stahlregen + flexi - what's on a moebius beasts mind.milk 14 KB

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  1. MILKDROP_PRESET_VERSION=201
  2. PSVERSION=2
  3. PSVERSION_WARP=2
  4. PSVERSION_COMP=2
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  7. fGammaAdj=1.900
  8. fDecay=0.980
  9. fVideoEchoZoom=1.169
  10. fVideoEchoAlpha=0.000
  11. nVideoEchoOrientation=0
  12. nWaveMode=7
  13. bAdditiveWaves=1
  14. bWaveDots=0
  15. bWaveThick=1
  16. bModWaveAlphaByVolume=0
  17. bMaximizeWaveColor=0
  18. bTexWrap=1
  19. bDarkenCenter=0
  20. bRedBlueStereo=0
  21. bBrighten=0
  22. bDarken=0
  23. bSolarize=0
  24. bInvert=0
  25. fWaveAlpha=0.625
  26. fWaveScale=0.242
  27. fWaveSmoothing=0.000
  28. fWaveParam=0.000
  29. fModWaveAlphaStart=0.710
  30. fModWaveAlphaEnd=1.300
  31. fWarpAnimSpeed=1.000
  32. fWarpScale=1.331
  33. fZoomExponent=1.00000
  34. fShader=0.000
  35. zoom=13.29089
  36. rot=0.00000
  37. cx=0.500
  38. cy=0.500
  39. dx=-0.28000
  40. dy=-0.32000
  41. warp=0.00909
  42. sx=1.00000
  43. sy=1.00000
  44. wave_r=0.500
  45. wave_g=0.500
  46. wave_b=0.500
  47. wave_x=0.500
  48. wave_y=0.500
  49. ob_size=0.080
  50. ob_r=0.000
  51. ob_g=0.000
  52. ob_b=0.000
  53. ob_a=1.000
  54. ib_size=0.050
  55. ib_r=1.000
  56. ib_g=0.000
  57. ib_b=0.000
  58. ib_a=1.000
  59. nMotionVectorsX=64.000
  60. nMotionVectorsY=48.000
  61. mv_dx=0.000
  62. mv_dy=0.000
  63. mv_l=0.850
  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=1.000
  72. b2x=1.000
  73. b3x=1.000
  74. b1ed=0.250
  75. wavecode_0_enabled=1
  76. wavecode_0_samples=512
  77. wavecode_0_sep=0
  78. wavecode_0_bSpectrum=0
  79. wavecode_0_bUseDots=0
  80. wavecode_0_bDrawThick=1
  81. wavecode_0_bAdditive=0
  82. wavecode_0_scaling=2.02310
  83. wavecode_0_smoothing=0.00000
  84. wavecode_0_r=0.000
  85. wavecode_0_g=1.000
  86. wavecode_0_b=1.000
  87. wavecode_0_a=1.000
  88. wave_0_init1=t2 = 0;
  89. wave_0_init2=t3 = 0;
  90. wave_0_init3=t4 = 0;
  91. wave_0_init4=cl = 0;
  92. wave_0_per_point1=tt3 = tt3*0.6 + (value1)*1;
  93. wave_0_per_point2=tt2 = tt2*0.7 + tt3*0.2;
  94. wave_0_per_point3=tt1 = tt1*0.8 + tt2*0.1;
  95. wave_0_per_point4=d = d*0.9 + tt1*0.2;
  96. wave_0_per_point5=
  97. wave_0_per_point6=y = 0.5 + d*sample*(1-sample)*4;
  98. wave_0_per_point7=x = -0.05 + sample*1.1;
  99. wavecode_1_enabled=0
  100. wavecode_1_samples=512
  101. wavecode_1_sep=0
  102. wavecode_1_bSpectrum=0
  103. wavecode_1_bUseDots=0
  104. wavecode_1_bDrawThick=0
  105. wavecode_1_bAdditive=0
  106. wavecode_1_scaling=1.00000
  107. wavecode_1_smoothing=0.50000
  108. wavecode_1_r=1.000
  109. wavecode_1_g=1.000
  110. wavecode_1_b=1.000
  111. wavecode_1_a=1.000
  112. wavecode_2_enabled=0
  113. wavecode_2_samples=512
  114. wavecode_2_sep=0
  115. wavecode_2_bSpectrum=0
  116. wavecode_2_bUseDots=0
  117. wavecode_2_bDrawThick=0
  118. wavecode_2_bAdditive=0
  119. wavecode_2_scaling=1.00000
  120. wavecode_2_smoothing=0.50000
  121. wavecode_2_r=1.000
  122. wavecode_2_g=1.000
  123. wavecode_2_b=1.000
  124. wavecode_2_a=1.000
  125. wavecode_3_enabled=0
  126. wavecode_3_samples=512
  127. wavecode_3_sep=0
  128. wavecode_3_bSpectrum=0
  129. wavecode_3_bUseDots=0
  130. wavecode_3_bDrawThick=0
  131. wavecode_3_bAdditive=0
  132. wavecode_3_scaling=1.00000
  133. wavecode_3_smoothing=0.50000
  134. wavecode_3_r=1.000
  135. wavecode_3_g=1.000
  136. wavecode_3_b=1.000
  137. wavecode_3_a=1.000
  138. shapecode_0_enabled=0
  139. shapecode_0_sides=4
  140. shapecode_0_additive=0
  141. shapecode_0_thickOutline=0
  142. shapecode_0_textured=0
  143. shapecode_0_num_inst=1
  144. shapecode_0_x=0.500
  145. shapecode_0_y=0.500
  146. shapecode_0_rad=0.10000
  147. shapecode_0_ang=0.00000
  148. shapecode_0_tex_ang=0.00000
  149. shapecode_0_tex_zoom=1.00000
  150. shapecode_0_r=1.000
  151. shapecode_0_g=0.000
  152. shapecode_0_b=0.000
  153. shapecode_0_a=1.000
  154. shapecode_0_r2=0.000
  155. shapecode_0_g2=1.000
  156. shapecode_0_b2=0.000
  157. shapecode_0_a2=0.000
  158. shapecode_0_border_r=1.000
  159. shapecode_0_border_g=1.000
  160. shapecode_0_border_b=1.000
  161. shapecode_0_border_a=0.100
  162. shapecode_1_enabled=0
  163. shapecode_1_sides=4
  164. shapecode_1_additive=0
  165. shapecode_1_thickOutline=0
  166. shapecode_1_textured=0
  167. shapecode_1_num_inst=1
  168. shapecode_1_x=0.500
  169. shapecode_1_y=0.500
  170. shapecode_1_rad=0.10000
  171. shapecode_1_ang=0.00000
  172. shapecode_1_tex_ang=0.00000
  173. shapecode_1_tex_zoom=1.00000
  174. shapecode_1_r=1.000
  175. shapecode_1_g=0.000
  176. shapecode_1_b=0.000
  177. shapecode_1_a=1.000
  178. shapecode_1_r2=0.000
  179. shapecode_1_g2=1.000
  180. shapecode_1_b2=0.000
  181. shapecode_1_a2=0.000
  182. shapecode_1_border_r=1.000
  183. shapecode_1_border_g=1.000
  184. shapecode_1_border_b=1.000
  185. shapecode_1_border_a=0.100
  186. shapecode_2_enabled=0
  187. shapecode_2_sides=4
  188. shapecode_2_additive=0
  189. shapecode_2_thickOutline=0
  190. shapecode_2_textured=0
  191. shapecode_2_num_inst=1
  192. shapecode_2_x=0.500
  193. shapecode_2_y=0.500
  194. shapecode_2_rad=0.10000
  195. shapecode_2_ang=0.00000
  196. shapecode_2_tex_ang=0.00000
  197. shapecode_2_tex_zoom=1.00000
  198. shapecode_2_r=1.000
  199. shapecode_2_g=0.000
  200. shapecode_2_b=0.000
  201. shapecode_2_a=1.000
  202. shapecode_2_r2=0.000
  203. shapecode_2_g2=1.000
  204. shapecode_2_b2=0.000
  205. shapecode_2_a2=0.000
  206. shapecode_2_border_r=1.000
  207. shapecode_2_border_g=1.000
  208. shapecode_2_border_b=1.000
  209. shapecode_2_border_a=0.100
  210. shapecode_3_enabled=0
  211. shapecode_3_sides=4
  212. shapecode_3_additive=0
  213. shapecode_3_thickOutline=0
  214. shapecode_3_textured=0
  215. shapecode_3_num_inst=1
  216. shapecode_3_x=0.500
  217. shapecode_3_y=0.500
  218. shapecode_3_rad=0.10000
  219. shapecode_3_ang=0.00000
  220. shapecode_3_tex_ang=0.00000
  221. shapecode_3_tex_zoom=1.00000
  222. shapecode_3_r=1.000
  223. shapecode_3_g=0.000
  224. shapecode_3_b=0.000
  225. shapecode_3_a=1.000
  226. shapecode_3_r2=0.000
  227. shapecode_3_g2=1.000
  228. shapecode_3_b2=0.000
  229. shapecode_3_a2=0.000
  230. shapecode_3_border_r=1.000
  231. shapecode_3_border_g=1.000
  232. shapecode_3_border_b=1.000
  233. shapecode_3_border_a=0.100
  234. per_frame_init_1=zoom=1;
  235. per_frame_init_2=xpos=0;
  236. per_frame_init_3=ypos=0;
  237. per_frame_1=//pogopogopogopogopogopogopogopogopogopogopogopogopogopogopogopogopogopogopogopogopogopogopogopogopogopogo
  238. per_frame_2=r = 0.045+ max(bass_att,treb_att)*0.0075;
  239. per_frame_3=bounce = below(y1,r);y1 = y1+vy1;vy1 = if(bounce, abs(vy1)*0.94 + (r-y1)*0.1, vy1-0.0001*60/fps);
  240. per_frame_4=bounce = below(x1,r);x1 = x1+vx1;vx1 = if(bounce, abs(vx1)*0.94 + (r-x1)*0.1, vx1);
  241. per_frame_5=bounce = above(x1,1-r);vx1 = if(bounce, - abs(vx1)*0.94 + (1-r-x1)*0.04, vx1);
  242. per_frame_6=bounce = below(y2,r);y2 = y2 + vy2;vy2 = if(bounce,abs(vy2)*0.94+(r-y2)*.1, vy2-0.0001*60/fps);
  243. per_frame_7=bounce = below(x2,r);x2 = x2+ vx2;vx2 = if(bounce, abs(vx2)*0.94 + (r-x2)*0.1, vx2);
  244. per_frame_8=bounce = above(x2,1-r);vx2 = if(bounce, - abs(vx2)*0.94 + (1-r-x2)*0.1, vx2);
  245. per_frame_9=bounce = below(y3,r);y3 = y3 + vy3;vy3 = if(bounce,abs(vy3)*0.94+(r-y3)*.1, vy3-0.0001*60/fps);
  246. per_frame_10=bounce = below(x3,r);x3 = x3+ vx3;vx3 = if(bounce, abs(vx3)*0.94 + (r-x3)*0.1, vx3);
  247. per_frame_11=bounce = above(x3,1-r);vx3 = if(bounce, - abs(vx3)*0.94 + (1-r-x3)*0.1, vx3);
  248. per_frame_12=bounce = below(y4,r);y4 = y4 + vy4;vy4 = if(bounce,abs(vy4)*0.94+(r-y4)*.1, vy4-0.0001*60/fps);
  249. per_frame_13=bounce = below(x4,r);x4 = x4+ vx4;vx4 = if(bounce, abs(vx4)*0.94 + (r-x4)*0.1, vx4);
  250. per_frame_14=bounce = above(x4,1-r);vx4 = if(bounce, - abs(vx4)*0.94 + (1-r-x4)*0.1, vx4);
  251. per_frame_15=bounce = below( sqrt( sqr(x1+vx1-x2-vx2) + sqr(y1+vy1-y2-vy2)), 2*r);
  252. per_frame_16=ref_ang = atan2(x2-x1,y2-y1)+asin(1); // common tangent
  253. per_frame_17=v1 = sqrt(vx1*vx1+vy1*vy1);v2 = sqrt(vx2*vx2+vy2*vy2);w1 = atan2(vx1,vy1);w2 = atan2(vx2,vy2);
  254. per_frame_18=vx1 = if(bounce,sin(ref_ang)*v1*cos(w1-ref_ang) + sin(ref_ang+asin(1))*v2*cos(w2-ref_ang-asin(1)), vx1);
  255. per_frame_19=vy1 = if(bounce,cos(ref_ang)*v1*cos(w1-ref_ang) + cos(ref_ang+asin(1))*v2*cos(w2-ref_ang-asin(1)), vy1);
  256. per_frame_20=vx2 = if(bounce,sin(ref_ang)*v2*cos(w2-ref_ang) + sin(ref_ang+asin(1))*v1*cos(w1-ref_ang-asin(1)), vx2);
  257. per_frame_21=vy2 = if(bounce,cos(ref_ang)*v2*cos(w2-ref_ang) + cos(ref_ang+asin(1))*v1*cos(w1-ref_ang-asin(1)), vy2);
  258. per_frame_22=bounce = below( sqrt( sqr(x1+vx1-x3-vx3) + sqr(y1+vy1-y3-vy3)), 2*r);
  259. per_frame_23=ref_ang = atan2(x3-x1,y3-y1)+asin(1); // common tangent
  260. per_frame_24=v1 = sqrt(vx1*vx1+vy1*vy1);v2 = sqrt(vx3*vx3+vy3*vy3);w1 = atan2(vx1,vy1);w2 = atan2(vx3,vy3);
  261. per_frame_25=vx1 = if(bounce,sin(ref_ang)*v1*cos(w1-ref_ang) + sin(ref_ang+asin(1))*v2*cos(w2-ref_ang-asin(1)), vx1);
  262. per_frame_26=vy1 = if(bounce,cos(ref_ang)*v1*cos(w1-ref_ang) + cos(ref_ang+asin(1))*v2*cos(w2-ref_ang-asin(1)), vy1);
  263. per_frame_27=vx3 = if(bounce,sin(ref_ang)*v2*cos(w2-ref_ang) + sin(ref_ang+asin(1))*v1*cos(w1-ref_ang-asin(1)), vx3);
  264. per_frame_28=vy3 = if(bounce,cos(ref_ang)*v2*cos(w2-ref_ang) + cos(ref_ang+asin(1))*v1*cos(w1-ref_ang-asin(1)), vy3);
  265. per_frame_29=bounce = below( sqrt( sqr(x2+vx2-x3-vx3) + sqr(y2+vy2-y3-vy3)), 2*r);
  266. per_frame_30=ref_ang = atan2(x3-x2,y3-y2)+asin(1); // common tangent
  267. per_frame_31=v1 = sqrt(vx2*vx2+vy2*vy2);v2 = sqrt(vx3*vx3+vy3*vy3);w1 = atan2(vx2,vy2);w2 = atan2(vx3,vy3);
  268. per_frame_32=vx2 = if(bounce,sin(ref_ang)*v1*cos(w1-ref_ang) + sin(ref_ang+asin(1))*v2*cos(w2-ref_ang-asin(1)), vx2);
  269. per_frame_33=vy2 = if(bounce,cos(ref_ang)*v1*cos(w1-ref_ang) + cos(ref_ang+asin(1))*v2*cos(w2-ref_ang-asin(1)), vy2);
  270. per_frame_34=vx3 = if(bounce,sin(ref_ang)*v2*cos(w2-ref_ang) + sin(ref_ang+asin(1))*v1*cos(w1-ref_ang-asin(1)), vx3);
  271. per_frame_35=vy3 = if(bounce,cos(ref_ang)*v2*cos(w2-ref_ang) + cos(ref_ang+asin(1))*v1*cos(w1-ref_ang-asin(1)), vy3);
  272. per_frame_36=bounce = below( sqrt( sqr(x1+vx1-x4-vx4) + sqr(y1+vy1-y4-vy4)), 2*r);
  273. per_frame_37=ref_ang = atan2(x4-x1,y4-y1)+asin(1); // common tangent
  274. per_frame_38=v1 = sqrt(vx1*vx1+vy1*vy1);v2 = sqrt(vx4*vx4+vy4*vy4);w1 = atan2(vx1,vy1);w2 = atan2(vx4,vy4);
  275. per_frame_39=vx1 = if(bounce,sin(ref_ang)*v1*cos(w1-ref_ang) + sin(ref_ang+asin(1))*v2*cos(w2-ref_ang-asin(1)), vx1);
  276. per_frame_40=vy1 = if(bounce,cos(ref_ang)*v1*cos(w1-ref_ang) + cos(ref_ang+asin(1))*v2*cos(w2-ref_ang-asin(1)), vy1);
  277. per_frame_41=vx4 = if(bounce,sin(ref_ang)*v2*cos(w2-ref_ang) + sin(ref_ang+asin(1))*v1*cos(w1-ref_ang-asin(1)), vx4);
  278. per_frame_42=vy4 = if(bounce,cos(ref_ang)*v2*cos(w2-ref_ang) + cos(ref_ang+asin(1))*v1*cos(w1-ref_ang-asin(1)), vy4);
  279. per_frame_43=bounce = below( sqrt( sqr(x2+vx2-x4-vx4) + sqr(y2+vy2-y4-vy4)), 2*r);
  280. per_frame_44=ref_ang = atan2(x4-x2,y4-y2)+asin(1); // common tangent
  281. per_frame_45=v1 = sqrt(vx2*vx2+vy2*vy2);v2 = sqrt(vx4*vx4+vy4*vy4);w1 = atan2(vx2,vy2);w2 = atan2(vx4,vy4);
  282. per_frame_46=vx2 = if(bounce,sin(ref_ang)*v1*cos(w1-ref_ang) + sin(ref_ang+asin(1))*v2*cos(w2-ref_ang-asin(1)), vx2);
  283. per_frame_47=vy2 = if(bounce,cos(ref_ang)*v1*cos(w1-ref_ang) + cos(ref_ang+asin(1))*v2*cos(w2-ref_ang-asin(1)), vy2);
  284. per_frame_48=vx4 = if(bounce,sin(ref_ang)*v2*cos(w2-ref_ang) + sin(ref_ang+asin(1))*v1*cos(w1-ref_ang-asin(1)), vx4);
  285. per_frame_49=vy4 = if(bounce,cos(ref_ang)*v2*cos(w2-ref_ang) + cos(ref_ang+asin(1))*v1*cos(w1-ref_ang-asin(1)), vy4);
  286. per_frame_50=bounce = below( sqrt( sqr(x3+vx3-x4-vx4) + sqr(y3+vy3-y4-vy4)), 2*r);
  287. per_frame_51=ref_ang = atan2(x4-x3,y4-y3)+asin(1); // common tangent
  288. per_frame_52=v1 = sqrt(vx3*vx3+vy3*vy3);v2 = sqrt(vx4*vx4+vy4*vy4);w1 = atan2(vx3,vy3);w2 = atan2(vx4,vy4);
  289. per_frame_53=vx3 = if(bounce,sin(ref_ang)*v1*cos(w1-ref_ang) + sin(ref_ang+asin(1))*v2*cos(w2-ref_ang-asin(1)), vx3);
  290. per_frame_54=vy3 = if(bounce,cos(ref_ang)*v1*cos(w1-ref_ang) + cos(ref_ang+asin(1))*v2*cos(w2-ref_ang-asin(1)), vy3);
  291. per_frame_55=vx4 = if(bounce,sin(ref_ang)*v2*cos(w2-ref_ang) + sin(ref_ang+asin(1))*v1*cos(w1-ref_ang-asin(1)), vx4);
  292. per_frame_56=vy4 = if(bounce,cos(ref_ang)*v2*cos(w2-ref_ang) + cos(ref_ang+asin(1))*v1*cos(w1-ref_ang-asin(1)), vy4);
  293. per_frame_57=//pogopogopogopogopogopogopogopogopogopogopogopogopogopogopogopogopogopogopogopogopogopogopogopogopogopogo
  294. per_frame_58=q1 = 0.5 - x1;
  295. per_frame_59=q2 = -0.5 + y1;
  296. per_frame_60=q3 = 0.5 - x2;
  297. per_frame_61=q4 = -0.5 + y2;
  298. per_frame_62=q5 = 0.5 - x3;
  299. per_frame_63=q6 = -0.5 + y3;
  300. per_frame_64=q7 = 0.5 - x4;
  301. per_frame_65=q8 = -0.5 + y4;
  302. per_frame_66=
  303. per_frame_67=wave_a = 0;
  304. per_frame_68=bb = bb*0.98 + bass*0.04;
  305. per_frame_69=mm = mm*0.98 + mid*0.04;
  306. per_frame_70=tt = tt*0.98 + treb*0.04;
  307. per_frame_71=w = w + (bb-tt)*0.004;
  308. per_frame_72=q11 = sin(w);
  309. per_frame_73=q12 = cos(w);
  310. per_frame_74=q13 = 0.5 + sin((bb-mm)*4)*0.1; // cx
  311. per_frame_75=q14 = 0.5 + sin((tt-mm)*4)*0.1; // cy
  312. per_frame_76=q15 = 4;
  313. per_frame_77=q16 = 0.06;
  314. per_frame_78=q17 = sin(-w);
  315. per_frame_79=q18 = cos(-w);
  316. warp_1=`sampler sampler_rand00;
  317. warp_2=`shader_body
  318. warp_3=`{
  319. warp_4=`
  320. warp_5=`uv = lerp(uv_orig,uv,0);
  321. warp_6=`float2 ac = float2(q11,q12);
  322. warp_7=`float2 mu = float2(q13,q14);
  323. warp_8=`float2 c = float2(q15,q16);
  324. warp_9=`float2 d = float2(q17,q18);
  325. warp_10=`
  326. warp_11=`float2 z = (uv-0.5);
  327. warp_12=`
  328. warp_13=`// (c*z + d)
  329. warp_14=`float2 czd = float2(z.x*c.x-z.y*c.y,z.x*c.y-z.y*c.x)*aspect.yx + d;
  330. warp_15=`// mu/(cz+d)
  331. warp_16=`float2 moebius = float2( mu.x*czd.x + mu.y*czd.y , mu.y*czd.x-mu.x*czd.y )/(czd.x*czd.x+czd.y*czd.y) + ac;
  332. warp_17=`
  333. warp_18=`//moebius = 0.5 + (1.0 - abs( frac( moebius * 0.5 ) * 2 - 1.0 )-0.5);
  334. warp_19=`
  335. warp_20=`
  336. warp_21=`ret.x = tex2D( sampler_fc_main, frac(moebius) ).x*0.96 - 0.004;
  337. warp_22=`
  338. warp_23=`ret.yz = GetPixel(uv).yz*0.96 - 0.004;
  339. warp_24=`//ret = lerp(ret, GetPixel(uv_orig), 0.5); // motion-blur comes so cool with this one...
  340. warp_25=`
  341. warp_26=`}
  342. comp_1=`sampler sampler_fc_sunrise;
  343. comp_2=`float2 factorA, factorB, product;
  344. comp_3=`float2 numerator, denominator, fraction;
  345. comp_4=`shader_body
  346. comp_5=`{
  347. comp_6=`uv = 0.5 + (uv-0.5)*0.95;
  348. comp_7=`float2 uvo = uv;
  349. comp_8=`uv = (uv-0.5);
  350. comp_9=`factorA = uv+ float2(q1,q2);
  351. comp_10=`factorB = float2(8,0);
  352. comp_11=`product = float2( factorA.x*factorB.x - factorA.y*factorB.y, factorA.x*factorB.y + factorA.y*factorB.x);
  353. comp_12=`float2 uv1 = product;
  354. comp_13=`factorA = uv+ float2(q3,q4);
  355. comp_14=`factorB = float2(8,0);
  356. comp_15=`product = float2( factorA.x*factorB.x - factorA.y*factorB.y, factorA.x*factorB.y + factorA.y*factorB.x);
  357. comp_16=`float2 uv2 = product;
  358. comp_17=`factorA = uv+ float2(q5,q6);
  359. comp_18=`factorB = float2(8,0);
  360. comp_19=`product = float2( factorA.x*factorB.x - factorA.y*factorB.y, factorA.x*factorB.y + factorA.y*factorB.x);
  361. comp_20=`float2 uv3 = product;
  362. comp_21=`factorA = uv+ float2(q7,q8);
  363. comp_22=`factorB = float2(8,0);
  364. comp_23=`product = float2( factorA.x*factorB.x - factorA.y*factorB.y, factorA.x*factorB.y + factorA.y*factorB.x);
  365. comp_24=`float2 uv4 = product;
  366. comp_25=`factorA = uv1;
  367. comp_26=`factorB = uv2;
  368. comp_27=`product = float2( factorA.x*factorB.x - factorA.y*factorB.y, factorA.x*factorB.y + factorA.y*factorB.x);
  369. comp_28=`float2 uv12 = product;
  370. comp_29=`factorA = uv3;
  371. comp_30=`factorB = uv4;
  372. comp_31=`product = float2( factorA.x*factorB.x - factorA.y*factorB.y, factorA.x*factorB.y + factorA.y*factorB.x);
  373. comp_32=`float2 uv34 = product;
  374. comp_33=`factorA = uv12;
  375. comp_34=`factorB = uv34;
  376. comp_35=`product = float2( factorA.x*factorB.x - factorA.y*factorB.y, factorA.x*factorB.y + factorA.y*factorB.x);
  377. comp_36=`numerator = float2(1,0);
  378. comp_37=`denominator = product;
  379. comp_38=`fraction = float2( numerator.x*denominator.x + numerator.y*denominator.y, // the fractions real part
  380. comp_39=` numerator.y*denominator.x - numerator.x*denominator.y)/ // the fractions imaginary part
  381. comp_40=` (denominator.x*denominator.x + denominator.y*denominator.y);
  382. comp_41=`uv = fraction.yx*float2(-1,1)*32;
  383. comp_42=`uv = lerp(0.5 + (uvo-0.5)*2,uv+0.5,0.5);
  384. comp_43=`float l = length(uv-0.5);
  385. comp_44=`uv = 0.5 + (1.0 - abs( frac( uv * 0.5 ) * 2 - 1.0 )-0.5); // Eo.S. mirror code with cutted borders
  386. comp_45=`ret = lerp(float3(0.8,0.5,0),-0.5,(GetBlur2(uv)*2-GetPixel(uv)).x);
  387. comp_46=`ret = lerp(ret,1,(GetBlur3(uv)*2-GetPixel(uv)).y*1.5);
  388. comp_47=`float c =saturate(1.6-pow(l,6)*0.004);
  389. comp_48=`ret = lerp((GetBlur3(uvo)*2-GetPixel(uvo)).y,ret,c);
  390. comp_49=`}