150 lines
3.8 KiB
C
150 lines
3.8 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 "m"
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# define VAR_texts "d"
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# define VAR_texture_sampler "e"
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# define VAR_time "v"
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const char *__temp_cleaned_shader_glsl =
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"uniform float v;"
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"uniform vec2 m;"
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"uniform sampler2D e,d;struct Obj{float distance;int material;};"
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"mat2 n(float v)"
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"{"
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"float f=sin(v),y=cos(v);"
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"return mat2(y,-f,f,y);"
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"}"
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"float n(vec3 v,float m)"
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"{"
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"vec2 f=vec2(m,abs(v.z)-.15);"
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"return min(max(f.x,f.y),0.)+length(max(f,0.));"
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"}"
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"float s(vec2 v)"
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"{"
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"float f=1.-smoothstep(-.2,.8,sin(atan(v.y,v.x)*12.))*.14;"
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"return smoothstep(f,f+2.,length(v)*2.);"
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"}"
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"float s(float f,float v)"
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"{"
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"float m=max(.02-abs(-f-v),0.);"
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"return max(-f,v)+m*m*.25/.02;"
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"}"
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"float x(vec3 v)"
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"{"
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"vec3 f=vec3(0),m=v-f,y=vec3(0,0,1)-f;"
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"return length(m-y*clamp(dot(m,y)/dot(y,y),0.,1.))-.2;"
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"}"
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"float x(vec3 v,float m)"
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"{"
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"v.xy*=n(m);"
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"float f=n(v,s(v.xy)),y=x(v-vec3(0,0,-.5));"
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"return.8*s(y,f)-.001;"
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"}"
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"Obj f(vec3 m)"
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"{"
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"float f=1e10;"
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"Obj e=Obj(m.y+1.5+sin(m.z*.6)*.2+sin(m.x*1.3)*.1,0);"
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"{"
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"float y=x(m+vec3(1,0,0),v);"
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"f=min(f,y);"
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"}"
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"{"
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"float y=x(m+vec3(.5,-.87,0),-v);"
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"f=min(f,y);"
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"}"
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"{"
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"float y=x(m+vec3(.5,.87,0),-v);"
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"f=min(f,y);"
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"}"
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"Obj y=Obj(f,1);"
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"return e.distance>y.distance?"
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"y:"
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"e;"
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"}"
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"Obj f(vec3 v,vec3 y)"
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"{"
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"float m=0.;"
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"Obj r=Obj(-1.,-1);"
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"for(int e=0;e<100;e++)"
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"{"
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"vec3 c=v+y*m;"
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"r=f(c);"
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"m+=r.distance;"
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"if(m>20.||r.distance<abs(.001*m))"
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"break;"
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"}"
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"if(m>20.)"
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"m=-1.;"
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"r.distance=m;"
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"return r;"
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"}"
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"float p(vec3 v,vec3 m)"
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"{"
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"float y=1.,r=.001;"
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"for(int e=0;e<100;e++)"
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"{"
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"vec3 c=v+r*m;"
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"float n=f(c).distance;"
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"y=min(y,10.*n/r);"
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"if(abs(n)<.001*r)"
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"break;"
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"r+=n;"
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"if(r>20.)"
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"break;"
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"}"
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"return clamp(y,0.,1.);"
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"}"
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"vec3 p(vec3 v)"
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"{"
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"vec2 m=vec2(.001,0);"
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"vec3 y=vec3(f(v+m.xyy).distance-f(v-m.xyy).distance,f(v+m.yxy).distance-f(v-m.yxy).distance,f(v+m.yyx).distance-f(v-m.yyx).distance);"
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"return normalize(y);"
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"}"
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"vec3 f(vec3 v,vec3 m,vec3 y)"
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"{"
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"return v+(1.-v)*pow(clamp(1.-dot(m,y),0.,1.),5.);"
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"}"
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"vec3 f(vec3 v,vec3 y,vec3 m,int c)"
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"{"
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"float e=1.;"
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"vec3 r=vec3(0),d=reflect(m,y),n=vec3(.5),a=vec3(1),O=vec3(.1255);"
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"if(c==0)"
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"O=vec3(.1412),e=3.1;"
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"else if(c==1)"
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"O=vec3(.1765,.1961,.2275),e=21.;"
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"{"
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"vec3 x=normalize(vec3(-2,.3,10)-v),i=vec3(max(0.,dot(x,d))),l=f(n,normalize(x-m),x);"
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"i=pow(i,vec3(e));"
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"r+=O*i*(vec3(.71,.51,.72)*5.)*mix(a*vec3(max(0.,dot(x,y))),i,l);"
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"}"
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"{"
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"vec3 x=normalize(vec3(5,5,-20)-v),i=vec3(max(0.,dot(x,d))),l=f(n,normalize(x-m),x);"
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"i=pow(i,vec3(e));"
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"r+=O*i*(vec3(.14,.36,.83)*7.)*mix(a*vec3(max(0.,dot(x,y))),i,l);"
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"}"
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"{"
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"vec3 x=vec3(0,.4,1);"
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"float i=clamp(dot(y,x),0.,1.),l=p(v+y*.02,x);"
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"r+=O*vec3(1.1,1.2,1.5)*i*i*l;"
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"}"
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"r+=O*vec3(.0353,.2667,.4784)*clamp(dot(y,vec3(0,.6,-1)),0.,1.);"
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"return r;"
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"}"
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"void main()"
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"{"
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"vec2 y=(gl_FragCoord.xy*2.-m.xy)/min(m.x,m.y);"
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"float x=v*.4;"
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"vec3 e=vec3(0),i=e+vec3(4.*sin(x),cos(x),4.*cos(x)),c=normalize(e-i),r=normalize(cross(c,vec3(0,1,0))),l=normalize(y.x*r+y.y*normalize(cross(r,c))+1.4*c),d=vec3(.1451,.1098,.1608)-vec3(.9725,.5176,0)*l.y;"
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"Obj n=f(i,l);"
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"if(n.distance>0.)"
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"{"
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"vec3 a=i+l*n.distance,O=p(a);"
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"d=f(a,O,l,n.material);"
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"d=mix(d,vec3(.17,.16,.24),1.-exp(-n.distance*.01));"
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"}"
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"gl_FragColor=vec4(pow(d,vec3(1./1.3)),1);"
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"}";
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#endif // SHADER_MINIFIED_H_
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