O=vec3(.1765,.1961,.2275),e=21.;" "{" "vec3 x=normalize(vec3(-2,.3,10)-v),i=vec3(max(0.,dot(x,d))),l=f(n,normalize(x-m),x);" "i=pow(i,vec3(e));" "r+=O*i*(vec3(.71,.51,.72)*5.)*mix(a*vec3(max(0.,dot(x,y))),i,l);" "}" "{" "vec3 x=normalize(vec3(5,5,-20)-v),i=vec3(max(0.,dot(x,d))),l=f(n,normalize(x-m),x);" "i=pow(i,vec3(e));" "r+=O*i*(vec3(.14,.36,.83)*7.)*mix(a*vec3(max(0.,dot(x,y))),i,l);" "}" "{" "vec3 x=vec3(0,.4,1);" "float i=clamp(dot(y,x),0.,1.),l=p(v+y*.02,x);" "r+=O*vec3(1.1,1.2,1.5)*i*i*l;" "}" "r+=O*vec3(.0353,.2667,.4784)*clamp(dot(y,vec3(0,.6,-1)),0.,1.);" "return r;" "}" "void main()" "{" "vec2 y=(gl_FragCoord.xy*2.-m.xy)/min(m.x,m.y);" "float x=v*.4;" "vec3 e=vec3(0),i=e+vec3(4.*sin(x),cos(x),4.*cos(x)),c=normalize(e-i),r=normalize(cross(c,vec3(0,1,0))),l=normalize(y.x*r+y.y*normalize(cross(r,c))+1.4*c),d=vec3(.1451,.1098,.1608)-vec3(.9725,.5176,0)*l.y;" "Obj n=f(i,l);" "if(n.distance>0.)" "{" "vec3 a=i+l*n.distance,O=p(a);" "d=f(a,O,l,n.material);" "d=mix(d,vec3(.17,.16,.24),1.-exp(-n.distance*.01));" "}" "gl_FragColor=vec4(pow(d,vec3(1./1.3)),1);" "}"; #endif // SHADER_MINIFIED_H_