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