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Geiss, Flexi + Stahlregen - Thumbdrum Tokamak [crossfiring aftermath jelly mashup].milk 6.8 KB

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  224. per_frame_2=wave_g = wave_g + 0.2*( 0.60*sin(0.835*time) + 0.40*sin(1.081*time) );
  225. per_frame_3=wave_b = wave_b + 0.2*( 0.60*sin(0.814*time) + 0.40*sin(1.011*time) );
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  227. per_frame_5=q2 = (cy*2-1) + 0.6*( 0.60*sin(0.393*time) + 0.40*sin(0.223*time) );
  228. per_pixel_1=du = (x*2-1) - q1;
  229. per_pixel_2=dv = (y*2-1) - q2;
  230. per_pixel_3=dist = sqrt(du*du+dv*dv);
  231. per_pixel_4=ang2 = atan2(du,dv) + time*0.15;
  232. per_pixel_5=mult = 0.65*sin(dist*0.05);
  233. per_pixel_6=dx = mult*sin(ang2*2-1.5);
  234. per_pixel_7=dy = mult*cos(ang2*2-1.5);
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  236. warp_2=`{
  237. warp_3=` // sample previous frame
  238. warp_4=` ret = tex2D( sampler_main, uv ).xyz;
  239. warp_5=`
  240. warp_6=` // take the difference between the crisp and blurred images,
  241. warp_7=` // then add it back into the image. Creates spots and stripes over time.
  242. warp_8=` ret += (ret - GetBlur2(uv))*0.3;
  243. warp_9=` ret *= 0.9;
  244. warp_10=`
  245. warp_11=` // add noise:
  246. warp_12=` float2 dither_uv = uv_orig*texsize.xy*texsize_noise_lq.zw * 0.4 + rand_frame.xy;
  247. warp_13=` ret += (tex2D(sampler_noise_lq, dither_uv).xyz-0.5)/256.0 * 122 * saturate(treb_att-1);
  248. warp_14=`
  249. warp_15=` // desaturate over time, to keep the globs white
  250. warp_16=` ret = lerp(ret, lum(ret), 0.2);
  251. warp_17=`}
  252. comp_1=`shader_body
  253. comp_2=`{
  254. comp_3=` float2 uv2;
  255. comp_4=`
  256. comp_5=` float4 c = float4(1,0.4,0.15,0.1);
  257. comp_6=`
  258. comp_7=` uv2 = uv + float2(1,0)*texsize.zw;
  259. comp_8=` float gx1 = GetPixel(uv2)*c.x + GetBlur1(uv2)*c.y + GetBlur2(uv2)*c.z + GetBlur3(uv2)*c.w;
  260. comp_9=` uv2 = uv + float2(-1,0)*texsize.zw;
  261. comp_10=` float gx2 = GetPixel(uv2)*c.x + GetBlur1(uv2)*c.y + GetBlur2(uv2)*c.z + GetBlur3(uv2)*c.w;
  262. comp_11=`
  263. comp_12=` uv2 = uv + float2(0,1)*texsize.zw;
  264. comp_13=` float gy1 = GetPixel(uv2)*c.x + GetBlur1(uv2)*c.y + GetBlur2(uv2)*c.z + GetBlur3(uv2)*c.w;
  265. comp_14=` uv2 = uv + float2(0,-1)*texsize.zw;
  266. comp_15=` float gy2 = GetPixel(uv2)*c.x + GetBlur1(uv2)*c.y + GetBlur2(uv2)*c.z + GetBlur3(uv2)*c.w;
  267. comp_16=`
  268. comp_17=` float3 g = normalize(float3(gx1-gx2, gy1-gy2, 0.14));
  269. comp_18=`
  270. comp_19=` ret = 0.5 + 0.5*g;
  271. comp_20=` ret *= saturate(length(ret.xy-0.5)*5);
  272. comp_21=` ret = ret.xxy;
  273. comp_22=` ret += 1.15;
  274. comp_23=` ret *= lerp(ret,ret*(GetBlur3(uv)-GetBlur1(uv)),pow(hue_shader.yxz,ret));
  275. comp_24=` ret *= ret;
  276. comp_25=`
  277. comp_26=` //ret *= 1.5; //old gamma effect
  278. comp_27=`}