martin - tunnel race.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 = sample ;
  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=
  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 = sample ;
  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=
  124. wave_1_per_point6=r = .5+.5*sin(time/7);
  125. wave_1_per_point7=g = .5+.5*sin(time/9);
  126. wave_1_per_point8=b = .5+.5*sin(time/11);
  127. wavecode_2_enabled=0
  128. wavecode_2_samples=512
  129. wavecode_2_sep=0
  130. wavecode_2_bSpectrum=0
  131. wavecode_2_bUseDots=0
  132. wavecode_2_bDrawThick=1
  133. wavecode_2_bAdditive=0
  134. wavecode_2_scaling=0.891519
  135. wavecode_2_smoothing=0.820000
  136. wavecode_2_r=1.000000
  137. wavecode_2_g=1.000000
  138. wavecode_2_b=1.000000
  139. wavecode_2_a=0.100000
  140. wavecode_3_enabled=0
  141. wavecode_3_samples=512
  142. wavecode_3_sep=0
  143. wavecode_3_bSpectrum=1
  144. wavecode_3_bUseDots=1
  145. wavecode_3_bDrawThick=0
  146. wavecode_3_bAdditive=0
  147. wavecode_3_scaling=1.000000
  148. wavecode_3_smoothing=0.500000
  149. wavecode_3_r=1.000000
  150. wavecode_3_g=1.000000
  151. wavecode_3_b=1.000000
  152. wavecode_3_a=1.000000
  153. wave_3_per_point1=ra = .8;
  154. wave_3_per_point2=rb = .5;
  155. wave_3_per_point3=pib = 6.28318530718;
  156. wave_3_per_point4=
  157. wave_3_per_point5=
  158. wave_3_per_point6=tic = min(time-tin,.1);
  159. wave_3_per_point7=tin = if(equal(sample,0),time,tin);
  160. wave_3_per_point8=
  161. wave_3_per_point9=mod = 1.5 + .5*sin(time*.15);
  162. wave_3_per_point10=med = 1.5 + .5*sin(time*.134);
  163. wave_3_per_point11=med = 5;
  164. wave_3_per_point12=amod = 3;
  165. wave_3_per_point13=
  166. wave_3_per_point14=vr = rand(10001)*.0001;
  167. wave_3_per_point15=rb = rb + rand(10001)*.0001*.1;
  168. wave_3_per_point16=
  169. wave_3_per_point17=a = vr;
  170. wave_3_per_point18=
  171. wave_3_per_point19=sa = vr*pib*.5;
  172. wave_3_per_point20=sp = sa*mod + q1*1.3;
  173. wave_3_per_point21=sam = sa*med - q1*.219;
  174. wave_3_per_point22=
  175. wave_3_per_point23=ox = ra*sin(sam*pib);
  176. wave_3_per_point24=oy = ra*cos(sam*pib);
  177. wave_3_per_point25=ox = ox + rb*-cos(sp)*sin(sam*pib);
  178. wave_3_per_point26=oz = rb*-sin(sp);
  179. wave_3_per_point27=oy = oy + rb*-cos(sp)*cos(sam*pib);
  180. wave_3_per_point28=
  181. wave_3_per_point29=
  182. wave_3_per_point30=xang = time*.132;
  183. wave_3_per_point31=xang = q2;
  184. wave_3_per_point32=yang = time*.153;
  185. wave_3_per_point33=yang = q3;
  186. wave_3_per_point34=zang = time*.110;
  187. wave_3_per_point35=zang = q4;
  188. wave_3_per_point36=fov = 0.6 + 0.2*sin(time);
  189. wave_3_per_point37=fov = .5;
  190. wave_3_per_point38=
  191. wave_3_per_point39=mx = ox*cos(zang) - oy*sin(zang);
  192. wave_3_per_point40=my = ox*sin(zang) + oy*cos(zang);
  193. wave_3_per_point41=ox = mx;
  194. wave_3_per_point42=oy = my;
  195. wave_3_per_point43=mx = ox*cos(yang) + oz*sin(yang);
  196. wave_3_per_point44=mz = - ox*sin(yang) + oz*cos(yang);
  197. wave_3_per_point45=ox = mx;
  198. wave_3_per_point46=oz = mz;
  199. wave_3_per_point47=my = oy*cos(xang) - oz*sin(xang);
  200. wave_3_per_point48=mz = oy*sin(xang) + oz*cos(xang);
  201. wave_3_per_point49=oy = my;
  202. wave_3_per_point50=oz = mz;
  203. wave_3_per_point51=
  204. wave_3_per_point52=oz = oz - 2;
  205. wave_3_per_point53=x = ox*fov/oz + 0.5;
  206. wave_3_per_point54=x = (x-.5)*0.75 + 0.5;
  207. wave_3_per_point55=y = oy*fov/oz + 0.5;
  208. wave_3_per_point56=
  209. shapecode_0_enabled=0
  210. shapecode_0_sides=18
  211. shapecode_0_additive=0
  212. shapecode_0_thickOutline=0
  213. shapecode_0_textured=1
  214. shapecode_0_x=0.500000
  215. shapecode_0_y=0.500000
  216. shapecode_0_rad=0.154155
  217. shapecode_0_ang=0.000000
  218. shapecode_0_tex_ang=3.769911
  219. shapecode_0_tex_zoom=5.277839
  220. shapecode_0_r=1.000000
  221. shapecode_0_g=1.000000
  222. shapecode_0_b=1.000000
  223. shapecode_0_a=0.700000
  224. shapecode_0_r2=1.000000
  225. shapecode_0_g2=1.000000
  226. shapecode_0_b2=1.000000
  227. shapecode_0_a2=0.000000
  228. shapecode_0_border_r=1.000000
  229. shapecode_0_border_g=1.000000
  230. shapecode_0_border_b=0.000000
  231. shapecode_0_border_a=0.000000
  232. shape_0_per_frame1=tex_ang = 3+2*q1;
  233. shapecode_1_enabled=0
  234. shapecode_1_sides=32
  235. shapecode_1_additive=0
  236. shapecode_1_thickOutline=0
  237. shapecode_1_textured=0
  238. shapecode_1_x=0.500000
  239. shapecode_1_y=0.500000
  240. shapecode_1_rad=0.068920
  241. shapecode_1_ang=0.000000
  242. shapecode_1_tex_ang=0.000000
  243. shapecode_1_tex_zoom=1.831505
  244. shapecode_1_r=1.000000
  245. shapecode_1_g=1.000000
  246. shapecode_1_b=1.000000
  247. shapecode_1_a=0.900000
  248. shapecode_1_r2=0.000000
  249. shapecode_1_g2=0.000000
  250. shapecode_1_b2=0.000000
  251. shapecode_1_a2=0.000000
  252. shapecode_1_border_r=0.500000
  253. shapecode_1_border_g=0.500000
  254. shapecode_1_border_b=0.500000
  255. shapecode_1_border_a=0.000000
  256. shape_1_per_frame1=a = q24/2; a2 = 0;
  257. shape_1_per_frame2=
  258. shape_1_per_frame3=r = rand(10)/10;
  259. shape_1_per_frame4=g = rand(10)/10;
  260. shape_1_per_frame5=b = rand(10)/10;
  261. shape_1_per_frame6=
  262. shape_1_per_frame7=rad = .06*q22;
  263. shapecode_2_enabled=0
  264. shapecode_2_sides=63
  265. shapecode_2_additive=0
  266. shapecode_2_thickOutline=0
  267. shapecode_2_textured=0
  268. shapecode_2_x=0.123000
  269. shapecode_2_y=0.000000
  270. shapecode_2_rad=0.273185
  271. shapecode_2_ang=0.000000
  272. shapecode_2_tex_ang=0.000000
  273. shapecode_2_tex_zoom=0.499805
  274. shapecode_2_r=1.000000
  275. shapecode_2_g=1.000000
  276. shapecode_2_b=1.000000
  277. shapecode_2_a=1.000000
  278. shapecode_2_r2=1.000000
  279. shapecode_2_g2=1.000000
  280. shapecode_2_b2=1.000000
  281. shapecode_2_a2=0.000000
  282. shapecode_2_border_r=0.500000
  283. shapecode_2_border_g=0.500000
  284. shapecode_2_border_b=0.500000
  285. shapecode_2_border_a=0.000000
  286. shape_2_per_frame1=x = .5 + .1* sin (time*73);
  287. shape_2_per_frame2=y = .5 + .1* sin (time*23);
  288. shape_2_per_frame3=
  289. shape_2_per_frame4=r = 0; g = 0; b = 0;
  290. shape_2_per_frame5=r2 = 1; g2 = 1; b2 = 1;
  291. shape_2_per_frame6=
  292. shape_2_per_frame7=rad = mid_att/100;
  293. shape_2_per_frame8=a = .7;
  294. shape_2_per_frame9=a2 = a;
  295. shapecode_3_enabled=0
  296. shapecode_3_sides=4
  297. shapecode_3_additive=0
  298. shapecode_3_thickOutline=0
  299. shapecode_3_textured=0
  300. shapecode_3_x=0.500000
  301. shapecode_3_y=0.510000
  302. shapecode_3_rad=0.198688
  303. shapecode_3_ang=0.000000
  304. shapecode_3_tex_ang=1.005310
  305. shapecode_3_tex_zoom=0.499805
  306. shapecode_3_r=1.000000
  307. shapecode_3_g=0.400000
  308. shapecode_3_b=0.000000
  309. shapecode_3_a=0.700000
  310. shapecode_3_r2=1.000000
  311. shapecode_3_g2=1.000000
  312. shapecode_3_b2=1.000000
  313. shapecode_3_a2=0.000000
  314. shapecode_3_border_r=0.500000
  315. shapecode_3_border_g=0.500000
  316. shapecode_3_border_b=0.500000
  317. shapecode_3_border_a=0.000000
  318. shape_3_per_frame1=x = 0.05 + rand(900)/1000;
  319. shape_3_per_frame2=y = 0.05 + rand(900)/1000;
  320. shape_3_per_frame3=
  321. per_frame_init_1=prox = 1;
  322. per_frame_1=dec_med = pow (0.8, 30/fps);
  323. per_frame_2=dec_slow = pow (0.95, 30/fps);
  324. per_frame_3=//dec_xlow = pow (0.999, 30/fps);
  325. per_frame_4=beat = max (max (bass, mid), treb);
  326. per_frame_5=avg = avg*dec_slow + beat*(1-dec_slow);
  327. per_frame_6=is_beat = above(beat, .2+avg+peak) * above (time, t0+.2);
  328. per_frame_7=t0 = is_beat*time + (1-is_beat)*t0;
  329. per_frame_8=peak = is_beat * beat + (1-is_beat)*peak*dec_med;
  330. per_frame_9=index = (index + is_beat) %32;
  331. per_frame_10=index2 = (index2 + is_beat*bnot(index))%4;
  332. per_frame_11=
  333. per_frame_12=q22 = peak;
  334. per_frame_13=q24 = is_beat;
  335. per_frame_14=q26 = bass_att + mid_att + treb_att;
  336. per_frame_15=vol = vol*dec_med + (1-dec_med)*q26;
  337. per_frame_16=q27 = index + 1;
  338. per_frame_17=q28 = index2 +1;
  339. per_frame_18=
  340. per_frame_19=p2 = .3*sin(time) + .3*cos(time/3);
  341. per_frame_20=//*****tunnel tilting
  342. per_frame_21=q1 = cos(p2 * 3.1416/4);
  343. per_frame_22=q2 = sin(p2 * 3.1416/4);
  344. per_frame_23=q3 = -q2;
  345. per_frame_24=q4 = q1;
  346. per_frame_25=
  347. per_frame_26=//****tunnel viewpoint x,y
  348. per_frame_27=vtrig = is_beat * bnot(index%2);
  349. per_frame_28=vx = vx * bnot(vtrig) + vtrig * (rand(100)/100-.5);
  350. per_frame_29=vy = vy * bnot(vtrig) + vtrig * (rand(100)/100-.5);
  351. per_frame_30=vx = vx* below(index%15,5); //###
  352. per_frame_31=vy = vy* below(index%15,5);
  353. per_frame_32=q5 = vx*10;
  354. per_frame_33=q6 = vy*12;
  355. per_frame_34=
  356. per_frame_35=//***tunnel width
  357. per_frame_36=q21 = (1+sin(time/12))/8+.01;
  358. per_frame_37=
  359. per_frame_38=//**floor proximity
  360. per_frame_39=prox = prox - above(vy,.3)*prox*2;
  361. per_frame_40=q32 = .5 + .2*prox;
  362. per_frame_41=monitor = prox;
  363. per_frame_42=
  364. per_frame_43=//****tunnel rotation
  365. per_frame_44=rota = rota +.01*below(index%16,8)/fps*30;
  366. per_frame_45=rota1 = rota1*dec_med + (1-dec_med)*rota;
  367. per_frame_46=q7 = rota1;
  368. per_frame_47=
  369. per_frame_48=//****tunnel speed
  370. per_frame_49=movez = movez + 1.2/(1+abs(vx)+abs(vy))/fps;
  371. per_frame_50=q8 = movez * (1+q21/4);
  372. per_frame_51=//dyn. Aenderung von q21 bewirkt auch Richt.wechsel
  373. per_frame_52=
  374. per_frame_53=//***********************
  375. per_frame_54=trig1= q24*bnot(index%12);
  376. per_frame_55=trig2= q24*bnot((index+4)%12);
  377. per_frame_56=trig3= q24*bnot((index+8)%12);
  378. per_frame_57=trel = trel + vol/fps;
  379. per_frame_58=z0 = 1;
  380. per_frame_59=speed = vol/2;
  381. per_frame_60=hx = sin(trel);
  382. per_frame_61=hy = cos(trel);
  383. per_frame_62=
  384. per_frame_63=p1z = bnot(trig1)* (p1z + (5+p1z)*speed/fps)+trig1*z0;
  385. per_frame_64=p1z = max(p1z,.1);
  386. per_frame_65=q9 = hx/(p1z);
  387. per_frame_66=q10 = hy/(p1z);
  388. per_frame_67=q11 = p1z;
  389. per_frame_68=q12 = .1+.02*q26*bnot((index+2)%3)*p1z*exp(-p1z/100);
  390. per_frame_69=
  391. per_frame_70=p2z = bnot(trig2)* (p2z + (5+p2z)*speed/fps)+trig2*z0;
  392. per_frame_71=p2z = max(p2z,.1);
  393. per_frame_72=q13 = 2*hx/(p2z);
  394. per_frame_73=q14 = -.5*hy/(p2z);
  395. per_frame_74=q15 = p2z;
  396. per_frame_75=q16 = .1+.02*q26*bnot((index+2)%3)*p2z*exp(-p2z/100);
  397. per_frame_76=
  398. per_frame_77=
  399. per_frame_78=p3z = bnot(trig3)* (p3z + (5+p3z)*speed/fps)+trig3*z0;
  400. per_frame_79=p3z = max(p3z,.1);
  401. per_frame_80=q17 = -1.4*hx/(p3z);
  402. per_frame_81=q18 = 2*hy/(p3z);
  403. per_frame_82=q19 = p3z;
  404. per_frame_83=q20 = .1+.02*q26*bnot((index+2)%3)*p3z*exp(-p3z/100);
  405. warp_1=`float3 color, mus;
  406. warp_2=`float dx,dy;
  407. warp_3=`shader_body {
  408. warp_4=`
  409. warp_5=`float2 uv1 = (uv-.5);// * aspect.xy;
  410. warp_6=`
  411. warp_7=`float2 uv6 = uv1;
  412. warp_8=`float z = 14*length((abs(uv1.x)-abs(uv1.y)));
  413. warp_9=`float2 d = normalize(uv1);
  414. warp_10=`float2 rs = clamp(tan(z)*d,-2,2);
  415. warp_11=`uv1 -= rs/40;
  416. warp_12=`
  417. warp_13=`uv6 = .4*cos(uv1*4);
  418. warp_14=`mus = .003/(length(uv6));
  419. warp_15=`mus *= (1+roam_cos);
  420. warp_16=`
  421. warp_17=`float3 crisp= tex2D(sampler_main,(uv1)*(.95-q28/16+.4*z)+.5);
  422. warp_18=`
  423. warp_19=`float3 ret1 = crisp + mus;
  424. warp_20=`
  425. warp_21=`ret = (ret1*.99-.025);
  426. warp_22=`
  427. warp_23=`}
  428. comp_1=`sampler sampler_pw_noise_lq;
  429. comp_2=`
  430. comp_3=`float k1, k2, mask1, mask2, mask3, rad1, rad2, rad3;
  431. comp_4=`float2 rs, rss, rss0, rs0, uv2, uv3,uv4, rsk, uvo;
  432. comp_5=`float2 dz1, dz2, dz3, Kugel1, Kugel2, Kugel3,tmp;
  433. comp_6=`float3 noise, ret1, ret2;
  434. comp_7=`
  435. comp_8=`shader_body {
  436. comp_9=`uvo = uv;
  437. comp_10=`uv = mul(uv*aspect.xy,float2x2(_qa));
  438. comp_11=`
  439. comp_12=`uv = uv + -.0- .1*float2(q5,q6);
  440. comp_13=`float2 uv1 = (uv-.5 );//*aspect.xy;
  441. comp_14=`
  442. comp_15=`//Kugel1
  443. comp_16=`rsk = (uv1 + float2 (q9,q10)) ;
  444. comp_17=`dz1 = normalize(rsk);
  445. comp_18=`rad1 = q11*length (rsk) ;
  446. comp_19=`uv4 = tan(rad1)*dz1;
  447. comp_20=`mask1 = saturate(8-8*rad1);
  448. comp_21=`Kugel1 = uv4*mask1;
  449. comp_22=`
  450. comp_23=`//Kugel2
  451. comp_24=`rsk = (uv1 + float2 (q13,q14)) ;
  452. comp_25=`dz2 = normalize(rsk);
  453. comp_26=`rad2 = q15*length (rsk) ;
  454. comp_27=`uv4 = tan(rad2)*dz2;
  455. comp_28=`mask2 = saturate(8-8*rad2);
  456. comp_29=`Kugel2 = uv4*mask2;
  457. comp_30=`
  458. comp_31=`//Kugel3
  459. comp_32=`rsk = (uv1 + float2 (q17,q18)) ;
  460. comp_33=`dz3 = normalize(rsk);
  461. comp_34=`rad3 = q19*length (rsk) ;
  462. comp_35=`uv4 = tan(rad3)*dz3;
  463. comp_36=`mask3 = saturate(8-8*rad3);
  464. comp_37=`Kugel3 = uv4*mask3;
  465. comp_38=`
  466. comp_39=`float2 dz = (Kugel2 + Kugel1 + Kugel3)*.2;
  467. comp_40=`//******************** STARS
  468. comp_41=`uv1 += dz;
  469. comp_42=`rss0.x = atan2(uv1.x, uv1.y)/3.1416;
  470. comp_43=`rss0.y = .1*q21/(length (uv1));
  471. comp_44=`
  472. comp_45=`rss = float2 (rss0.x,rss0.y+time);
  473. comp_46=`rss = mul(rss,float2x2(.7,.7,-.7,.7));
  474. comp_47=`float noise = (tex2D(sampler_pw_noise_lq,rss/32)-.5 >= 0);
  475. comp_48=`tmp = abs(frac(rss*8)-.5);
  476. comp_49=`float3 dots = saturate(.04/length(tmp)) *noise;
  477. comp_50=`
  478. comp_51=`rss = float2 (rss0.x,rss0.y+time/4);
  479. comp_52=`rss = mul(rss,float2x2(.7,.7,-.7,.7));
  480. comp_53=`noise = (tex2D(sampler_pw_noise_lq,rss/32)-.5 >= 0);
  481. comp_54=`tmp = abs(frac(rss*8)-.5);
  482. comp_55=`dots += saturate(.02/length(tmp)) * noise;
  483. comp_56=`
  484. comp_57=`dots *= saturate(.2/abs(rss0.y));
  485. comp_58=`dots *= dots*.6;
  486. comp_59=`//*************************
  487. comp_60=`
  488. comp_61=`float z = q32/(uv1.y-.02);//floor proxy
  489. comp_62=`float mask = saturate(4/z);
  490. comp_63=`rs0.x = (uv1.x)*z;
  491. comp_64=`rs0.y = z/4;
  492. comp_65=`rs.x = rs0.x ;
  493. comp_66=`rs.y = rs0.y + q8*3;
  494. comp_67=`float3 mirror = lum(tex2D(sampler_pw_noise_lq,.02*rs))-.5;
  495. comp_68=`z = .2/(length(uv1)-q21);
  496. comp_69=`uv2.y = z + q8;
  497. comp_70=`uv2.x = rss0.x +q7;
  498. comp_71=`uv3 =frac(uv2 +.0*mask*mirror);
  499. comp_72=`
  500. comp_73=`ret1 = tex2D (sampler_main,uv3)/z;
  501. comp_74=`ret = max(ret1*(1-0.5*mask),mirror*mask) +dots;
  502. comp_75=`
  503. comp_76=`float mod = q22*2;
  504. comp_77=`float3 blk = abs(rsqrt(rad1)*dz1.x*roam_sin
  505. comp_78=`+rsqrt(rad2)*dz2.y*roam_sin.rbg
  506. comp_79=`+rsqrt(rad3)*dz3.x*roam_sin.bgr)*(.2+mirror*mask)*mod;
  507. comp_80=`ret += blk;
  508. comp_81=`
  509. comp_82=`ret2 = saturate(.02*q22*q21/length (uv1)*
  510. comp_83=` (lum(tex2D (sampler_main,uv1+.5))));
  511. comp_84=`ret2 /= (length(uv1)+.02);
  512. comp_85=`float k1 = lum(ret2);
  513. comp_86=`ret += k1*float3(1,k1,k1/2) ;
  514. comp_87=`}