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- wave_0_init3=t3 = 1 + (rand(101)*.01 - rand(101)*.01)*.3
- wave_0_init4=t4 = 1 + (rand(101)*.01 - rand(101)*.01)*.3
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- wave_0_init7=t7 = 1 + (rand(101)*.01 - rand(101)*.01)*.3
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- wave_0_per_point1=x = sample
- wave_0_per_point2=y = .5+ value2*.01
- wave_0_per_point3=
- wave_0_per_point4=a = 1*q24*((q27+1)%2)
- wave_0_per_point5=
- wave_0_per_point6=r = .5+.5*sin(time/5)
- wave_0_per_point7=g = .5+.5*sin(time/6)
- wave_0_per_point8=b = .5+.5*sin(time/13)
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- wavecode_1_sep=0
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- wave_1_init1=t
- wave_1_per_point1=y = sample
- wave_1_per_point2=x = .5+ value2*0.01
- wave_1_per_point3=
- wave_1_per_point4=a = 1*q24*(q27%2)
- wave_1_per_point5=
- wave_1_per_point6=r = .5+.5*sin(time/7)
- wave_1_per_point7=g = .5+.5*sin(time/9)
- wave_1_per_point8=b = .5+.5*sin(time/11)
- wavecode_2_enabled=0
- wavecode_2_samples=512
- wavecode_2_sep=0
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- wave_3_per_point1=ra = .8
- wave_3_per_point2=rb = .5
- wave_3_per_point3=pib = 6.28318530718
- wave_3_per_point4=
- wave_3_per_point5=
- wave_3_per_point6=tic = min(time-tin,.1)
- wave_3_per_point7=tin = if(equal(sample,0),time,tin)
- wave_3_per_point8=
- wave_3_per_point9=mod = 1.5 + .5*sin(time*.15)
- wave_3_per_point10=med = 1.5 + .5*sin(time*.134)
- wave_3_per_point11=med = 5
- wave_3_per_point12=amod = 3
- wave_3_per_point13=
- wave_3_per_point14=vr = rand(10001)*.0001
- wave_3_per_point15=rb = rb + rand(10001)*.0001*.1
- wave_3_per_point16=
- wave_3_per_point17=a = vr
- wave_3_per_point18=
- wave_3_per_point19=sa = vr*pib*.5
- wave_3_per_point20=sp = sa*mod + q1*1.3
- wave_3_per_point21=sam = sa*med - q1*.219
- wave_3_per_point22=
- wave_3_per_point23=ox = ra*sin(sam*pib)
- wave_3_per_point24=oy = ra*cos(sam*pib)
- wave_3_per_point25=ox = ox + rb*-cos(sp)*sin(sam*pib)
- wave_3_per_point26=oz = rb*-sin(sp)
- wave_3_per_point27=oy = oy + rb*-cos(sp)*cos(sam*pib)
- wave_3_per_point28=
- wave_3_per_point29=
- wave_3_per_point30=xang = time*.132
- wave_3_per_point31=xang = q2
- wave_3_per_point32=yang = time*.153
- wave_3_per_point33=yang = q3
- wave_3_per_point34=zang = time*.110
- wave_3_per_point35=zang = q4
- wave_3_per_point36=fov = 0.6 + 0.2*sin(time)
- wave_3_per_point37=fov = .5
- wave_3_per_point38=
- wave_3_per_point39=mx = ox*cos(zang) - oy*sin(zang)
- wave_3_per_point40=my = ox*sin(zang) + oy*cos(zang)
- wave_3_per_point41=ox = mx
- wave_3_per_point42=oy = my
- wave_3_per_point43=mx = ox*cos(yang) + oz*sin(yang)
- wave_3_per_point44=mz = - ox*sin(yang) + oz*cos(yang)
- wave_3_per_point45=ox = mx
- wave_3_per_point46=oz = mz
- wave_3_per_point47=my = oy*cos(xang) - oz*sin(xang)
- wave_3_per_point48=mz = oy*sin(xang) + oz*cos(xang)
- wave_3_per_point49=oy = my
- wave_3_per_point50=oz = mz
- wave_3_per_point51=
- wave_3_per_point52=oz = oz - 2
- wave_3_per_point53=x = ox*fov/oz + 0.5
- wave_3_per_point54=x = (x-.5)*0.75 + 0.5
- wave_3_per_point55=y = oy*fov/oz + 0.5
- wave_3_per_point56=
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- shape_0_per_frame1=tex_ang = 3+2*q1
- shapecode_1_enabled=0
- shapecode_1_sides=32
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- shapecode_1_border_a=0.000000
- shape_1_per_frame1=a = q24/2
- shape_1_per_frame2=
- shape_1_per_frame3=r = rand(10)/10
- shape_1_per_frame4=g = rand(10)/10
- shape_1_per_frame5=b = rand(10)/10
- shape_1_per_frame6=
- shape_1_per_frame7=rad = .06*q22
- shapecode_2_enabled=0
- shapecode_2_sides=63
- shapecode_2_additive=0
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- shapecode_2_border_a=0.000000
- shape_2_per_frame1=x = .5 + .1* sin (time*73)
- shape_2_per_frame2=y = .5 + .1* sin (time*23)
- shape_2_per_frame3=
- shape_2_per_frame4=r = 0
- shape_2_per_frame5=r2 = 1
- shape_2_per_frame6=
- shape_2_per_frame7=rad = mid_att/100
- shape_2_per_frame8=a = .7
- shape_2_per_frame9=a2 = a
- shapecode_3_enabled=0
- shapecode_3_sides=4
- shapecode_3_additive=0
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- shapecode_3_border_b=0.500000
- shapecode_3_border_a=0.000000
- shape_3_per_frame1=x = 0.05 + rand(900)/1000
- shape_3_per_frame2=y = 0.05 + rand(900)/1000
- shape_3_per_frame3=
- per_frame_init_1=prox = 1
- per_frame_1=dec_med = pow (0.8, 30/fps)
- per_frame_2=dec_slow = pow (0.95, 30/fps)
- per_frame_3=//dec_xlow = pow (0.999, 30/fps)
- per_frame_4=beat = max (max (bass, mid), treb)
- per_frame_5=avg = avg*dec_slow + beat*(1-dec_slow)
- per_frame_6=is_beat = above(beat, .2+avg+peak) * above (time, t0+.2)
- per_frame_7=t0 = is_beat*time + (1-is_beat)*t0
- per_frame_8=peak = is_beat * beat + (1-is_beat)*peak*dec_med
- per_frame_9=index = (index + is_beat) %32
- per_frame_10=index2 = (index2 + is_beat*bnot(index))%4
- per_frame_11=
- per_frame_12=q22 = peak
- per_frame_13=q24 = is_beat
- per_frame_14=q26 = bass_att + mid_att + treb_att
- per_frame_15=vol = vol*dec_med + (1-dec_med)*q26
- per_frame_16=q27 = index + 1
- per_frame_17=q28 = index2 +1
- per_frame_18=
- per_frame_19=p2 = .3*sin(time) + .3*cos(time/3)
- per_frame_20=//*****tunnel tilting
- per_frame_21=q1 = cos(p2 * 3.1416/4)
- per_frame_22=q2 = sin(p2 * 3.1416/4)
- per_frame_23=q3 = -q2
- per_frame_24=q4 = q1
- per_frame_25=
- per_frame_26=//****tunnel viewpoint x,y
- per_frame_27=vtrig = is_beat * bnot(index%2)
- per_frame_28=vx = vx * bnot(vtrig) + vtrig * (rand(100)/100-.5)
- per_frame_29=vy = vy * bnot(vtrig) + vtrig * (rand(100)/100-.5)
- per_frame_30=vx = vx* below(index%15,5)
- per_frame_31=vy = vy* below(index%15,5)
- per_frame_32=q5 = vx*10
- per_frame_33=q6 = vy*12
- per_frame_34=
- per_frame_35=//***tunnel width
- per_frame_36=q21 = (1+sin(time/12))/8+.01
- per_frame_37=
- per_frame_38=//**floor proximity
- per_frame_39=prox = prox - above(vy,.3)*prox*2
- per_frame_40=q32 = .5 + .2*prox
- per_frame_41=monitor = prox
- per_frame_42=
- per_frame_43=//****tunnel rotation
- per_frame_44=rota = rota +.01*below(index%16,8)/fps*30
- per_frame_45=rota1 = rota1*dec_med + (1-dec_med)*rota
- per_frame_46=q7 = rota1
- per_frame_47=
- per_frame_48=//****tunnel speed
- per_frame_49=movez = movez + 1.2/(1+abs(vx)+abs(vy))/fps
- per_frame_50=q8 = movez * (1+q21/4)
- per_frame_51=//dyn. Aenderung von q21 bewirkt auch Richt.wechsel
- per_frame_52=
- per_frame_53=//***********************
- per_frame_54=trig1= q24*bnot(index%12)
- per_frame_55=trig2= q24*bnot((index+4)%12)
- per_frame_56=trig3= q24*bnot((index+8)%12)
- per_frame_57=trel = trel + vol/fps
- per_frame_58=z0 = 1
- per_frame_59=speed = vol/2
- per_frame_60=hx = sin(trel)
- per_frame_61=hy = cos(trel)
- per_frame_62=
- per_frame_63=p1z = bnot(trig1)* (p1z + (5+p1z)*speed/fps)+trig1*z0
- per_frame_64=p1z = max(p1z,.1)
- per_frame_65=q9 = hx/(p1z)
- per_frame_66=q10 = hy/(p1z)
- per_frame_67=q11 = p1z
- per_frame_68=q12 = .1+.02*q26*bnot((index+2)%3)*p1z*exp(-p1z/100)
- per_frame_69=
- per_frame_70=p2z = bnot(trig2)* (p2z + (5+p2z)*speed/fps)+trig2*z0
- per_frame_71=p2z = max(p2z,.1)
- per_frame_72=q13 = 2*hx/(p2z)
- per_frame_73=q14 = -.5*hy/(p2z)
- per_frame_74=q15 = p2z
- per_frame_75=q16 = .1+.02*q26*bnot((index+2)%3)*p2z*exp(-p2z/100)
- per_frame_76=
- per_frame_77=
- per_frame_78=p3z = bnot(trig3)* (p3z + (5+p3z)*speed/fps)+trig3*z0
- per_frame_79=p3z = max(p3z,.1)
- per_frame_80=q17 = -1.4*hx/(p3z)
- per_frame_81=q18 = 2*hy/(p3z)
- per_frame_82=q19 = p3z
- per_frame_83=q20 = .1+.02*q26*bnot((index+2)%3)*p3z*exp(-p3z/100)
- warp_1=`float3 color, mus
- warp_2=`float dx,dy
- warp_3=`shader_body {
- warp_4=`
- warp_5=`float2 uv1 = (uv-.5)
- warp_6=`
- warp_7=`float2 uv6 = uv1
- warp_8=`float z = 14*length((abs(uv1.x)-abs(uv1.y)))
- warp_9=`float2 d = normalize(uv1)
- warp_10=`float2 rs = clamp(tan(z)*d,-2,2)
- warp_11=`uv1 -= rs/40
- warp_12=`
- warp_13=`uv6 = .4*cos(uv1*4)
- warp_14=`mus = .003/(length(uv6))
- warp_15=`mus *= (1+roam_cos)
- warp_16=`
- warp_17=`float3 crisp= tex2D(sampler_main,(uv1)*(.95-q28/16+.4*z)+.5)
- warp_18=`
- warp_19=`float3 ret1 = crisp + mus
- warp_20=`
- warp_21=`ret = (ret1*.99-.025)
- warp_22=`
- warp_23=`}
- comp_1=`sampler sampler_pw_noise_lq
- comp_2=`
- comp_3=`float k1, k2, mask1, mask2, mask3, rad1, rad2, rad3
- comp_4=`float2 rs, rss, rss0, rs0, uv2, uv3,uv4, rsk, uvo
- comp_5=`float2 dz1, dz2, dz3, Kugel1, Kugel2, Kugel3,tmp
- comp_6=`float3 noise, ret1, ret2
- comp_7=`
- comp_8=`shader_body {
- comp_9=`uvo = uv
- comp_10=`uv = mul(uv*aspect.xy,float2x2(_qa))
- comp_11=`
- comp_12=`uv = uv + -.0- .1*float2(q5,q6)
- comp_13=`float2 uv1 = (uv-.5 )
- comp_14=`
- comp_15=`//Kugel1
- comp_16=`rsk = (uv1 + float2 (q9,q10))
- comp_17=`dz1 = normalize(rsk)
- comp_18=`rad1 = q11*length (rsk)
- comp_19=`uv4 = tan(rad1)*dz1
- comp_20=`mask1 = saturate(8-8*rad1)
- comp_21=`Kugel1 = uv4*mask1
- comp_22=`
- comp_23=`//Kugel2
- comp_24=`rsk = (uv1 + float2 (q13,q14))
- comp_25=`dz2 = normalize(rsk)
- comp_26=`rad2 = q15*length (rsk)
- comp_27=`uv4 = tan(rad2)*dz2
- comp_28=`mask2 = saturate(8-8*rad2)
- comp_29=`Kugel2 = uv4*mask2
- comp_30=`
- comp_31=`//Kugel3
- comp_32=`rsk = (uv1 + float2 (q17,q18))
- comp_33=`dz3 = normalize(rsk)
- comp_34=`rad3 = q19*length (rsk)
- comp_35=`uv4 = tan(rad3)*dz3
- comp_36=`mask3 = saturate(8-8*rad3)
- comp_37=`Kugel3 = uv4*mask3
- comp_38=`
- comp_39=`float2 dz = (Kugel2 + Kugel1 + Kugel3)*.2
- comp_40=`//******************** STARS
- comp_41=`uv1 += dz
- comp_42=`rss0.x = atan2(uv1.x, uv1.y)/3.1416
- comp_43=`rss0.y = .1*q21/(length (uv1))
- comp_44=`
- comp_45=`rss = float2 (rss0.x,rss0.y+time)
- comp_46=`rss = mul(rss,float2x2(.7,.7,-.7,.7))
- comp_47=`float noise = (tex2D(sampler_pw_noise_lq,rss/32)-.5 >= 0)
- comp_48=`tmp = abs(frac(rss*8)-.5)
- comp_49=`float3 dots = saturate(.04/length(tmp)) *noise
- comp_50=`
- comp_51=`rss = float2 (rss0.x,rss0.y+time/4)
- comp_52=`rss = mul(rss,float2x2(.7,.7,-.7,.7))
- comp_53=`noise = (tex2D(sampler_pw_noise_lq,rss/32)-.5 >= 0)
- comp_54=`tmp = abs(frac(rss*8)-.5)
- comp_55=`dots += saturate(.02/length(tmp)) * noise
- comp_56=`
- comp_57=`dots *= saturate(.2/abs(rss0.y))
- comp_58=`dots *= dots*.6
- comp_59=`//*************************
- comp_60=`
- comp_61=`float z = q32/(uv1.y-.02)
- comp_62=`float mask = saturate(4/z)
- comp_63=`rs0.x = (uv1.x)*z
- comp_64=`rs0.y = z/4
- comp_65=`rs.x = rs0.x
- comp_66=`rs.y = rs0.y + q8*3
- comp_67=`float3 mirror = lum(tex2D(sampler_pw_noise_lq,.02*rs))-.5
- comp_68=`z = .2/(length(uv1)-q21)
- comp_69=`uv2.y = z + q8
- comp_70=`uv2.x = rss0.x +q7
- comp_71=`uv3 =frac(uv2 +.0*mask*mirror)
- comp_72=`
- comp_73=`ret1 = tex2D (sampler_main,uv3)/z
- comp_74=`ret = max(ret1*(1-0.5*mask),mirror*mask) +dots
- comp_75=`
- comp_76=`float mod = q22*2
- comp_77=`float3 blk = abs(rsqrt(rad1)*dz1.x*roam_sin
- comp_78=`+rsqrt(rad2)*dz2.y*roam_sin.rbg
- comp_79=`+rsqrt(rad3)*dz3.x*roam_sin.bgr)*(.2+mirror*mask)*mod
- comp_80=`ret += blk
- comp_81=`
- comp_82=`ret2 = saturate(.02*q22*q21/length (uv1)*
- comp_83=` (lum(tex2D (sampler_main,uv1+.5))))
- comp_84=`ret2 /= (length(uv1)+.02)
- comp_85=`float k1 = lum(ret2)
- comp_86=`ret += k1*float3(1,k1,k1/2)
- comp_87=`}
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