martin - funky illusions.milk 18 KB

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  1. MILKDROP_PRESET_VERSION=201
  2. PSVERSION=3
  3. PSVERSION_WARP=3
  4. PSVERSION_COMP=3
  5. [preset00]
  6. fRating=4.000000
  7. fGammaAdj=1.980
  8. fDecay=0.500
  9. fVideoEchoZoom=1.000
  10. fVideoEchoAlpha=0.500
  11. nVideoEchoOrientation=3
  12. nWaveMode=6
  13. bAdditiveWaves=1
  14. bWaveDots=0
  15. bWaveThick=1
  16. bModWaveAlphaByVolume=1
  17. bMaximizeWaveColor=0
  18. bTexWrap=1
  19. bDarkenCenter=0
  20. bRedBlueStereo=0
  21. bBrighten=0
  22. bDarken=1
  23. bSolarize=0
  24. bInvert=0
  25. fWaveAlpha=0.001
  26. fWaveScale=1.158
  27. fWaveSmoothing=0.090
  28. fWaveParam=0.380
  29. fModWaveAlphaStart=0.810
  30. fModWaveAlphaEnd=1.400
  31. fWarpAnimSpeed=1.459
  32. fWarpScale=2.007
  33. fZoomExponent=1.00000
  34. fShader=0.000
  35. zoom=0.99990
  36. rot=0.00000
  37. cx=0.500
  38. cy=0.500
  39. dx=0.00000
  40. dy=0.00000
  41. warp=0.01000
  42. sx=0.99990
  43. sy=1.00000
  44. wave_r=0.000
  45. wave_g=0.000
  46. wave_b=0.000
  47. wave_x=0.500
  48. wave_y=0.500
  49. ob_size=0.010
  50. ob_r=1.000
  51. ob_g=0.600
  52. ob_b=0.000
  53. ob_a=0.000
  54. ib_size=0.110
  55. ib_r=0.250
  56. ib_g=0.250
  57. ib_b=0.250
  58. ib_a=0.000
  59. nMotionVectorsX=64.000
  60. nMotionVectorsY=48.000
  61. mv_dx=0.000
  62. mv_dy=0.000
  63. mv_l=1.850
  64. mv_r=0.500
  65. mv_g=0.500
  66. mv_b=0.500
  67. mv_a=0.000
  68. b1n=0.000
  69. b2n=0.000
  70. b3n=0.000
  71. b1x=0.700
  72. b2x=1.000
  73. b3x=1.000
  74. b1ed=0.000
  75. wavecode_0_enabled=1
  76. wavecode_0_samples=202
  77. wavecode_0_sep=0
  78. wavecode_0_bSpectrum=0
  79. wavecode_0_bUseDots=1
  80. wavecode_0_bDrawThick=0
  81. wavecode_0_bAdditive=1
  82. wavecode_0_scaling=0.14681
  83. wavecode_0_smoothing=0.00000
  84. wavecode_0_r=1.000
  85. wavecode_0_g=1.000
  86. wavecode_0_b=1.000
  87. wavecode_0_a=1.000
  88. wave_0_init1=t1 = 1 + (rand(101)*.01 - rand(101)*.01)*.3;
  89. wave_0_init2=t2 = 1 + (rand(101)*.01 - rand(101)*.01)*.3;
  90. wave_0_init3=t3 = 1 + (rand(101)*.01 - rand(101)*.01)*.3;
  91. wave_0_init4=t4 = 1 + (rand(101)*.01 - rand(101)*.01)*.3;
  92. wave_0_init5=t5 = 1 + (rand(101)*.01 - rand(101)*.01)*.3;
  93. wave_0_init6=t6 = 1 + (rand(101)*.01 - rand(101)*.01)*.3;
  94. wave_0_init7=t7 = 1 + (rand(101)*.01 - rand(101)*.01)*.3;
  95. wave_0_init8=t8 = 1 + (rand(101)*.01 - rand(101)*.01)*.3;
  96. wave_0_init9=
  97. wave_0_per_point1=trel = time/16*0;
  98. wave_0_per_point2=
  99. wave_0_per_point3=x0 = sin(sample*123+trel)+q2;
  100. wave_0_per_point4=y0 = q3 *1+ abs(sin(sample*211+trel))+.2;
  101. wave_0_per_point5=
  102. wave_0_per_point6=x = x0*q30 + y0*q31 + .5;
  103. wave_0_per_point7=y = -x0*q31 + y0*q30 +.5;
  104. wave_0_per_point8=
  105. wave_0_per_point9=a=.6;
  106. wavecode_1_enabled=0
  107. wavecode_1_samples=512
  108. wavecode_1_sep=0
  109. wavecode_1_bSpectrum=0
  110. wavecode_1_bUseDots=1
  111. wavecode_1_bDrawThick=1
  112. wavecode_1_bAdditive=0
  113. wavecode_1_scaling=0.89152
  114. wavecode_1_smoothing=0.82000
  115. wavecode_1_r=1.000
  116. wavecode_1_g=1.000
  117. wavecode_1_b=1.000
  118. wavecode_1_a=0.100
  119. wave_1_init1=t
  120. wave_1_per_frame1=trig = q27;
  121. wave_1_per_frame2=
  122. wave_1_per_frame3=ini = trig*rand(1000) + bnot(trig)*ini;
  123. wave_1_per_frame4=ini2 = trig*rand(1000) + bnot(trig)*ini2;
  124. wave_1_per_frame5=t1 = ini;
  125. wave_1_per_frame6=t2 = ini2;
  126. wave_1_per_frame7=
  127. wave_1_per_frame8=x0 = trig* (rand(100)-50) + bnot(trig)*x0;
  128. wave_1_per_frame9=y0 = trig* (rand(100)-50) + bnot(trig)*y0;
  129. wave_1_per_frame10=
  130. wave_1_per_frame11=t3 = x0;
  131. wave_1_per_frame12=t4 = y0;
  132. wave_1_per_frame13=
  133. wave_1_per_frame14=//t3 = 10; t4 = 10;
  134. wave_1_per_frame15=
  135. wave_1_per_frame16=
  136. wave_1_per_frame17=
  137. wavecode_2_enabled=0
  138. wavecode_2_samples=512
  139. wavecode_2_sep=0
  140. wavecode_2_bSpectrum=0
  141. wavecode_2_bUseDots=0
  142. wavecode_2_bDrawThick=1
  143. wavecode_2_bAdditive=0
  144. wavecode_2_scaling=0.89152
  145. wavecode_2_smoothing=0.82000
  146. wavecode_2_r=1.000
  147. wavecode_2_g=1.000
  148. wavecode_2_b=1.000
  149. wavecode_2_a=0.100
  150. wavecode_3_enabled=0
  151. wavecode_3_samples=512
  152. wavecode_3_sep=0
  153. wavecode_3_bSpectrum=1
  154. wavecode_3_bUseDots=1
  155. wavecode_3_bDrawThick=0
  156. wavecode_3_bAdditive=0
  157. wavecode_3_scaling=1.00000
  158. wavecode_3_smoothing=0.50000
  159. wavecode_3_r=1.000
  160. wavecode_3_g=1.000
  161. wavecode_3_b=1.000
  162. wavecode_3_a=1.000
  163. wave_3_per_point1=ra = .8;
  164. wave_3_per_point2=rb = .5;
  165. wave_3_per_point3=pib = 6.28318530718;
  166. wave_3_per_point4=
  167. wave_3_per_point5=
  168. wave_3_per_point6=tic = min(time-tin,.1);
  169. wave_3_per_point7=tin = if(equal(sample,0),time,tin);
  170. wave_3_per_point8=
  171. wave_3_per_point9=mod = 1.5 + .5*sin(time*.15);
  172. wave_3_per_point10=med = 1.5 + .5*sin(time*.134);
  173. wave_3_per_point11=med = 5;
  174. wave_3_per_point12=amod = 3;
  175. wave_3_per_point13=
  176. wave_3_per_point14=vr = rand(10001)*.0001;
  177. wave_3_per_point15=rb = rb + rand(10001)*.0001*.1;
  178. wave_3_per_point16=
  179. wave_3_per_point17=a = vr;
  180. wave_3_per_point18=
  181. wave_3_per_point19=sa = vr*pib*.5;
  182. wave_3_per_point20=sp = sa*mod + q1*1.3;
  183. wave_3_per_point21=sam = sa*med - q1*.219;
  184. wave_3_per_point22=
  185. wave_3_per_point23=ox = ra*sin(sam*pib);
  186. wave_3_per_point24=oy = ra*cos(sam*pib);
  187. wave_3_per_point25=ox = ox + rb*-cos(sp)*sin(sam*pib);
  188. wave_3_per_point26=oz = rb*-sin(sp);
  189. wave_3_per_point27=oy = oy + rb*-cos(sp)*cos(sam*pib);
  190. wave_3_per_point28=
  191. wave_3_per_point29=
  192. wave_3_per_point30=xang = time*.132;
  193. wave_3_per_point31=xang = q2;
  194. wave_3_per_point32=yang = time*.153;
  195. wave_3_per_point33=yang = q3;
  196. wave_3_per_point34=zang = time*.110;
  197. wave_3_per_point35=zang = q4;
  198. wave_3_per_point36=fov = 0.6 + 0.2*sin(time);
  199. wave_3_per_point37=fov = .5;
  200. wave_3_per_point38=
  201. wave_3_per_point39=mx = ox*cos(zang) - oy*sin(zang);
  202. wave_3_per_point40=my = ox*sin(zang) + oy*cos(zang);
  203. wave_3_per_point41=ox = mx;
  204. wave_3_per_point42=oy = my;
  205. wave_3_per_point43=mx = ox*cos(yang) + oz*sin(yang);
  206. wave_3_per_point44=mz = - ox*sin(yang) + oz*cos(yang);
  207. wave_3_per_point45=ox = mx;
  208. wave_3_per_point46=oz = mz;
  209. wave_3_per_point47=my = oy*cos(xang) - oz*sin(xang);
  210. wave_3_per_point48=mz = oy*sin(xang) + oz*cos(xang);
  211. wave_3_per_point49=oy = my;
  212. wave_3_per_point50=oz = mz;
  213. wave_3_per_point51=
  214. wave_3_per_point52=oz = oz - 2;
  215. wave_3_per_point53=x = ox*fov/oz + 0.5;
  216. wave_3_per_point54=x = (x-.5)*0.75 + 0.5;
  217. wave_3_per_point55=y = oy*fov/oz + 0.5;
  218. wave_3_per_point56=
  219. shapecode_0_enabled=1
  220. shapecode_0_sides=53
  221. shapecode_0_additive=0
  222. shapecode_0_thickOutline=0
  223. shapecode_0_textured=0
  224. shapecode_0_num_inst=10
  225. shapecode_0_x=0.480
  226. shapecode_0_y=0.670
  227. shapecode_0_rad=0.15416
  228. shapecode_0_ang=0.00000
  229. shapecode_0_tex_ang=0.62832
  230. shapecode_0_tex_zoom=1.25944
  231. shapecode_0_r=1.000
  232. shapecode_0_g=1.000
  233. shapecode_0_b=1.000
  234. shapecode_0_a=1.000
  235. shapecode_0_r2=1.000
  236. shapecode_0_g2=1.000
  237. shapecode_0_b2=1.000
  238. shapecode_0_a2=0.000
  239. shapecode_0_border_r=1.000
  240. shapecode_0_border_g=1.000
  241. shapecode_0_border_b=0.000
  242. shapecode_0_border_a=0.000
  243. shape_0_per_frame1=trel = time/6;
  244. shape_0_per_frame2=x0 = .4*sin(instance*123+trel)+q2;
  245. shape_0_per_frame3=y0 = q3 *1+ .6*abs(sin(instance*211))+.1;
  246. shape_0_per_frame4=rad = .1*sqr(cos(instance));
  247. shape_0_per_frame5=
  248. shape_0_per_frame6=x = x0*q30 + y0*q31 + .5;
  249. shape_0_per_frame7=y = -x0*q31 + y0*q30 +.5;
  250. shape_0_per_frame8=b = 1; r = 1; g = 1;
  251. shape_0_per_frame9=b2 = .5; r2 =.1*instance; g2 = 0;
  252. shape_0_per_frame10=a = 1; a2 = 0.;
  253. shapecode_1_enabled=0
  254. shapecode_1_sides=32
  255. shapecode_1_additive=0
  256. shapecode_1_thickOutline=0
  257. shapecode_1_textured=0
  258. shapecode_1_num_inst=1
  259. shapecode_1_x=0.500
  260. shapecode_1_y=0.500
  261. shapecode_1_rad=0.06892
  262. shapecode_1_ang=0.00000
  263. shapecode_1_tex_ang=0.00000
  264. shapecode_1_tex_zoom=1.83150
  265. shapecode_1_r=1.000
  266. shapecode_1_g=1.000
  267. shapecode_1_b=1.000
  268. shapecode_1_a=0.900
  269. shapecode_1_r2=0.000
  270. shapecode_1_g2=0.000
  271. shapecode_1_b2=0.000
  272. shapecode_1_a2=0.000
  273. shapecode_1_border_r=0.500
  274. shapecode_1_border_g=0.500
  275. shapecode_1_border_b=0.500
  276. shapecode_1_border_a=0.000
  277. shape_1_per_frame1=a = q24/2; a2 = 0;
  278. shape_1_per_frame2=
  279. shape_1_per_frame3=r = rand(10)/10;
  280. shape_1_per_frame4=g = rand(10)/10;
  281. shape_1_per_frame5=b = rand(10)/10;
  282. shape_1_per_frame6=
  283. shape_1_per_frame7=rad = .06*q22;
  284. shapecode_2_enabled=0
  285. shapecode_2_sides=63
  286. shapecode_2_additive=0
  287. shapecode_2_thickOutline=0
  288. shapecode_2_textured=0
  289. shapecode_2_num_inst=1
  290. shapecode_2_x=0.123
  291. shapecode_2_y=0.000
  292. shapecode_2_rad=0.27319
  293. shapecode_2_ang=0.00000
  294. shapecode_2_tex_ang=0.00000
  295. shapecode_2_tex_zoom=0.49981
  296. shapecode_2_r=1.000
  297. shapecode_2_g=1.000
  298. shapecode_2_b=1.000
  299. shapecode_2_a=1.000
  300. shapecode_2_r2=1.000
  301. shapecode_2_g2=1.000
  302. shapecode_2_b2=1.000
  303. shapecode_2_a2=0.000
  304. shapecode_2_border_r=0.500
  305. shapecode_2_border_g=0.500
  306. shapecode_2_border_b=0.500
  307. shapecode_2_border_a=0.000
  308. shape_2_per_frame1=x = .5 + .1* sin (time*73);
  309. shape_2_per_frame2=y = .5 + .1* sin (time*23);
  310. shape_2_per_frame3=
  311. shape_2_per_frame4=r = 0; g = 0; b = 0;
  312. shape_2_per_frame5=r2 = 1; g2 = 1; b2 = 1;
  313. shape_2_per_frame6=
  314. shape_2_per_frame7=rad = mid_att/100;
  315. shape_2_per_frame8=a = .7;
  316. shape_2_per_frame9=a2 = a;
  317. shapecode_3_enabled=0
  318. shapecode_3_sides=4
  319. shapecode_3_additive=0
  320. shapecode_3_thickOutline=0
  321. shapecode_3_textured=0
  322. shapecode_3_num_inst=1
  323. shapecode_3_x=0.500
  324. shapecode_3_y=0.510
  325. shapecode_3_rad=0.19869
  326. shapecode_3_ang=0.00000
  327. shapecode_3_tex_ang=1.00531
  328. shapecode_3_tex_zoom=0.49981
  329. shapecode_3_r=1.000
  330. shapecode_3_g=0.400
  331. shapecode_3_b=0.000
  332. shapecode_3_a=0.700
  333. shapecode_3_r2=1.000
  334. shapecode_3_g2=1.000
  335. shapecode_3_b2=1.000
  336. shapecode_3_a2=0.000
  337. shapecode_3_border_r=0.500
  338. shapecode_3_border_g=0.500
  339. shapecode_3_border_b=0.500
  340. shapecode_3_border_a=0.000
  341. shape_3_per_frame1=x = 0.05 + rand(900)/1000;
  342. shape_3_per_frame2=y = 0.05 + rand(900)/1000;
  343. shape_3_per_frame3=
  344. per_frame_init_1=pos_x = 0; pos_y = -0;
  345. per_frame_init_2=zang = 0;
  346. per_frame_init_3=speed = 0;
  347. per_frame_1=dec_med = pow (0.8, 30/fps);
  348. per_frame_2=dec_slow = pow (0.97, 30/fps);
  349. per_frame_3=beat = max (max (bass, mid), treb);
  350. per_frame_4=avg = avg*dec_slow + beat*(1-dec_slow);
  351. per_frame_5=is_beat = above(beat, .2+avg+peak) * above (time, t0+.2);
  352. per_frame_6=t0 = is_beat*time + (1-is_beat)*t0;
  353. per_frame_7=peak = is_beat * beat + (1-is_beat)*peak*dec_med;
  354. per_frame_8=index = (index + is_beat) %32;
  355. per_frame_9=index2 = (index2 + is_beat*bnot(index))%2;
  356. per_frame_10=index2_ = index2_*dec_med + (1-dec_med)*index2;
  357. per_frame_11=
  358. per_frame_12=q29 = index;
  359. per_frame_13=q27 = is_beat * bnot(index%8);
  360. per_frame_14=k1 = is_beat*bnot(index%8);
  361. per_frame_15=p1 = k1*(p1+1) + (1-k1)*p1;
  362. per_frame_16=p2 = dec_slow * p2+ (1-dec_slow)*p1;
  363. per_frame_17=rott = rott*dec_slow + (1-dec_slow)*p2 * 3.1416/4;
  364. per_frame_18=
  365. per_frame_19=//Kamerapos.
  366. per_frame_20=speed = speed*dec_slow + (1-dec_slow)*.03*(index+beat*18)*
  367. per_frame_21=below(sin(time/13),.95);
  368. per_frame_22=
  369. per_frame_23=trel = trel + 1/fps*speed;
  370. per_frame_24=
  371. per_frame_25=xang = -.6*sin(rott) ;//###
  372. per_frame_26=xang = if (below(index,23),xang,.5*cos(index)-.3);
  373. per_frame_27=
  374. per_frame_28=yang = .4*sin(trel)*cos(time*.2);
  375. per_frame_29=yang = if(above(index,8),yang,.6*sin(index));
  376. per_frame_30=
  377. per_frame_31=zang = zang *dec_slow + (1-dec_slow)*index2_*6.2832;
  378. per_frame_32=
  379. per_frame_33=zdist = 45; xdist = 4+ 3*sin(time/11);
  380. per_frame_34=pos_x = sin(time/3)*xdist*.8;
  381. per_frame_35=pos_y = pos_y - xang/fps*60*speed;
  382. per_frame_36=cz = zdist*.5;
  383. per_frame_37=
  384. per_frame_38=q30 = cos(zang); q31 = sin(zang);
  385. per_frame_39=q1 = trel*8;q2 = yang;q3 = xang;
  386. per_frame_40=q24 = cos(yang); q25=sin(yang);
  387. per_frame_41=q32 = (trel-int(trel)); //Blend in
  388. per_frame_42=
  389. per_frame_43=ox = -xdist-pos_x; oy = -pos_y;
  390. per_frame_44=oz = (trel-int(trel))*zdist-cz-zdist;
  391. per_frame_45=mx = ox*cos(zang) - oy*sin(zang);
  392. per_frame_46=my = ox*sin(zang) + oy*cos(zang);
  393. per_frame_47=ox = mx;oy = my;
  394. per_frame_48=mx = ox*cos(yang) + oz*sin(yang);
  395. per_frame_49=mz = - ox*sin(yang) + oz*cos(yang);
  396. per_frame_50=ox = mx;oz = mz;
  397. per_frame_51=my = oy*cos(xang) - oz*sin(xang);
  398. per_frame_52=mz = oy*sin(xang) + oz*cos(xang);
  399. per_frame_53=oy = my;oz = mz;
  400. per_frame_54=q10=ox; q11 = oy; q12 = oz;
  401. per_frame_55=
  402. per_frame_56=ox = xdist-pos_x; oy = -pos_y;
  403. per_frame_57=oz = (trel-int(trel))*zdist-cz-zdist;
  404. per_frame_58=mx = ox*cos(zang) - oy*sin(zang);
  405. per_frame_59=my = ox*sin(zang) + oy*cos(zang);
  406. per_frame_60=ox = mx;oy = my;
  407. per_frame_61=mx = ox*cos(yang) + oz*sin(yang);
  408. per_frame_62=mz = - ox*sin(yang) + oz*cos(yang);
  409. per_frame_63=ox = mx;oz = mz;
  410. per_frame_64=my = oy*cos(xang) - oz*sin(xang);
  411. per_frame_65=mz = oy*sin(xang) + oz*cos(xang);
  412. per_frame_66=oy = my;
  413. per_frame_67=oz = mz;
  414. per_frame_68=q13=ox; q14 = oy; q15 = oz;
  415. per_frame_69=
  416. per_frame_70=ox = -xdist-pos_x; oy = -pos_y;
  417. per_frame_71=oz = (trel-int(trel))*zdist-cz;
  418. per_frame_72=mx = ox*cos(zang) - oy*sin(zang);
  419. per_frame_73=my = ox*sin(zang) + oy*cos(zang);
  420. per_frame_74=ox = mx;oy = my;
  421. per_frame_75=mx = ox*cos(yang) + oz*sin(yang);
  422. per_frame_76=mz = - ox*sin(yang) + oz*cos(yang);
  423. per_frame_77=ox = mx;oz = mz;
  424. per_frame_78=my = oy*cos(xang) - oz*sin(xang);
  425. per_frame_79=mz = oy*sin(xang) + oz*cos(xang);
  426. per_frame_80=oy = my;oz = mz;
  427. per_frame_81=q16=ox; q17 = oy; q18 = oz;
  428. per_frame_82=
  429. per_frame_83=ox = xdist-pos_x; oy = -pos_y; oz = (trel-int(trel))*zdist-cz;
  430. per_frame_84=mx = ox*cos(zang) - oy*sin(zang);
  431. per_frame_85=my = ox*sin(zang) + oy*cos(zang);
  432. per_frame_86=ox = mx;oy = my;
  433. per_frame_87=mx = ox*cos(yang) + oz*sin(yang);
  434. per_frame_88=mz = - ox*sin(yang) + oz*cos(yang);
  435. per_frame_89=ox = mx;oz = mz;
  436. per_frame_90=my = oy*cos(xang) - oz*sin(xang);
  437. per_frame_91=mz = oy*sin(xang) + oz*cos(xang);
  438. per_frame_92=oy = my;oz = mz;
  439. per_frame_93=q19=ox; q20 = oy; q21 = oz;
  440. per_frame_94=
  441. per_frame_95=//Vektor x nach rechts
  442. per_frame_96=ox = 1; oy = 0; oz = 0;
  443. per_frame_97=mx = ox*cos(zang) - oy*sin(zang);
  444. per_frame_98=my = ox*sin(zang) + oy*cos(zang);
  445. per_frame_99=ox = mx;oy = my;
  446. per_frame_100=mx = ox*cos(yang) + oz*sin(yang);
  447. per_frame_101=mz = - ox*sin(yang) + oz*cos(yang);
  448. per_frame_102=ox = mx;oz = mz;
  449. per_frame_103=my = oy*cos(xang) - oz*sin(xang);
  450. per_frame_104=mz = oy*sin(xang) + oz*cos(xang);
  451. per_frame_105=oy = my;oz = mz;
  452. per_frame_106=q4=ox; q5 = oy; q6 = oz;
  453. per_frame_107=
  454. per_frame_108=
  455. per_frame_109=//Vektor z nach hinten
  456. per_frame_110=ox = 0; oy = 0; oz = 1;
  457. per_frame_111=mx = ox*cos(zang) - oy*sin(zang);
  458. per_frame_112=my = ox*sin(zang) + oy*cos(zang);
  459. per_frame_113=ox = mx;oy = my;
  460. per_frame_114=mx = ox*cos(yang) + oz*sin(yang);
  461. per_frame_115=mz = - ox*sin(yang) + oz*cos(yang);
  462. per_frame_116=ox = mx;oz = mz;
  463. per_frame_117=my = oy*cos(xang) - oz*sin(xang);
  464. per_frame_118=mz = oy*sin(xang) + oz*cos(xang);
  465. per_frame_119=oy = my;
  466. per_frame_120=oz = mz;
  467. per_frame_121=q7=ox; q8 = oy; q9 = oz;
  468. per_frame_122=
  469. per_frame_123=q28 = 3+2*sin(time/15);
  470. per_frame_124=q22 = (.5+sin(time/17))*.02;
  471. per_frame_125=
  472. per_frame_126=
  473. per_frame_127=
  474. per_frame_128=
  475. per_frame_129=
  476. warp_1=`shader_body {
  477. warp_2=`//uv1 is rect. screen, center at (0;0)
  478. warp_3=`float2 uv1 = (uv-0.5)*aspect.xy;
  479. warp_4=`float corr = texsize.xy*texsize_noise_hq.zw*2;
  480. warp_5=`
  481. warp_6=`
  482. warp_7=`//uv2 is derived from uv1: Horizon, Tilt, Movement
  483. warp_8=`//1. shape horizion for small planet look
  484. warp_9=`float2 uv2 = uv1;
  485. warp_10=`uv2.y = uv1.y - .2*(uv1.x*uv1.x + uv1.y*uv1.y);
  486. warp_11=`
  487. warp_12=`//2. Tilt
  488. warp_13=`float2x2 tilt = float2x2(q30,q31,-q31,q30);
  489. warp_14=`uv2 = mul(tilt,uv2);
  490. warp_15=`
  491. warp_16=`//3. Coord transform
  492. warp_17=`float y0 = q3 ; //Horizon rel. to screen
  493. warp_18=`float z0 = .5 ; // fish eye
  494. warp_19=`float z = 8/abs(uv2.y+ y0); //factor for perspective
  495. warp_20=`float2 rs1 = float2 (uv2.x*z,(uv2.y-1*z0)*z);
  496. warp_21=`
  497. warp_22=`//Rotate map into viewing direction
  498. warp_23=`float2x2 dir = float2x2(q24,q25,-q25,q24);
  499. warp_24=`rs1 = mul(dir,rs1);
  500. warp_25=`
  501. warp_26=`//Now move !
  502. warp_27=`rs1 = rs1 - float2 (0,q1);
  503. warp_28=`
  504. warp_29=`float yr = (uv2.y +y0);
  505. warp_30=`float mask = saturate (16*yr) ;
  506. warp_31=`
  507. warp_32=`float3 sky2 = tex2D(sampler_noise_hq,0.001*rs1*corr);
  508. warp_33=`
  509. warp_34=`float gravel = lum(tex2D(sampler_noise_mq,0.008*rs1*corr));
  510. warp_35=`float lav_mask = (sky2 * q28*(gravel+.0));;
  511. warp_36=`
  512. warp_37=`float lava = 0.2+abs (lav_mask-0);
  513. warp_38=`lava = saturate (0.5/(lava+.1)-0.5);
  514. warp_39=`float rock = (lav_mask)/64;
  515. warp_40=`
  516. warp_41=`float3 lay1 = saturate(float3 (lava,lava*(lava-0.52)*2,(lava-.94)*8));
  517. warp_42=`lay1 = mask * (lay1 + rock * float3 (.8,1,1));
  518. warp_43=`
  519. warp_44=`float3 copy = + GetBlur2(float2(uv_orig.x, uv_orig.y+.00));
  520. warp_45=`ret = lay1 + 0*lerp(copy,lum(copy),0.8)*.5* mask
  521. warp_46=`+ q22/(.03+abs(yr))*float3(.7,.3,.9);
  522. warp_47=`
  523. warp_48=`}
  524. comp_1=`sampler sampler_facade01;
  525. comp_2=`
  526. comp_3=`float3 ret1, neu, musl, musr, screen3, pos0, pos1;
  527. comp_4=`float2 pq, pq2;
  528. comp_5=`int mask1, mask2;
  529. comp_6=`float n, dist2;
  530. comp_7=`static const float width =5;
  531. comp_8=`static const float depth =28;
  532. comp_9=`static float3 sxy = float3(q4,q5,q6);
  533. comp_10=`static float3 sxz = float3(q7,q8,q9);
  534. comp_11=`static float3 t = -cross(sxy,sxz);
  535. comp_12=`static float blend = q32;
  536. comp_13=`
  537. comp_14=`
  538. comp_15=`float2 project (float3 s, float3 pos) {
  539. comp_16=` float Nenner; float2x3 ts;
  540. comp_17=` ts = float2x3(t,-s);
  541. comp_18=` Nenner = mul(cross(t,s),screen3);
  542. comp_19=` dist2 = Nenner;
  543. comp_20=` return (mul(ts,cross(pos,screen3))/Nenner);}
  544. comp_21=`
  545. comp_22=`float2 project_gnd (float3 pos) {
  546. comp_23=` float Nenner; float2x3 ts;
  547. comp_24=` ts = float2x3(sxz,-sxy);//auch -t probieren ###
  548. comp_25=` Nenner = mul(cross(sxz,sxy),screen3);
  549. comp_26=` return (mul(ts,cross(pos,screen3/48))/Nenner);}
  550. comp_27=`
  551. comp_28=`float3 wall (float2 xy) {
  552. comp_29=` return(-.2+tex2D (sampler_facade01,xy/4).brg);
  553. comp_30=`}
  554. comp_31=`
  555. comp_32=`shader_body {
  556. comp_33=`screen3 = float3 ((uv-.5)*aspect.xy,1);//wirkt wie zoom
  557. comp_34=`neu = GetBlur1(uv)/4;
  558. comp_35=`
  559. comp_36=` pq = project (sxy, float3 (q10,q11,q12));
  560. comp_37=` pq2 = project (sxz, float3 (q10,q11,q12));
  561. comp_38=` mask1 = (pq.x>=0)* (pq.x <=width);
  562. comp_39=` mask2 = (pq2.x>=0)*(pq2.x <= depth);
  563. comp_40=` if (mask1) {neu = lerp(neu,wall(pq),blend);}
  564. comp_41=` if (mask2) {neu = lerp(neu,wall(pq2),blend);}
  565. comp_42=`
  566. comp_43=` pq = project (-sxy, float3 (q13,q14,q15));
  567. comp_44=` pq2 = project (sxz, float3 (q13,q14,q15));
  568. comp_45=` mask1 = (pq.x>=0)* (pq.x <=width);
  569. comp_46=` mask2 = (pq2.x>=0)*(pq2.x <= depth);
  570. comp_47=` if (mask1) {neu = lerp(neu,wall(pq),blend);}
  571. comp_48=` if (mask2) {neu = lerp(neu,wall(pq2),blend);}
  572. comp_49=`
  573. comp_50=` pq = project (sxy, float3 (q16,q17,q18));
  574. comp_51=` pq2 = project (sxz, float3 (q16,q17,q18));
  575. comp_52=` mask1 = (pq.x>=0)* (pq.x <=width) * (dist2 >=0);
  576. comp_53=` mask2 = (pq2.x>=0)*(pq2.x <= depth)* (dist2 >=0);
  577. comp_54=` if (mask1) {neu = wall(pq);}
  578. comp_55=` if (mask2) {neu = wall(pq2);}
  579. comp_56=` musr = (q29%2)/length(abs(frac(pq2/2)-.5))*mask2;
  580. comp_57=` musr += (q29%2)/length(abs(frac(pq/2)-.5))*mask1;
  581. comp_58=`
  582. comp_59=` pq = project (-sxy, float3 (q19,q20,q21));
  583. comp_60=` pq2 = project (sxz, float3 (q19,q20,q21));
  584. comp_61=` mask1 = (pq.x>=0)* (pq.x <=width) * (dist2 <=0);
  585. comp_62=` mask2 = (pq2.x>=0)*(pq2.x <= depth)* (dist2 <=0);
  586. comp_63=` if (mask1) {neu = wall(pq);}
  587. comp_64=` if (mask2) {neu = wall(pq2);}
  588. comp_65=` musl = ((q29+1)%2)/length(abs(frac(pq2/2)-.5))*mask2;
  589. comp_66=` musl += ((q29+1)%2)/length(abs(frac(pq/2)-.5))*mask1;
  590. comp_67=`
  591. comp_68=`ret = tex2D (sampler_main,uv+neu/8)
  592. comp_69=`+neu*(1+roam_cos)*saturate(bass_att*.04/length(uv-.5))/2
  593. comp_70=`*(bass_att) + saturate((musl*roam_sin+musr*roam_cos)/16)*mid_att;
  594. comp_71=`
  595. comp_72=`}