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