// Generated with Shader Minifier 1.3.6 (https://github.com/laurentlb/Shader_Minifier/) #ifndef SHADER_MINIFIED_H_ # define SHADER_MINIFIED_H_ # define VAR_texts "f" # define VAR_texture_sampler "x" # define VAR_u_resolution "y" # define VAR_u_time "v" const char *__temp_cleaned_shader_glsl = "uniform vec2 y;" "uniform float v;" "uniform sampler2D x,f;" "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 m=max(x-abs(v-y),0.);" "return max(v,y)+m*m*.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 m=floor(v),a=fract(v),f=a*a*(3.-2.*a);" "return-y+y*mix(mix(s(m+vec2(0)),s(m+vec2(1,0)),f.x),mix(s(m+vec2(0,1)),s(m+vec2(1)),f.x),f.y);" "}" "float m(vec3 y)" "{" "return n(10.*y.xy+v+999.,.2)+.5*n(10.*(y.xy+2.)-v+999.,.2);" "}" "float m(vec3 v,vec3 y,vec3 m,float x)" "{" "vec3 f=m-y,a=v-y;" "float i=dot(f,f),c=dot(a,f),s=length(a*i-f*c)-x*i,n=abs(c-i*.5)-i*.5,d=s*s,z=n*n*i,l=max(s,n)<0.?" "-min(d,z):" "(s>0.?" "d:" "0.)+(n>0.?" "z:" "0.);" "return sign(l)*sqrt(abs(l))/i;" "}" "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 p(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 m=length(v.xy)*sign(-v.y)*f.x,a=abs(v.z)-f.y;" "return length(max(vec2(m,a),0.))+min(max(m,a),0.);" "}" "float m(float y,float x,float a)" "{" "float f=(v*a-x)/(2.*acos(-1.));" "f=min(f,y);" "return 2.*acos(-1.)*f;" "}" "float t(float v)" "{" "return 9.+9.*clamp(sin(m(2.,v,1.)*.05),-.9,.9);" "}" "vec3 h(vec3 y)" "{" "if(v>=9.)" "y.xy=n(t(9.))*y.xy;" "if(v>=14.)" "y.xy=n(t(14.)*-1.)*y.xy;" "return y;" "}" "float h(float y,float f)" "{" "if(v>=f)" "y+=.045*clamp(sin(m(2.4,f*10.,10.)*.4),-.9,.9);" "return y;" "}" "vec2 a(vec3 y)" "{" "float f=0.;" "const float a=2.*acos(-1.)/24.;" "float x=floor(atan(y.y,y.x)/a+.5)*a;" "vec3 i=y;" "i.xy=mat2(cos(x),-sin(x),sin(x),cos(x))*i.xy;" "float r=length(max(abs(i.xy-vec2(1.8,0))-vec2(.24,.14),0.))-.02;" "r=min(r,abs(length(y.xy)-1.8)-.2);" "float s=abs(length(y.xy)-1.75)-.08;" "s=n(s,abs(y.z-.1)-.04,.005);" "r=max(-s,r);" "r=n(r,abs(y.z)-.1,.02);" "float l=1.;" "for(int c=0;c<8;c++)" "{" "vec3 e=y;" "float z=24.67/(2.*acos(-1.))+l*(2.*acos(-1.)/8.);" "if(c==1)" "z+=.2;" "if(c==7)" "z-=.2;" "e.xy=n(z)*e.xy;" "if(c>0)" "{" "e.x-=1.95;" "e.x=h(e.x,float(c)*13.);" "float d=p(vec3(e))-.02;" "r=min(r,d);" "if(r==d)" "f=4.;" "}" "l+=1.;" "}" "vec3 c=h(y);" "float z=2.*acos(-1.)/32.;" "vec3 e=c;" "e.xy=n(floor(atan(c.y,c.x)/z+.5)*z)*e.xy;" "float d=m(e.xyz-vec3(1.75,0,0),vec3(.04,.14,.05))-.02;" "r=min(r,d);" "if(r==d)" "f=4.;" "float u=1.5,g=1e3;" "for(int t=0;t<4;t++)" "{" "float C=m(vec3(y.x,y.y+u,y.z),vec3(2,.1,u))-.05;" "g=min(g,C);" "r=min(r,C);" "u+=.2;" "}" "float C=y.y+4.25+1.5*n(vec2(y.x*.04,(y.z-40.)*.04)+1e2,15.);" "C+=n(y.yz,.25);" "C+=.025*n(y.xz*50.+1e2,.05);" "r=min(r,C);" "float t=1e3,D=m(y,vec3(0),vec3(0,0,-.01),1.6),F=m(y,vec3(0,0,1),vec3(0,0,-1),clamp(2.-v*2.+26.,0.,2.)),G=m(y,vec3(0,0,1),vec3(0,0,-1),1.6),k=0.;" "k=m(y)*clamp((v-14.)*.5,0.,.25);" "D+=k;" "t=max(-F,D);" "t=max(t,G);" "r=min(r,t);" "if(r==t)" "f=1.;" "else if(r==g)" "f=2.;" "else if(r==C)" "f=3.;" "return vec2(r,f);" "}" "float a(vec3 v,vec3 y)" "{" "float f=0.,r;" "for(int i=0;i<200;i++)" "{" "vec3 x=v+y*f;" "r=a(x).x;" "f+=r;" "if(r<.001||f>8e2)" "break;" "}" "return f;" "}" "vec3 e(vec3 v)" "{" "float f=a(v).x;" "vec2 y=vec2(.01,0);" "vec3 r=f-vec3(a(v-y.xyy).x,a(v-y.yxy).x,a(v-y.yyx));" "return normalize(r);" "}" "float a(vec3 v,vec3 y,float f,float m)" "{" "vec3 x=normalize(y-v),r=e(v);" "float i=clamp(dot(r,x),0.,f),c=a(v+r*.0025,x);" "if(c7.5)" "y+=vec3(0,clamp(7.5-v,-1.,0.),0);" "return y;" "}" "void main()" "{" "vec2 v=(gl_FragCoord.xy*2.-y.xy)/y.y;" "vec3 f=a(),r=e(v,f),m=vec3(0);" "float x=a(f,r);" "if(x<5e2)" "{" "vec3 c=f+r*x;" "float s=a(c).y,t=0.;" "t=a(c,vec3(-3,5,5),1.,.2);" "m+=vec3(t*vec3(.502,.2824,.102));" "t=a(c,vec3(3,-2,5),.75,.8);" "m+=vec3(t*vec3(.2784,.3647,.6588));" "vec3 d=e(c);" "m+=vec3(.1216,.1216,.1137)*clamp(dot(d,normalize(vec3(1,10,1))),0.,1.);" "if(s==0.)" "m*=vec3(.3);" "else if(s==1.)" "m*=vec3(0,0,.5);" "else if(s==2.)" "m*=vec3(.3608,.1765,.0471);" "else if(s==3.)" "m*=vec3(.8471,.8549,.4667);" "else if(s==4.)" "m*=vec3(.1);" "m=m*exp(-x*.02)+mix(m,mix(vec3(.2667,.2941,.3451),vec3(.302,.3176,.3725),pow(max(dot(r,vec3(0,.3,-1)),0.),8.)),1.-exp(-x*.02))*(1.-exp(-x*.02));" "}" "else" " m=vec3(.1529,.1765,.3922)+r.y*.4;" "gl_FragColor=vec4(i(m),1);" "}"; #endif // SHADER_MINIFIED_H_