// 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 "i" # define VAR_u_time "v" const char *__temp_cleaned_shader_glsl = "uniform vec2 i;" "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 i=max(x-abs(v-y),0.);" "return max(v,y)+i*i*.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 i=floor(v),m=fract(v),f=m*m*(3.-2.*m);" "return-y+y*mix(mix(s(i+vec2(0)),s(i+vec2(1,0)),f.x),mix(s(i+vec2(0,1)),s(i+vec2(1)),f.x),f.y);" "}" "float m(vec3 i)" "{" "return n(10.*i.xy+v+999.,.2)+.5*n(10.*(i.xy+2.)-v+999.,.2);" "}" "float m(vec3 v,vec3 y,vec3 m,float i)" "{" "vec3 f=m-y,x=v-y;" "float a=dot(f,f),c=dot(x,f),s=length(x*a-f*c)-i*a,n=abs(c-a*.5)-a*.5,d=s*s,z=n*n*a,l=max(s,n)<0.?" "-min(d,z):" "(s>0.?" "d:" "0.)+(n>0.?" "z:" "0.);" "return sign(l)*sqrt(abs(l))/a;" "}" "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 s(vec3 v,vec2 f)" "{" "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 i=length(v.xy)*sign(-v.y)*f.x,x=abs(v.z)-f.y;" "return length(max(vec2(i,x),0.))+min(max(i,x),0.);" "}" "vec3 y=vec3(0,-1,0);" "const vec3 a=vec3(1.7,-1.1,0),c=vec3(2,0,0),p=vec3(1.5,1.4,0),r=vec3(0,2,0),C=vec3(1.5,1.4,0),D=vec3(-1.5,1.4,0),F=vec3(-1.7,-1.1,0);" "float t(float y,float m)" "{" "float i=2.*acos(-1.)/2.;" "y*=m;" "float f=(v*m-y)/i;" "f=min(f,2.);" "return i*f;" "}" "vec3 t(vec3 y)" "{" "if(v>=9.)" "y.xy=n(9.+9.*clamp(sin(t(9.,2.5)*.05),-.9,.9))*y.xy;" "return y;" "}" "float h(float y,float m)" "{" "if(v>=m)" "y+=.045*clamp(sin(t(m,10.)*.4),-.9,.9);" "return y;" "}" "vec2 h(vec3 f)" "{" "float y=0.;" "const float i=2.*acos(-1.)/24.;" "float x=floor(atan(f.y,f.x)/i+.5)*i;" "vec3 r=f;" "r.xy=mat2(cos(x),-sin(x),sin(x),cos(x))*r.xy;" "float c=length(max(abs(r.xy-vec2(1.8,0))-vec2(.24,.14),0.))-.02;" "c=min(c,abs(length(f.xy)-1.8)-.2);" "float a=abs(length(f.xy)-1.75)-.08;" "a=n(a,abs(f.z-.1)-.04,.005);" "c=max(-a,c);" "c=n(c,abs(f.z)-.1,.02);" "float l=1.;" "for(int e=0;e<8;e++)" "{" "vec3 d=f;" "float z=24.67/(2.*acos(-1.))+l*(2.*acos(-1.)/8.);" "if(e==1)" "z+=.2;" "if(e==7)" "z-=.2;" "d.xy=n(z)*d.xy;" "if(e>0)" "{" "d.x-=1.95;" "vec3 p=d;" "p.x=h(p.x,float(e)*13.);" "float C=s(vec3(p.x-.14,p.yz),vec2(.22))-.01,D=s(vec3(p),vec2(.2,.12))-.02,F=s(vec3(d.x-.06,d.yz),vec2(.1,.15))-.01,g=max(-C,D);" "g=min(g,F);" "c=min(c,g);" "if(c==g)" "y=4.;" "if(c==F)" "if(v>13.5&&e==1)" "y=5.;" "}" "l+=1.;" "}" "vec3 d=t(f);" "float z=2.*acos(-1.)/32.;" "vec3 e=d;" "e.xy=n(floor(atan(d.y,d.x)/z+.5)*z)*e.xy;" "float F=m(e.xyz-vec3(1.75,0,0),vec3(.04,.14,.05))-.02;" "c=min(c,F);" "if(c==F)" "y=4.;" "float g=1.5,p=1e3;" "for(int C=0;C<4;C++)" "{" "float D=m(vec3(f.x,f.y+g,f.z),vec3(2,.1,g))-.05;" "p=min(p,D);" "c=min(c,D);" "g+=.2;" "}" "float D=f.y+4.25+1.5*n(vec2(f.x*.04,(f.z-40.)*.04)+1e2,15.);" "D+=n(f.yz,.25);" "D+=.025*n(f.xz*50.+1e2,.05);" "c=min(c,D);" "float C=1e3,u=m(f,vec3(0),vec3(0,0,-.01),1.6),w=m(f,vec3(0,0,1),vec3(0,0,-1),clamp(2.-v*2.+26.,0.,2.)),E=m(f,vec3(0,0,1),vec3(0,0,-1),1.6),k=0.;" "k=m(f)*clamp((v-14.)*.5,0.,.25);" "u+=k;" "C=max(-w,u);" "C=max(C,E);" "c=min(c,C);" "if(c==C)" "y=1.;" "else if(c==p)" "y=2.;" "else if(c==D)" "y=3.;" "return vec2(c,y);" "}" "float e(vec3 v,vec3 y)" "{" "float i=0.,f;" "for(int c=0;c<200;c++)" "{" "vec3 x=v+y*i;" "f=h(x).x;" "i+=f;" "if(f<.001||i>8e2)" "break;" "}" "return i;" "}" "vec3 e(vec3 v)" "{" "float m=h(v).x;" "vec2 f=vec2(.01,0);" "vec3 y=m-vec3(h(v-f.xyy).x,h(v-f.yxy).x,h(v-f.yyx));" "return normalize(y);" "}" "float e(vec3 v,vec3 f,float y,float m)" "{" "vec3 c=normalize(f-v),x=e(v);" "float i=clamp(dot(x,c),0.,y),a=e(v+x*.0025,c);" "if(a7.5)" "y+=vec3(0,clamp(7.5-v,-1.,0.),0);" "if(v>12.)" "y=vec3(2,-1,1);" "return y;" "}" "vec3 w(vec3 y)" "{" "if(v>12.)" "y=a;" "return y;" "}" "void main()" "{" "vec2 v=(gl_FragCoord.xy*2.-i.xy)/i.y;" "vec3 f=e(),c=e(v,f,w(y)),x=vec3(0);" "float a=e(f,c);" "if(a<5e2)" "{" "vec3 m=f+c*a;" "float d=h(m).y,r=0.;" "r=e(m,vec3(-3,5,5),1.,.2);" "x+=vec3(r*vec3(.502,.2824,.102));" "r=e(m,vec3(3,-2,5),.75,.8);" "x+=vec3(r*vec3(.2784,.3647,.6588));" "vec3 C=e(m);" "x+=vec3(.1216,.1216,.1137)*clamp(dot(C,normalize(vec3(1,10,1))),0.,1.);" "if(d==0.)" "x*=vec3(.3);" "else if(d==1.)" "x*=vec3(0,0,.5);" "else if(d==2.)" "x*=vec3(.3608,.1765,.0471);" "else if(d==3.)" "x*=vec3(.8471,.8549,.4667);" "else if(d==4.)" "x*=vec3(.1);" "else if(d==5.)" "x*=vec3(.95,.35,.06);" "x=x*exp(-a*.02)+mix(x,mix(vec3(.2667,.2941,.3451),vec3(.302,.3176,.3725),pow(max(dot(c,vec3(0,.3,-1)),0.),8.)),1.-exp(-a*.02))*(1.-exp(-a*.02));" "}" "else" " x=vec3(.1529,.1765,.3922)+c.y*.4;" "gl_FragColor=vec4(l(x),1);" "}"; #endif // SHADER_MINIFIED_H_