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Broken Converter  #35

@HAced

Description

@HAced

I heard a lot about this converter not working correctly anymore, and it not working for me too, so here's the shader I want to be converted.
#define t iTime
mat2 m(float a){float c=cos(a), s=sin(a);return mat2(c,-s,s,c);}
float map(vec3 p){
p.xz*= m(t0.4);p.xy= m(t0.3);
vec3 q = p
2.+t;
return length(p+vec3(sin(t*0.7)))*log(length(p)+1.) + sin(q.x+sin(q.z+sin(q.y)))*5.5 - 1.;
}

void mainImage( out vec4 fragColor, in vec2 fragCoord ){
vec2 p = fragCoord.xy/iResolution.y - vec2(.9,.5);
vec3 cl = vec3(0.);
float d = .9;
for(int i=0; i<=5; i++) {
vec3 p = vec3(0,0,5.) + normalize(vec3(p, -1.))d;
float rz = map(p);
float f = clamp((rz - map(p+.1))0.5, -.1, 1. );
vec3 l = vec3(.32, .24, .49) + vec3(.53, .48, .61)f;
cl = cl
l + (1.-smoothstep(0., 2.5, rz))
.7
l;
d += min(rz, 1.);
}
fragColor = vec4(cl, 1.);
}
Original website: https://www.shadertoy.com/view/wdjSRc

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