// 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 x=sin(v),y=cos(v);" "return mat2(y,-x,x,y);" "}" "float n(float v,float x,float y)" "{" "float m=max(y-abs(v-x),0.);" "return max(v,x)+m*m*.25/y;" "}" "float n(vec3 v,vec3 y)" "{" "vec3 x=abs(v)-y;" "return length(max(x,0.))+min(max(x.x,max(x.y,x.z)),0.);" "}" "float s(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 s(float x,float y,float m)" "{" "float f=(v*m-y)/(2.*acos(-1.));" "f=min(f,x);" "return 2.*acos(-1.)*f;" "}" "vec3 m(vec3 y)" "{" "float x=9.+9.*clamp(sin(s(2.,0.,1.)*.05),-.9,.9);" "if(v>=2.)" "x=9.+9.*clamp(sin(s(2.,0.,1.)*.05),-.9,.9),y.xy=n(x)*y.xy;" "if(v>=14.)" "x=9.+9.*clamp(sin(s(2.,14.,1.)*.05),-.9,.9),y.xy=n(x*-1.)*y.xy;" "return y;" "}" "float m(float x,float y)" "{" "if(v>=y)" "x+=.045*clamp(sin(s(2.4,y*10.,10.)*.4),-.9,.9);" "return x;" "}" "vec2 a(vec3 v)" "{" "float x=round(atan(v.y,v.x)/.261799375)*.261799375;" "vec3 f=v;" "f.xy=mat2(cos(x),-sin(x),sin(x),cos(x))*f.xy;" "float y=length(max(abs(f.xy-vec2(1.8,0))-vec2(.24,.14),0.))-.02;" "y=min(y,abs(length(v.xy)-1.8)-.2);" "float i=abs(length(v.xy)-1.75)-.08;" "i=n(i,abs(v.z-.1)-.04,.005);" "y=max(-i,y);" "y=n(y,abs(v.z)-.1,.02);" "float r=1.;" "for(int a=0;a<8;a++)" "{" "vec3 c=v;" "float z=24.67/6.283185+r*.785398125;" "if(a==1)" "z+=.2;" "if(a==7)" "z-=.2;" "c.xy=n(z)*c.xy;" "if(a>0)" "{" "c.x=c.x-1.95;" "if(a==1)" "c.x=m(c.x,13.);" "if(a==2)" "c.x=m(c.x,26.);" "float l=s(vec3(c))-.02;" "y=min(y,l);" "}" "r+=1.;" "}" "vec3 a=m(v);" "float c=6.283185/32.;" "vec3 l=a;" "l.xy=n(round(atan(a.y,a.x)/c)*c)*l.xy;" "float z=n(l.xyz-vec3(1.75,0,0),vec3(.04,.14,.05))-.02;" "y=min(y,z);" "float e=1.5;" "for(int u=0;u<4;u++)" "{" "float h=n(vec3(v.x,v.y+e,v.z),vec3(2,.1,e))-.05;" "y=min(y,h);" "e+=.2;" "}" "return vec2(y);" "}" "float a(vec3 x,vec3 y)" "{" "float f=0.,v;" "for(int i=0;i<80;i++)" "{" "vec3 m=x+y*f;" "v=a(m).x;" "f+=v;" "if(v<.001||f>1e2)" "break;" "}" "return f;" "}" "vec3 h(vec3 v)" "{" "float y=a(v).x;" "vec2 x=vec2(.01,0);" "vec3 f=y-vec3(a(v-x.xyy).x,a(v-x.yxy).x,a(v-x.yyx));" "return normalize(f);" "}" "float a(vec3 v,vec3 x,float y)" "{" "vec3 f=normalize(x-v),m=h(v);" "float i=clamp(dot(m,f),0.,.75),c=a(v+m*.0025,f);" "if(c