Files
4kintro/shader_minified.h
2024-05-25 13:50:45 +03:00

113 lines
2.6 KiB
C

// Generated with Shader Minifier 1.3.6 (https://github.com/laurentlb/Shader_Minifier/)
#ifndef SHADER_MINIFIED_H_
# define SHADER_MINIFIED_H_
# define VAR_resolution "v"
# define VAR_texts "s"
# define VAR_texture_sampler "m"
# define VAR_time "y"
const char *__temp_cleaned_shader_glsl =
"#version 120\n"
"uniform float y;"
"uniform vec2 v;"
"uniform sampler2D m,s;"
"float f=0.;"
"mat2 n(float y)"
"{"
"return mat2(cos(y),sin(y),-sin(y),cos(y));"
"}"
"float x(vec3 y)"
"{"
"vec3 v=abs(y)-vec3(.4,.4,.1);"
"return length(max(v,0.))+min(max(v.x,max(v.y,v.z)),0.);"
"}"
"float n(vec3 y,float v)"
"{"
"y*=v;"
"float a=x(y)/1.5;"
"y.xy*=5.;"
"y.y-=3.5;"
"y.xy*=n(.75);"
"return-a;"
"}"
"float x(vec3 v,float y)"
"{"
"vec3 a=v;"
"v=a;"
"v.y+=sin(f*.4)*2.5;"
"v.xy*=n(.8);"
"float m=n(v,2.-abs(sin(f*.4))*1.5);"
"v=a;"
"v.y-=sin(f*.4)*2.5;"
"v.xy*=n(.8);"
"float s=n(v,2.-abs(sin(f*.4))*1.5);"
"v=a;"
"v.x+=sin(f*.4)*2.5;"
"v.xy*=n(.8);"
"float g=n(v,2.-abs(sin(f*.4))*1.5);"
"v=a;"
"v.x-=sin(f*.4)*2.5;"
"v.xy*=n(.8);"
"float c=n(v,2.-abs(sin(f*.4))*1.5);"
"v=a;"
"v.xy*=n(.8);"
"float z=n(v,.5)*6.;"
"v=a;"
"float e=n(v,.5)*6.;"
"return max(max(max(max(max(m,s),g),c),z),e);"
"}"
"vec4 c(vec2 m)"
"{"
"vec3 a=vec3(0,-.2,y*4.),s=normalize(vec3((m.xy*2.-v.xy)/min(v.x,v.y),1.5));"
"s.xy=s.xy*n(sin(y*.03)*5.);"
"s.yz=s.yz*n(sin(y*.05)*.2);"
"float r=.1;"
"vec3 c=vec3(0);"
"float g=0.;"
"for(int z=0;z<99;z++)"
"{"
"vec3 e=a+s*r;"
"e=mod(e-2.,4.)-2.;"
"f=y-float(z)*.01;"
"float i=x(e,y);"
"i=max(abs(i),.01);"
"g+=exp(-i*23.);"
"r+=i*.55;"
"}"
"c=vec3(g*.02);"
"c+=vec3(0,.2*abs(sin(y)),.5+sin(y)*.2);"
"return vec4(c,1.-r*(.02+.02*sin(y)));"
"}"
"vec3 c(vec2 v,float m,float a,float c,float f)"
"{"
"float s=(-v.y*6.-3.-sin(m+v.x*c+y)-a)*.055;"
"s*=1.+sin(m+v.x*c+y)+(v.y*6.-3.+a);"
"return clamp(s,0.,.9)*(vec3(.5)+vec3(1)*cos(6.28318*(vec3(1)*(f/360.)+vec3(0,.6666,.3333))));"
"}"
"float a=0.,g=-.1;"
"vec4 e(vec2 v)"
"{"
"v.y=sin(v.x*16.+y)/32.+v.y-.03;"
"v.x-=(y-a)*.2;"
"vec4 m=texture2D(s,v);"
"if(m.y>0.&&g!=a)"
"a=y,g=a;"
"return vec4(m.xyz,1);"
"}"
"void c(out vec4 f,vec2 m)"
"{"
"vec2 s=(m.xy*2.-v.xy)/min(v.x,v.y);"
"vec3 a=vec3(0,.4,.6);"
"a+=c(s,0.,1.,1.,sin(y+.3)*90.);"
"a+=c(s,sin(y),0.,-1.,sin(y-1.2)*120.);"
"a+=c(s,-3.,0.,1.,sin(y+.5)*90.);"
"vec4 g=e(s*.1);"
"f=max(c(gl_FragCoord.xy)*.2,vec4(a*g.xyz,1));"
"}"
"void main()"
"{"
"c(gl_FragColor,gl_FragCoord.xy);"
"}";
#endif // SHADER_MINIFIED_H_