shader-crusher 0.1.3

A little helper to optimize glsl shaders for size.
Documentation
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...........`6.]....#version 410.#pragma SHADER_CRUSHER_OFF.uniform float iTime;.
uniform float splitX;.layout (location=0) out vec4 co;.layout (location=0) in ve
c2 p;.uniform sampler2D textureSampler;.#pragma SHADER_CRUSHER_ON.#define TEX(tc
) texture(textureSampler,tc).#define PI 3.1415926536.#define P2 (PI*0.5).vec4 te
xRepX( float tx, float ty, float x, float y ).{.return TEX( vec2( mod( tx, 0.25 
)+x, ty*0.25 + y ) );.}.vec4 twister(vec2 p).{.vec2 pos = p;.p.x = mod( p.x, spl
itX );.vec2 u = p*1.4;.vec4 r = vec4(0.0);.float v[4];.for (int i = 0; i < 4; ++
i).v[i] = 0.5*sin(iTime+sin(u.x))+0.25 * sin(2.5 * sin(u.x * cos(iTime)) + (cos(
iTime) + P2 * float(i)));.for (int i = 0; i < 4; ++i) {.float n = v[int(mod(floa
t(i)+1.,4.))], p = v[i];.if (n-p > 0. && u.y < n && u.y > p) {.float k = n-p, x 
= (u.y-p) / k;.r = TEX( vec2( max( 0.0, min( 1.1, mod( u.x, 1.1 ) ) )+0.0, -x + 
0.0 ) );.}.}.return r;.}.void mainImage( out vec4 O, vec2 p ).{.p.x += sin( iTim
e );.float l = length(p)*0.7;.O = vec4( l, 0.2, 0.05 + 0.5*sin(iTime), 1.0 );.ve
c4 slave3 = twister( p );.O = mix( O, slave3, slave3.a );.}.void main().{.vec2 u
v = vec2( p.x, p.y*0.5625 );.mainImage( co, uv );.}............#version 410....l
ayout(location=0)in vec2 v;..layout(location=0)out vec2 p;..out gl_PerVertex..{.
..vec4 gl_Position;..};..void main()..{...gl_Position=vec4(v,0.0,1.0);...p = v;.
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