martin - hardcore mix 2.milk 14 KB

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  1. MILKDROP_PRESET_VERSION=201
  2. PSVERSION=3
  3. PSVERSION_WARP=2
  4. PSVERSION_COMP=3
  5. [preset00]
  6. fRating=5.000000
  7. fGammaAdj=1.980001
  8. fDecay=0.500000
  9. fVideoEchoZoom=0.999998
  10. fVideoEchoAlpha=0.500000
  11. nVideoEchoOrientation=3
  12. nWaveMode=6
  13. bAdditiveWaves=1
  14. bWaveDots=0
  15. bWaveThick=1
  16. bModWaveAlphaByVolume=1
  17. bMaximizeWaveColor=0
  18. bTexWrap=0
  19. bDarkenCenter=0
  20. bRedBlueStereo=0
  21. bBrighten=0
  22. bDarken=1
  23. bSolarize=0
  24. bInvert=0
  25. fWaveAlpha=0.001000
  26. fWaveScale=2.103075
  27. fWaveSmoothing=0.540000
  28. fWaveParam=0.380000
  29. fModWaveAlphaStart=0.810000
  30. fModWaveAlphaEnd=1.400000
  31. fWarpAnimSpeed=1.459500
  32. fWarpScale=2.006700
  33. fZoomExponent=1.000000
  34. fShader=0.000000
  35. zoom=0.999900
  36. rot=0.000000
  37. cx=0.500000
  38. cy=0.500000
  39. dx=0.000000
  40. dy=0.000000
  41. warp=0.010000
  42. sx=0.999900
  43. sy=1.000000
  44. wave_r=0.000000
  45. wave_g=0.000000
  46. wave_b=0.000000
  47. wave_x=0.500000
  48. wave_y=0.500000
  49. ob_size=0.000000
  50. ob_r=0.000000
  51. ob_g=0.000000
  52. ob_b=1.000000
  53. ob_a=0.300000
  54. ib_size=0.260000
  55. ib_r=0.250000
  56. ib_g=0.250000
  57. ib_b=0.250000
  58. ib_a=0.000000
  59. nMotionVectorsX=64.000000
  60. nMotionVectorsY=48.000000
  61. mv_dx=0.000000
  62. mv_dy=0.000000
  63. mv_l=1.850000
  64. mv_r=0.499900
  65. mv_g=0.499900
  66. mv_b=0.499900
  67. mv_a=0.000000
  68. b1n=0.000000
  69. b2n=0.000000
  70. b3n=0.000000
  71. b1x=1.000000
  72. b2x=1.000000
  73. b3x=1.000000
  74. b1ed=0.000000
  75. wavecode_0_enabled=1
  76. wavecode_0_samples=442
  77. wavecode_0_sep=0
  78. wavecode_0_bSpectrum=0
  79. wavecode_0_bUseDots=0
  80. wavecode_0_bDrawThick=1
  81. wavecode_0_bAdditive=1
  82. wavecode_0_scaling=0.891519
  83. wavecode_0_smoothing=0.000000
  84. wavecode_0_r=1.000000
  85. wavecode_0_g=1.000000
  86. wavecode_0_b=1.000000
  87. wavecode_0_a=1.000000
  88. wave_0_per_point1=x = .4+sample*.2 ;
  89. wave_0_per_point2=y = .5+ value2*.01*q22;
  90. wave_0_per_point3=
  91. wave_0_per_point4=a = .5*q24*((q27+1)%2);
  92. wave_0_per_point5=r = 0.2;b=1; g =.6;
  93. wavecode_1_enabled=1
  94. wavecode_1_samples=512
  95. wavecode_1_sep=0
  96. wavecode_1_bSpectrum=0
  97. wavecode_1_bUseDots=0
  98. wavecode_1_bDrawThick=1
  99. wavecode_1_bAdditive=0
  100. wavecode_1_scaling=0.891519
  101. wavecode_1_smoothing=0.000000
  102. wavecode_1_r=1.000000
  103. wavecode_1_g=1.000000
  104. wavecode_1_b=1.000000
  105. wavecode_1_a=0.100000
  106. wave_1_per_point1=y = .4+sample*.2 ;
  107. wave_1_per_point2=x = .5+ value2*.01*q22;
  108. wave_1_per_point3=
  109. wave_1_per_point4=a = .6*q24*((q27)%2);
  110. wave_1_per_point5=r = 0.2;b=1; g =.6;
  111. wavecode_2_enabled=0
  112. wavecode_2_samples=512
  113. wavecode_2_sep=0
  114. wavecode_2_bSpectrum=0
  115. wavecode_2_bUseDots=0
  116. wavecode_2_bDrawThick=1
  117. wavecode_2_bAdditive=0
  118. wavecode_2_scaling=0.891519
  119. wavecode_2_smoothing=0.820000
  120. wavecode_2_r=1.000000
  121. wavecode_2_g=1.000000
  122. wavecode_2_b=1.000000
  123. wavecode_2_a=0.100000
  124. wavecode_3_enabled=0
  125. wavecode_3_samples=512
  126. wavecode_3_sep=0
  127. wavecode_3_bSpectrum=1
  128. wavecode_3_bUseDots=1
  129. wavecode_3_bDrawThick=0
  130. wavecode_3_bAdditive=0
  131. wavecode_3_scaling=1.000000
  132. wavecode_3_smoothing=0.500000
  133. wavecode_3_r=1.000000
  134. wavecode_3_g=1.000000
  135. wavecode_3_b=1.000000
  136. wavecode_3_a=1.000000
  137. wave_3_per_point1=ra = .8;
  138. wave_3_per_point2=rb = .5;
  139. wave_3_per_point3=pib = 6.28318530718;
  140. wave_3_per_point4=
  141. wave_3_per_point5=
  142. wave_3_per_point6=tic = min(time-tin,.1);
  143. wave_3_per_point7=tin = if(equal(sample,0),time,tin);
  144. wave_3_per_point8=
  145. wave_3_per_point9=mod = 1.5 + .5*sin(time*.15);
  146. wave_3_per_point10=med = 1.5 + .5*sin(time*.134);
  147. wave_3_per_point11=med = 5;
  148. wave_3_per_point12=amod = 3;
  149. wave_3_per_point13=
  150. wave_3_per_point14=vr = rand(10001)*.0001;
  151. wave_3_per_point15=rb = rb + rand(10001)*.0001*.1;
  152. wave_3_per_point16=
  153. wave_3_per_point17=a = vr;
  154. wave_3_per_point18=
  155. wave_3_per_point19=sa = vr*pib*.5;
  156. wave_3_per_point20=sp = sa*mod + q1*1.3;
  157. wave_3_per_point21=sam = sa*med - q1*.219;
  158. wave_3_per_point22=
  159. wave_3_per_point23=ox = ra*sin(sam*pib);
  160. wave_3_per_point24=oy = ra*cos(sam*pib);
  161. wave_3_per_point25=ox = ox + rb*-cos(sp)*sin(sam*pib);
  162. wave_3_per_point26=oz = rb*-sin(sp);
  163. wave_3_per_point27=oy = oy + rb*-cos(sp)*cos(sam*pib);
  164. wave_3_per_point28=
  165. wave_3_per_point29=
  166. wave_3_per_point30=xang = time*.132;
  167. wave_3_per_point31=xang = q2;
  168. wave_3_per_point32=yang = time*.153;
  169. wave_3_per_point33=yang = q3;
  170. wave_3_per_point34=zang = time*.110;
  171. wave_3_per_point35=zang = q4;
  172. wave_3_per_point36=fov = 0.6 + 0.2*sin(time);
  173. wave_3_per_point37=fov = .5;
  174. wave_3_per_point38=
  175. wave_3_per_point39=mx = ox*cos(zang) - oy*sin(zang);
  176. wave_3_per_point40=my = ox*sin(zang) + oy*cos(zang);
  177. wave_3_per_point41=ox = mx;
  178. wave_3_per_point42=oy = my;
  179. wave_3_per_point43=mx = ox*cos(yang) + oz*sin(yang);
  180. wave_3_per_point44=mz = - ox*sin(yang) + oz*cos(yang);
  181. wave_3_per_point45=ox = mx;
  182. wave_3_per_point46=oz = mz;
  183. wave_3_per_point47=my = oy*cos(xang) - oz*sin(xang);
  184. wave_3_per_point48=mz = oy*sin(xang) + oz*cos(xang);
  185. wave_3_per_point49=oy = my;
  186. wave_3_per_point50=oz = mz;
  187. wave_3_per_point51=
  188. wave_3_per_point52=oz = oz - 2;
  189. wave_3_per_point53=x = ox*fov/oz + 0.5;
  190. wave_3_per_point54=x = (x-.5)*0.75 + 0.5;
  191. wave_3_per_point55=y = oy*fov/oz + 0.5;
  192. wave_3_per_point56=
  193. shapecode_0_enabled=1
  194. shapecode_0_sides=18
  195. shapecode_0_additive=0
  196. shapecode_0_thickOutline=0
  197. shapecode_0_textured=1
  198. shapecode_0_x=0.500000
  199. shapecode_0_y=0.500000
  200. shapecode_0_rad=0.154155
  201. shapecode_0_ang=0.000000
  202. shapecode_0_tex_ang=3.769911
  203. shapecode_0_tex_zoom=5.277839
  204. shapecode_0_r=1.000000
  205. shapecode_0_g=1.000000
  206. shapecode_0_b=1.000000
  207. shapecode_0_a=0.700000
  208. shapecode_0_r2=1.000000
  209. shapecode_0_g2=1.000000
  210. shapecode_0_b2=1.000000
  211. shapecode_0_a2=0.000000
  212. shapecode_0_border_r=1.000000
  213. shapecode_0_border_g=1.000000
  214. shapecode_0_border_b=0.000000
  215. shapecode_0_border_a=0.000000
  216. shape_0_per_frame1=tex_ang = 3+2*q1;
  217. shapecode_1_enabled=1
  218. shapecode_1_sides=32
  219. shapecode_1_additive=0
  220. shapecode_1_thickOutline=0
  221. shapecode_1_textured=0
  222. shapecode_1_x=0.500000
  223. shapecode_1_y=0.500000
  224. shapecode_1_rad=0.068920
  225. shapecode_1_ang=0.000000
  226. shapecode_1_tex_ang=0.000000
  227. shapecode_1_tex_zoom=1.831505
  228. shapecode_1_r=1.000000
  229. shapecode_1_g=1.000000
  230. shapecode_1_b=1.000000
  231. shapecode_1_a=0.900000
  232. shapecode_1_r2=0.000000
  233. shapecode_1_g2=0.000000
  234. shapecode_1_b2=0.000000
  235. shapecode_1_a2=0.000000
  236. shapecode_1_border_r=0.500000
  237. shapecode_1_border_g=0.500000
  238. shapecode_1_border_b=0.500000
  239. shapecode_1_border_a=0.000000
  240. shape_1_per_frame1=a = q24/2; a2 = 0;
  241. shape_1_per_frame2=
  242. shape_1_per_frame3=r = rand(10)/10;
  243. shape_1_per_frame4=g = rand(10)/10;
  244. shape_1_per_frame5=b = rand(10)/10;
  245. shape_1_per_frame6=
  246. shape_1_per_frame7=rad = .06*q22;
  247. shapecode_2_enabled=0
  248. shapecode_2_sides=63
  249. shapecode_2_additive=0
  250. shapecode_2_thickOutline=0
  251. shapecode_2_textured=0
  252. shapecode_2_x=0.123000
  253. shapecode_2_y=0.000000
  254. shapecode_2_rad=0.273185
  255. shapecode_2_ang=0.000000
  256. shapecode_2_tex_ang=0.000000
  257. shapecode_2_tex_zoom=0.499805
  258. shapecode_2_r=1.000000
  259. shapecode_2_g=1.000000
  260. shapecode_2_b=1.000000
  261. shapecode_2_a=1.000000
  262. shapecode_2_r2=1.000000
  263. shapecode_2_g2=1.000000
  264. shapecode_2_b2=1.000000
  265. shapecode_2_a2=0.000000
  266. shapecode_2_border_r=0.500000
  267. shapecode_2_border_g=0.500000
  268. shapecode_2_border_b=0.500000
  269. shapecode_2_border_a=0.000000
  270. shape_2_per_frame1=x = .5 + .1* sin (time*73);
  271. shape_2_per_frame2=y = .5 + .1* sin (time*23);
  272. shape_2_per_frame3=
  273. shape_2_per_frame4=r = 0; g = 0; b = 0;
  274. shape_2_per_frame5=r2 = 1; g2 = 1; b2 = 1;
  275. shape_2_per_frame6=
  276. shape_2_per_frame7=rad = mid_att/100;
  277. shape_2_per_frame8=a = .7;
  278. shape_2_per_frame9=a2 = a;
  279. shapecode_3_enabled=1
  280. shapecode_3_sides=4
  281. shapecode_3_additive=0
  282. shapecode_3_thickOutline=0
  283. shapecode_3_textured=0
  284. shapecode_3_x=0.500000
  285. shapecode_3_y=0.510000
  286. shapecode_3_rad=0.198688
  287. shapecode_3_ang=0.000000
  288. shapecode_3_tex_ang=1.005310
  289. shapecode_3_tex_zoom=0.499805
  290. shapecode_3_r=1.000000
  291. shapecode_3_g=0.400000
  292. shapecode_3_b=0.000000
  293. shapecode_3_a=0.700000
  294. shapecode_3_r2=1.000000
  295. shapecode_3_g2=1.000000
  296. shapecode_3_b2=1.000000
  297. shapecode_3_a2=0.000000
  298. shapecode_3_border_r=0.500000
  299. shapecode_3_border_g=0.500000
  300. shapecode_3_border_b=0.500000
  301. shapecode_3_border_a=0.000000
  302. shape_3_per_frame1=x = 0.05 + rand(900)/1000;
  303. shape_3_per_frame2=y = 0.05 + rand(900)/1000;
  304. shape_3_per_frame3=
  305. per_frame_init_1=prox = 1;
  306. per_frame_1=dec_med = pow (.4, 30/fps);
  307. per_frame_2=dec_slow = pow (0.95, 30/fps);
  308. per_frame_3=//dec_xlow = pow (0.999, 30/fps);
  309. per_frame_4=beat = max (max (bass, mid), treb);
  310. per_frame_5=avg = avg*dec_slow + beat*(1-dec_slow);
  311. per_frame_6=is_beat = above(beat, -.2+avg+peak) * above (time, t0+.1);
  312. per_frame_7=t0 = is_beat*time + (1-is_beat)*t0;
  313. per_frame_8=peak = is_beat * beat + (1-is_beat)*peak*dec_med;
  314. per_frame_9=index = (index + is_beat) %32;
  315. per_frame_10=index2 = (index2 + is_beat*bnot(index))%4;
  316. per_frame_11=index3 = (index2 +index3 + is_beat*bnot(index))%4;
  317. per_frame_12=
  318. per_frame_13=is_beat2 = above (time, t1+.1);
  319. per_frame_14=t1 = is_beat*time + (1-is_beat)*t1;
  320. per_frame_15=q22 = peak;
  321. per_frame_16=q24 = is_beat;
  322. per_frame_17=q26 = bass_att + mid_att + treb_att;
  323. per_frame_18=vol = vol*dec_med + (1-dec_med)*q26;
  324. per_frame_19=q27 = index + 1.5;
  325. per_frame_20=q28 = index2 +1;
  326. per_frame_21=
  327. per_frame_22=p2 = .3*sin(time) + .3*cos(time/3);
  328. per_frame_23=//*****tunnel tilting
  329. per_frame_24=q1 = cos(p2 * 3.1416/4);
  330. per_frame_25=q2 = sin(p2 * 3.1416/4);
  331. per_frame_26=q3 = -q2;
  332. per_frame_27=q4 = q1;
  333. per_frame_28=
  334. per_frame_29=//****tunnel viewpoint x,y
  335. per_frame_30=vtrig = is_beat * bnot(index%2);
  336. per_frame_31=vx = vx * bnot(vtrig) + vtrig * (rand(100)/100-.5);
  337. per_frame_32=vy = vy * bnot(vtrig) + vtrig * (rand(100)/100-.5);
  338. per_frame_33=vz = vz * bnot(vtrig) + vtrig * (rand(100)/100-.5);
  339. per_frame_34=
  340. per_frame_35=vx = vx* below(index%32,24); //###
  341. per_frame_36=vy = vy* above(index%32,16);
  342. per_frame_37=q5 = vx*5;
  343. per_frame_38=q6 = vy*5;
  344. per_frame_39=
  345. per_frame_40=//***tunnel width
  346. per_frame_41=q21 = (1+sin(time))/4+.05;
  347. per_frame_42=
  348. per_frame_43=//**floor proximity
  349. per_frame_44=prox = prox - above(vy,.3)*prox*2;
  350. per_frame_45=q32 = .5 + .2*prox;
  351. per_frame_46=monitor = prox;
  352. per_frame_47=
  353. per_frame_48=//****tunnel rotation
  354. per_frame_49=rota = rota +.02*below(index%16,8)/fps*30;
  355. per_frame_50=rota1 = rota1*dec_med + (1-dec_med)*rota;
  356. per_frame_51=q7 = rota1;
  357. per_frame_52=
  358. per_frame_53=//****tunnel speed
  359. per_frame_54=movez = movez + .8/(1+abs(vx)+abs(vy))/fps;
  360. per_frame_55=q8 = movez * (1+q21/400);
  361. per_frame_56=//dyn. Aenderung von q21 bewirkt auch Richt.wechsel
  362. per_frame_57=
  363. per_frame_58=q15 = -1+8*above(index,26);
  364. per_frame_59=//***********************
  365. per_frame_60=vxs = vxs * dec_med + (1-dec_med)*vx*20;
  366. per_frame_61=vys = vys * dec_med + (1-dec_med)*vy*20;
  367. per_frame_62=vzs = vzs * dec_med + (1-dec_med)*vz*20;
  368. per_frame_63=
  369. per_frame_64=z0 = 20+vzs;
  370. per_frame_65=
  371. per_frame_66=p1z = z0;
  372. per_frame_67=q9 = vxs/(p1z);
  373. per_frame_68=q10 = vys/(p1z);
  374. per_frame_69=q11 = p1z;
  375. per_frame_70=
  376. per_frame_71=q12 = below (index,24);
  377. per_frame_72=q13 = above (index,16);
  378. per_frame_73=
  379. warp_1=`float3 color, mus;
  380. warp_2=`float dx,dy;
  381. warp_3=`shader_body {
  382. warp_4=`
  383. warp_5=`float2 uv1 = (uv-.5);// * aspect.xy;
  384. warp_6=`
  385. warp_7=`float2 uv6 = uv1;
  386. warp_8=`float z = q28*4*length((abs(uv1.x)-abs(uv1.y)));
  387. warp_9=`float2 d = normalize(uv1);
  388. warp_10=`float2 rs = clamp(tan(z)*d,-2,2);
  389. warp_11=`uv1 -= rs/40;
  390. warp_12=`
  391. warp_13=`uv6 = .4*cos(uv1*4+time);
  392. warp_14=`mus = .005/(length(uv6));
  393. warp_15=`
  394. warp_16=`float3 crisp= tex2D(sampler_main,(uv1)*(.95-q28/16+.4*z)+.5);
  395. warp_17=`
  396. warp_18=`float3 ret1 = crisp + mus;
  397. warp_19=`
  398. warp_20=`ret = (ret1*.99-.03);
  399. warp_21=`
  400. warp_22=`}
  401. comp_1=`sampler sampler_pw_noise_lq;
  402. comp_2=`
  403. comp_3=`float k1, k2, mask1, mask2, mask3, rad1, rad2, rad3;
  404. comp_4=`float2 rs, rss, rss0, rs0, uv2, uv3,uv4, rsk, uvo;
  405. comp_5=`float2 dz1, dz2, dz3, Kugel1, Kugel2, Kugel3,tmp;
  406. comp_6=`float3 noise, ret1, ret2, cathed, sky, fire;
  407. comp_7=`
  408. comp_8=`shader_body {
  409. comp_9=`uvo = uv*aspect.xy;
  410. comp_10=`uv = mul(uv*aspect.xy,float2x2(_qa));
  411. comp_11=`uv = uv + -.0- .2*float2(q5,q6);
  412. comp_12=`float2 uv1 = (uv-.5 );//*aspect.xy;
  413. comp_13=`
  414. comp_14=`//Kugel1
  415. comp_15=`rsk = (uv1 + float2 (q9,q10)) ;
  416. comp_16=`dz1 = normalize(rsk);
  417. comp_17=`rad1 = q11*length (rsk) ;
  418. comp_18=`uv4 = tan(rad1)*dz1;
  419. comp_19=`mask1 = saturate(8-8*rad1);
  420. comp_20=`Kugel1 = uv4*mask1*8/q11;
  421. comp_21=`uv1 += Kugel1*.1;
  422. comp_22=`
  423. comp_23=`//Kugel2
  424. comp_24=`rsk = (sin(q27*atan2(uv1.x,uv1.y)/2)) ;
  425. comp_25=`dz2 = normalize(rsk);
  426. comp_26=`rad2 = 1*length (rsk) ;
  427. comp_27=`uv4 = tan(rad2)*dz2;
  428. comp_28=`mask2 = saturate(8-8*rad2);
  429. comp_29=`Kugel2 = uv4*mask2;
  430. comp_30=`
  431. comp_31=`//Kugel3
  432. comp_32=`float argu = length(uv1+q5*uv1.y);
  433. comp_33=`rsk = (sin(.1*(q27-8)/ argu));
  434. comp_34=`//rsk = (sin(.5*q27*atan2(uv1.x,uv1.y))) ;
  435. comp_35=`dz3 = normalize(rsk);
  436. comp_36=`rad3 = 1*length (rsk) ;
  437. comp_37=`uv4 = tan(-rad3)*dz3;
  438. comp_38=`mask3 = saturate(8-8*rad3);
  439. comp_39=`Kugel3 = uv4*mask3;
  440. comp_40=`
  441. comp_41=`float2 dz = (Kugel1 + q12*Kugel2*length(uv1) + q13*Kugel3*argu);
  442. comp_42=`//******************** STARS
  443. comp_43=`rss0.x = atan2(uv1.x, uv1.y)/3.1416;
  444. comp_44=`rss0.y = .01/(length (uv1));
  445. comp_45=`
  446. comp_46=`rss = float2 (rss0.x,rss0.y+time/2)+dz;
  447. comp_47=`rss = mul(rss,float2x2(.7,.7,-.7,.7));
  448. comp_48=`float noise = (tex2D(sampler_pw_noise_lq,rss/32)-.8 >= 0);
  449. comp_49=`tmp = abs(frac(rss*8)-.5);
  450. comp_50=`
  451. comp_51=`//*************************
  452. comp_52=`uv1 -= dz*.5;
  453. comp_53=`float z = .2/(length(uv1)+q21);
  454. comp_54=`uv2.y = z + q8;
  455. comp_55=`uv2.x = rss0.x +q7;
  456. comp_56=`uv3 =frac(uv2);
  457. comp_57=`cathed = tex2D (sampler_main,uv3+.4*dz)*12;
  458. comp_58=`
  459. comp_59=`float mod = (q22+1)/6;
  460. comp_60=`
  461. comp_61=`//Deckenbeleuchtung:
  462. comp_62=`fire = saturate(.05*q22/length (uv1)*
  463. comp_63=` (lum(tex2D (sampler_main,uv3+.0)))) ;
  464. comp_64=`
  465. comp_65=`//Tasaechl. Feuer; Problem: uv1 passt nicht zu uv3
  466. comp_66=`fire += saturate(.02*q22/length (uv1)*
  467. comp_67=` (lum(tex2D (sampler_main,uv1+.5))))/length(uv1);
  468. comp_68=`
  469. comp_69=`k1 = lum(fire);
  470. comp_70=`fire = k1*float3(1,k1*.8,k1*k1/3) ;
  471. comp_71=`
  472. comp_72=`uvo+=dz;
  473. comp_73=`sky = saturate (.02/length(uvo-.3)) * 1;
  474. comp_74=`
  475. comp_75=`float3 dots = saturate(.04/length(tmp)) *noise;
  476. comp_76=`dots *= saturate(.2/abs(rss0.y));
  477. comp_77=`dots = saturate(lum(dots)*lum(dots)*1);
  478. comp_78=`k1 = lum(dots);
  479. comp_79=`dots= k1*float3(1,k1*.8,k1*k1/3) *2 ;
  480. comp_80=`float cmask = saturate(1-16*lum(GetBlur1(frac(uv3))));
  481. comp_81=`ret += sky * cmask;
  482. comp_82=`ret += fire+dots;
  483. comp_83=`
  484. comp_84=`ret += sky*cathed/2;
  485. comp_85=`float dis = length(uv1);
  486. comp_86=`float crot = sin((dis+time)*12);
  487. comp_87=`float3 blk = mod * float3 (crot,1-crot,2-dis)*dis;
  488. comp_88=`blk *= (q12*(1/rad2+q15*mask2)+q13*(1/rad3+q15*mask3))/2 ;
  489. comp_89=`blk += q22/rad1*roam_cos-mask1/4 ;
  490. comp_90=`ret += blk;
  491. comp_91=`
  492. comp_92=`}