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martin - night cathedral.milk 15 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=128
  77. wavecode_0_sep=0
  78. wavecode_0_bSpectrum=0
  79. wavecode_0_bUseDots=0
  80. wavecode_0_bDrawThick=0
  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=0.000000
  86. wavecode_0_b=0.000000
  87. wavecode_0_a=1.000000
  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=x = .45+sample/10 ;
  98. wave_0_per_point2=y = .5+ value2*.01;
  99. wave_0_per_point3=
  100. wave_0_per_point4=a = 1*q24*((q27+1)%2);
  101. wave_0_per_point5=//a = min(1, a / (4*abs(x/2-1)));
  102. wave_0_per_point6=r = .5+.5*sin(time/5);
  103. wave_0_per_point7=g = .5+.5*sin(time/6);
  104. wave_0_per_point8=b = .5+.5*sin(time/13);
  105. wavecode_1_enabled=1
  106. wavecode_1_samples=128
  107. wavecode_1_sep=0
  108. wavecode_1_bSpectrum=0
  109. wavecode_1_bUseDots=0
  110. wavecode_1_bDrawThick=1
  111. wavecode_1_bAdditive=0
  112. wavecode_1_scaling=0.891519
  113. wavecode_1_smoothing=0.000000
  114. wavecode_1_r=0.000000
  115. wavecode_1_g=0.000000
  116. wavecode_1_b=1.000000
  117. wavecode_1_a=0.100000
  118. wave_1_init1=t
  119. wave_1_per_point1=y = .45+sample/10 ;
  120. wave_1_per_point2=x = .5+ value2*0.01;
  121. wave_1_per_point3=
  122. wave_1_per_point4=a = 1*q24*(q27%2);
  123. wave_1_per_point5=//a = min(1, a / (4*abs(y/2-1)));
  124. wave_1_per_point6=
  125. wave_1_per_point7=r = .5+.5*sin(time/7);
  126. wave_1_per_point8=g = .5+.5*sin(time/9);
  127. wave_1_per_point9=b = .5+.5*sin(time/11);
  128. wavecode_2_enabled=0
  129. wavecode_2_samples=512
  130. wavecode_2_sep=0
  131. wavecode_2_bSpectrum=0
  132. wavecode_2_bUseDots=0
  133. wavecode_2_bDrawThick=1
  134. wavecode_2_bAdditive=0
  135. wavecode_2_scaling=0.891519
  136. wavecode_2_smoothing=0.820000
  137. wavecode_2_r=1.000000
  138. wavecode_2_g=1.000000
  139. wavecode_2_b=1.000000
  140. wavecode_2_a=0.100000
  141. wavecode_3_enabled=0
  142. wavecode_3_samples=512
  143. wavecode_3_sep=0
  144. wavecode_3_bSpectrum=1
  145. wavecode_3_bUseDots=1
  146. wavecode_3_bDrawThick=0
  147. wavecode_3_bAdditive=0
  148. wavecode_3_scaling=1.000000
  149. wavecode_3_smoothing=0.500000
  150. wavecode_3_r=1.000000
  151. wavecode_3_g=1.000000
  152. wavecode_3_b=1.000000
  153. wavecode_3_a=1.000000
  154. wave_3_per_point1=ra = .8;
  155. wave_3_per_point2=rb = .5;
  156. wave_3_per_point3=pib = 6.28318530718;
  157. wave_3_per_point4=
  158. wave_3_per_point5=
  159. wave_3_per_point6=tic = min(time-tin,.1);
  160. wave_3_per_point7=tin = if(equal(sample,0),time,tin);
  161. wave_3_per_point8=
  162. wave_3_per_point9=mod = 1.5 + .5*sin(time*.15);
  163. wave_3_per_point10=med = 1.5 + .5*sin(time*.134);
  164. wave_3_per_point11=med = 5;
  165. wave_3_per_point12=amod = 3;
  166. wave_3_per_point13=
  167. wave_3_per_point14=vr = rand(10001)*.0001;
  168. wave_3_per_point15=rb = rb + rand(10001)*.0001*.1;
  169. wave_3_per_point16=
  170. wave_3_per_point17=a = vr;
  171. wave_3_per_point18=
  172. wave_3_per_point19=sa = vr*pib*.5;
  173. wave_3_per_point20=sp = sa*mod + q1*1.3;
  174. wave_3_per_point21=sam = sa*med - q1*.219;
  175. wave_3_per_point22=
  176. wave_3_per_point23=ox = ra*sin(sam*pib);
  177. wave_3_per_point24=oy = ra*cos(sam*pib);
  178. wave_3_per_point25=ox = ox + rb*-cos(sp)*sin(sam*pib);
  179. wave_3_per_point26=oz = rb*-sin(sp);
  180. wave_3_per_point27=oy = oy + rb*-cos(sp)*cos(sam*pib);
  181. wave_3_per_point28=
  182. wave_3_per_point29=
  183. wave_3_per_point30=xang = time*.132;
  184. wave_3_per_point31=xang = q2;
  185. wave_3_per_point32=yang = time*.153;
  186. wave_3_per_point33=yang = q3;
  187. wave_3_per_point34=zang = time*.110;
  188. wave_3_per_point35=zang = q4;
  189. wave_3_per_point36=fov = 0.6 + 0.2*sin(time);
  190. wave_3_per_point37=fov = .5;
  191. wave_3_per_point38=
  192. wave_3_per_point39=mx = ox*cos(zang) - oy*sin(zang);
  193. wave_3_per_point40=my = ox*sin(zang) + oy*cos(zang);
  194. wave_3_per_point41=ox = mx;
  195. wave_3_per_point42=oy = my;
  196. wave_3_per_point43=mx = ox*cos(yang) + oz*sin(yang);
  197. wave_3_per_point44=mz = - ox*sin(yang) + oz*cos(yang);
  198. wave_3_per_point45=ox = mx;
  199. wave_3_per_point46=oz = mz;
  200. wave_3_per_point47=my = oy*cos(xang) - oz*sin(xang);
  201. wave_3_per_point48=mz = oy*sin(xang) + oz*cos(xang);
  202. wave_3_per_point49=oy = my;
  203. wave_3_per_point50=oz = mz;
  204. wave_3_per_point51=
  205. wave_3_per_point52=oz = oz - 2;
  206. wave_3_per_point53=x = ox*fov/oz + 0.5;
  207. wave_3_per_point54=x = (x-.5)*0.75 + 0.5;
  208. wave_3_per_point55=y = oy*fov/oz + 0.5;
  209. wave_3_per_point56=
  210. shapecode_0_enabled=0
  211. shapecode_0_sides=18
  212. shapecode_0_additive=0
  213. shapecode_0_thickOutline=0
  214. shapecode_0_textured=1
  215. shapecode_0_x=0.500000
  216. shapecode_0_y=0.500000
  217. shapecode_0_rad=0.154155
  218. shapecode_0_ang=0.000000
  219. shapecode_0_tex_ang=3.769911
  220. shapecode_0_tex_zoom=5.277839
  221. shapecode_0_r=1.000000
  222. shapecode_0_g=1.000000
  223. shapecode_0_b=1.000000
  224. shapecode_0_a=0.700000
  225. shapecode_0_r2=1.000000
  226. shapecode_0_g2=1.000000
  227. shapecode_0_b2=1.000000
  228. shapecode_0_a2=0.000000
  229. shapecode_0_border_r=1.000000
  230. shapecode_0_border_g=1.000000
  231. shapecode_0_border_b=0.000000
  232. shapecode_0_border_a=0.000000
  233. shape_0_per_frame1=tex_ang = 3+2*q1;
  234. shapecode_1_enabled=0
  235. shapecode_1_sides=32
  236. shapecode_1_additive=0
  237. shapecode_1_thickOutline=0
  238. shapecode_1_textured=0
  239. shapecode_1_x=0.500000
  240. shapecode_1_y=0.500000
  241. shapecode_1_rad=0.068920
  242. shapecode_1_ang=0.000000
  243. shapecode_1_tex_ang=0.000000
  244. shapecode_1_tex_zoom=1.831505
  245. shapecode_1_r=1.000000
  246. shapecode_1_g=1.000000
  247. shapecode_1_b=1.000000
  248. shapecode_1_a=0.900000
  249. shapecode_1_r2=0.000000
  250. shapecode_1_g2=0.000000
  251. shapecode_1_b2=0.000000
  252. shapecode_1_a2=0.000000
  253. shapecode_1_border_r=0.500000
  254. shapecode_1_border_g=0.500000
  255. shapecode_1_border_b=0.500000
  256. shapecode_1_border_a=0.000000
  257. shape_1_per_frame1=a = q24/2; a2 = 0;
  258. shape_1_per_frame2=
  259. shape_1_per_frame3=r = rand(10)/10;
  260. shape_1_per_frame4=g = rand(10)/10;
  261. shape_1_per_frame5=b = rand(10)/10;
  262. shape_1_per_frame6=
  263. shape_1_per_frame7=rad = .06*q22;
  264. shapecode_2_enabled=0
  265. shapecode_2_sides=63
  266. shapecode_2_additive=0
  267. shapecode_2_thickOutline=0
  268. shapecode_2_textured=0
  269. shapecode_2_x=0.123000
  270. shapecode_2_y=0.000000
  271. shapecode_2_rad=0.273185
  272. shapecode_2_ang=0.000000
  273. shapecode_2_tex_ang=0.000000
  274. shapecode_2_tex_zoom=0.499805
  275. shapecode_2_r=1.000000
  276. shapecode_2_g=1.000000
  277. shapecode_2_b=1.000000
  278. shapecode_2_a=1.000000
  279. shapecode_2_r2=1.000000
  280. shapecode_2_g2=1.000000
  281. shapecode_2_b2=1.000000
  282. shapecode_2_a2=0.000000
  283. shapecode_2_border_r=0.500000
  284. shapecode_2_border_g=0.500000
  285. shapecode_2_border_b=0.500000
  286. shapecode_2_border_a=0.000000
  287. shape_2_per_frame1=x = .5 + .1* sin (time*73);
  288. shape_2_per_frame2=y = .5 + .1* sin (time*23);
  289. shape_2_per_frame3=
  290. shape_2_per_frame4=r = 0; g = 0; b = 0;
  291. shape_2_per_frame5=r2 = 1; g2 = 1; b2 = 1;
  292. shape_2_per_frame6=
  293. shape_2_per_frame7=rad = mid_att/100;
  294. shape_2_per_frame8=a = .7;
  295. shape_2_per_frame9=a2 = a;
  296. shapecode_3_enabled=0
  297. shapecode_3_sides=4
  298. shapecode_3_additive=0
  299. shapecode_3_thickOutline=0
  300. shapecode_3_textured=0
  301. shapecode_3_x=0.500000
  302. shapecode_3_y=0.510000
  303. shapecode_3_rad=0.198688
  304. shapecode_3_ang=0.000000
  305. shapecode_3_tex_ang=1.005310
  306. shapecode_3_tex_zoom=0.499805
  307. shapecode_3_r=1.000000
  308. shapecode_3_g=0.400000
  309. shapecode_3_b=0.000000
  310. shapecode_3_a=0.700000
  311. shapecode_3_r2=1.000000
  312. shapecode_3_g2=1.000000
  313. shapecode_3_b2=1.000000
  314. shapecode_3_a2=0.000000
  315. shapecode_3_border_r=0.500000
  316. shapecode_3_border_g=0.500000
  317. shapecode_3_border_b=0.500000
  318. shapecode_3_border_a=0.000000
  319. shape_3_per_frame1=x = 0.05 + rand(900)/1000;
  320. shape_3_per_frame2=y = 0.05 + rand(900)/1000;
  321. shape_3_per_frame3=
  322. per_frame_init_1=prox = 1;
  323. per_frame_1=dec_med = pow (0.8, 30/fps);
  324. per_frame_2=dec_slow = pow (0.95, 30/fps);
  325. per_frame_3=//dec_xlow = pow (0.999, 30/fps);
  326. per_frame_4=beat = max (max (bass, mid), treb);
  327. per_frame_5=avg = avg*dec_slow + beat*(1-dec_slow);
  328. per_frame_6=is_beat = above(beat, .2+avg+peak) * above (time, t0+.2);
  329. per_frame_7=t0 = is_beat*time + (1-is_beat)*t0;
  330. per_frame_8=peak = is_beat * beat + (1-is_beat)*peak*dec_med;
  331. per_frame_9=index = (index + is_beat) %16;
  332. per_frame_10=index2 = (index2 + is_beat*bnot(index))%4;
  333. per_frame_11=
  334. per_frame_12=q22 = peak;
  335. per_frame_13=q24 = is_beat;
  336. per_frame_14=q26 = bass_att + mid_att + treb_att;
  337. per_frame_15=vol = vol*dec_med + (1-dec_med)*q26;
  338. per_frame_16=q27 = index + 1;
  339. per_frame_17=q28 = index2 +1;
  340. per_frame_18=q28 = 4+4*sin(time/13);
  341. per_frame_19=
  342. per_frame_20=
  343. per_frame_21=//****tunnel viewpoint x,y
  344. per_frame_22=vtrig = is_beat * bnot(index%4);
  345. per_frame_23=vx = vx * bnot(vtrig) + vtrig * (rand(100)/100-.5);
  346. per_frame_24=vy = vy * bnot(vtrig) + vtrig * (rand(100)/100-.5);
  347. per_frame_25=vx = vx* below(index%15,7); //###
  348. per_frame_26=vy = vy* below(index%15,7);
  349. per_frame_27=q5 = vx*20;
  350. per_frame_28=q6 = vy*20;
  351. per_frame_29=
  352. per_frame_30=//***tunnel width
  353. per_frame_31=q21 = (1+sin(time/12))/16+.03;
  354. per_frame_32=
  355. per_frame_33=
  356. per_frame_34=//****tunnel rotation
  357. per_frame_35=rota = rota +.01*below(index%16,8)/fps*30;
  358. per_frame_36=rota1 = rota1*dec_med + (1-dec_med)*rota;
  359. per_frame_37=q7 = rota1/4;
  360. per_frame_38=
  361. per_frame_39=//****tunnel speed
  362. per_frame_40=movez = movez + .01/(.1+abs(vx)+abs(vy))/fps;
  363. per_frame_41=q8 = movez * (q21*.01+1);
  364. per_frame_42=//dyn. Aenderung von q21 bewirkt auch Richt.wechsel
  365. per_frame_43=
  366. per_frame_44=//***********************
  367. per_frame_45=trig1= q24*bnot(index%12);
  368. per_frame_46=trig2= q24*bnot((index+4)%12);
  369. per_frame_47=trig3= q24*bnot((index+8)%12);
  370. per_frame_48=trel = trel + vol/fps;
  371. per_frame_49=z0 = 2/q21;
  372. per_frame_50=hx = 4;
  373. per_frame_51=hy = 4;
  374. per_frame_52=
  375. per_frame_53=p1z = z0;
  376. per_frame_54=q9 = 1*hx/(p1z);
  377. per_frame_55=q10 = 0*hy/(p1z);
  378. per_frame_56=q11 = p1z;
  379. per_frame_57=q12 = .1+.02*q26*bnot((index+2)%3)*p1z*exp(-p1z/100);
  380. per_frame_58=
  381. per_frame_59=p2z = z0;
  382. per_frame_60=q13 = -.5*hx/(p2z);
  383. per_frame_61=q14 = .87*hy/(p2z);
  384. per_frame_62=q15 = p2z;
  385. per_frame_63=q16 = .1+.02*q26*bnot((index+2)%3)*p2z*exp(-p2z/100);
  386. per_frame_64=
  387. per_frame_65=
  388. per_frame_66=p3z = z0;
  389. per_frame_67=q17 = -.5*hx/(p3z);
  390. per_frame_68=q18 = -.87*hy/(p3z);
  391. per_frame_69=q19 = p3z;
  392. per_frame_70=q20 = .1+.02*q26*bnot((index+2)%3)*p3z*exp(-p3z/100);
  393. per_frame_71=
  394. per_frame_72=zoom = 1.2 + sin(time/17)*.3;
  395. warp_1=`float3 color, mus;
  396. warp_2=`float dx,dy;
  397. warp_3=`shader_body {
  398. warp_4=`
  399. warp_5=`float2 uv1 = (uv-.5);// * aspect.xy;
  400. warp_6=`
  401. warp_7=`float2 uv6 = uv1;
  402. warp_8=`float z = 12*(1+rand_preset)*length((abs(uv1.x)-abs(uv1.y)));
  403. warp_9=`float2 d = normalize(uv1);
  404. warp_10=`float2 rs = clamp(tan(z)*d,-4,4);
  405. warp_11=`uv1 -= rs/40;
  406. warp_12=`
  407. warp_13=`uv6 = .4*cos(uv1*8);
  408. warp_14=`mus = .002/(length(uv6.y+uv6.x));
  409. warp_15=`mus *= (1+roam_cos);
  410. warp_16=`
  411. warp_17=`float3 crisp= tex2D(sampler_main,uv1*(1-q28/12+.4*z)+.5);
  412. warp_18=`
  413. warp_19=`float3 ret1 = crisp + mus;
  414. warp_20=`
  415. warp_21=`ret = (ret1*.99-.025);
  416. warp_22=`
  417. warp_23=`}
  418. comp_1=`sampler sampler_pw_noise_lq;
  419. comp_2=`
  420. comp_3=`float k1, k2, mask1, mask2, mask3, mask4,
  421. comp_4=` rad1, rad2, rad3, rad4;
  422. comp_5=`float2 rs, rss, rss0, rs0, uv2, uv3,uv4,
  423. comp_6=` rsk1,rsk2,rsk3,rsk4, uvo, dz1, dz2, dz3, dz4,
  424. comp_7=` Kugel1, Kugel2, Kugel3,Ring, tmp;
  425. comp_8=`float3 noise, ret1, cathed, sky, fire;
  426. comp_9=`
  427. comp_10=`shader_body {
  428. comp_11=`uvo = uv*aspect.xy;
  429. comp_12=`uv = uv - .1*float2(q5,q6);
  430. comp_13=`float2 uv1 = (uv-.5)*aspect.xy;
  431. comp_14=`
  432. comp_15=`//Kugel1
  433. comp_16=`rsk1 = (uv1 + float2 (q9,q10)) ;
  434. comp_17=`dz1 = normalize(rsk1);
  435. comp_18=`rad1 = q11*length (rsk1) ;
  436. comp_19=`uv4 = sin(-rad1)*dz1;
  437. comp_20=`mask1 = saturate(7-10*rad1);
  438. comp_21=`Kugel1 = uv4*mask1;
  439. comp_22=`
  440. comp_23=`//Kugel2
  441. comp_24=`rsk2 = (uv1 + float2 (q13,q14)) ;
  442. comp_25=`dz2 = normalize(rsk2);
  443. comp_26=`rad2 = q15*length (rsk2) ;
  444. comp_27=`uv4 = sin(-rad2)*dz2;
  445. comp_28=`mask2 = saturate(7-10*rad2);
  446. comp_29=`Kugel2 = uv4*mask2;
  447. comp_30=`
  448. comp_31=`//Kugel3
  449. comp_32=`rsk3 = (uv1 + float2 (q17,q18)) ;
  450. comp_33=`dz3 = normalize(rsk3);
  451. comp_34=`rad3 = q19*length (rsk3) ;
  452. comp_35=`uv4 = sin(-rad3)*dz3;
  453. comp_36=`mask3 = saturate(7-10*rad3);
  454. comp_37=`Kugel3 = uv4*mask3;
  455. comp_38=`
  456. comp_39=`//Ring
  457. comp_40=`rsk4 = float2(length(uv1)-.22,0) ;
  458. comp_41=`dz4 = normalize(rsk4);
  459. comp_42=`rad4 = q19*length (rsk4) ;
  460. comp_43=`uv4 = sin(-rad4)*dz4;
  461. comp_44=`mask4 = saturate(3-10*rad4);
  462. comp_45=`Ring = uv4*mask4*0;
  463. comp_46=`
  464. comp_47=`float2 dz = (Kugel2 + Kugel1 + Kugel3 + Ring)*.2;
  465. comp_48=`
  466. comp_49=`//******************** STARS
  467. comp_50=`uv1 -= dz;
  468. comp_51=`rss0.x = atan2(uv1.x, uv1.y)/3.1416;
  469. comp_52=`rss0.y = .015/(length (uv1));
  470. comp_53=`
  471. comp_54=`rss = float2 (rss0.x,rss0.y+time/4);
  472. comp_55=`rss = mul(rss,float2x2(.7,.7,-.7,.7));
  473. comp_56=`float noise = (tex2D(sampler_pw_noise_lq,rss/32)-.9 >= 0);
  474. comp_57=`tmp = abs(frac(rss*8)-.5);
  475. comp_58=`float3 dots = saturate(.04/length(tmp)) *noise;
  476. comp_59=`
  477. comp_60=`dots *= saturate(.2/abs(rss0.y));
  478. comp_61=`dots = saturate(lum(dots)*lum(dots)*1);
  479. comp_62=`k1 = lum(dots);
  480. comp_63=`dots= k1*float3(1,k1*.8,k1*k1/3) ;
  481. comp_64=`
  482. comp_65=`//*************************
  483. comp_66=`float z = .2/(length(uv1)+q21);
  484. comp_67=`uv2.y = z + q8;
  485. comp_68=`uv2.x = rss0.x +q7;
  486. comp_69=`uv3 =frac(uv2*2);
  487. comp_70=`cathed = tex2D (sampler_main,uv3)/z;
  488. comp_71=`float cmask = saturate(1-32*GetBlur1(uv3));
  489. comp_72=`
  490. comp_73=`dz1 = normalize(mul(dz1,float2x2(-q9,q10,-q10,-q9)))+.5;
  491. comp_74=`dz2 = normalize(mul(dz2,float2x2(-q13,q14,-q14,-q13)))+.5;
  492. comp_75=`dz3 = normalize(mul(dz3,float2x2(-q17,q18,-q18,-q17)))+.5;
  493. comp_76=`
  494. comp_77=`float3 mod = 1*float3(.7,.3,1)* sin(time/7);
  495. comp_78=`float3 blk = (dz1.x/rad1 + dz2.x/rad2 + dz3.x/rad3) *mod;
  496. comp_79=`blk = saturate(blk);
  497. comp_80=`
  498. comp_81=`//Feuer:
  499. comp_82=`float feu = .1+q22;
  500. comp_83=`fire = saturate(.03*feu/length (uv1)*
  501. comp_84=` (lum(GetBlur2(uv3-float2(0,0))))) ;
  502. comp_85=`
  503. comp_86=`//Tasaechl. Feuer; Problem: uv1 passt nicht zu uv3
  504. comp_87=`float2 uvf = uv1+.0;
  505. comp_88=`fire += saturate(.001*feu/length (uvf)*
  506. comp_89=` (lum(tex2D (sampler_main,uvf+.5)))-.01)
  507. comp_90=`* (1/length(uvf));
  508. comp_91=`
  509. comp_92=`k1 = lum(fire);
  510. comp_93=`fire = k1*float3(1,k1,k1*k1/3) ;
  511. comp_94=`
  512. comp_95=`float2 uvs = 32*uvo;
  513. comp_96=`float3 smask = (tex2D (sampler_pw_noise_lq,uvs/256)).g-.9;
  514. comp_97=`float stars = saturate(.3/length(abs(frac(uvs)-.5))*smask);
  515. comp_98=`
  516. comp_99=`float3 moon = saturate (.02/length(uvo-.2));
  517. comp_100=`sky = stars*stars * saturate(1-4*moon) + moon ;
  518. comp_101=`
  519. comp_102=`ret += sky*(cmask);
  520. comp_103=`ret += fire+dots;
  521. comp_104=`
  522. comp_105=`ret += saturate(.0+moon+blk)*cathed + blk;
  523. comp_106=`}