#ifndef SHADER_INL #define SHADER_INL //------------------------------------------------------------------------------------------ // Hand modified shader minifier output... //------------------------------------------------------------------------------------------ const char* g_fragmentShader[] = { "void main()" "{" "int c=int(gl_FragCoord.r*40.+gl_FragCoord.g*6400.);" "c=c<<13^c;" "gl_FragData[0]=gl_FragData[1]=vec4(1.-float(c*(c*c*15731+789221)+1376312589&2147483647)/1.07374e+09);" "}", "void main()" "{" "vec4 c[8];" "ivec2 e=ivec2(gl_FragCoord.rg);" "for(int l=0;l<8;++l)" "c[l]=texelFetch(g,e,0),e-=r,c[l]+=texelFetch(g,e,0),e-=r;" "c[0]+=c[1];" "c[2]+=c[3];" "c[4]+=c[5];" "c[6]+=c[7];" "c[0]+=c[2];" "c[4]+=c[6];" "gl_FragData[0]=c[0]+c[4];" "}", "void main()" "{" "int z[10]=int[10](1,2,5,10,20,40,80,160,200,300);" "int p=z[r.r];" "ivec2 l=ivec2(gl_FragCoord.rg);" "ivec4 e=ivec4(min(l+p,ivec2(textureSize2D(g,0)-ivec2(1))),max(l-p,ivec2(0)));" "ivec2 d=max(e.rg-e.ba,ivec2(1));" "gl_FragData[0]=(texelFetch(g,e.rg,0)-texelFetch(g,e.ra,0)-texelFetch(g,e.bg,0)+texelFetch(g,e.ba,0))/(d.r*d.g);" "}", "void main()" "{" "float x[7]=float[7](25,45,65,85,150,125,145);" "int z[7]=int[7](4,2,2,2,3,3,3);" "int k[7]=int[7](0,2,3,4,5,6,8);" "vec2 h=textureSize(m,0),d=gl_FragCoord.rg-h*.5;" "float s=65535.;" "int p=6;" "vec2 f;" "for(int u=0;u<7;u++)" "{" "vec2 c=vec2(0);" "int G=z[u],e=k[u];" "for(int x=0;x