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authorIndrajith K L2022-12-03 17:00:20 +0530
committerIndrajith K L2022-12-03 17:00:20 +0530
commitf5c4671bfbad96bf346bd7e9a21fc4317b4959df (patch)
tree2764fc62da58f2ba8da7ed341643fc359873142f /musikcube_win32_with_milkdrop2_0.98.1/plugins/Milkdrop2/presets/Eo.S. + Geiss - glowsticks v2 02 (Relief Mix).milk
downloadcli-tools-windows-f5c4671bfbad96bf346bd7e9a21fc4317b4959df.tar.gz
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Adds most of the toolsHEADmaster
Diffstat (limited to 'musikcube_win32_with_milkdrop2_0.98.1/plugins/Milkdrop2/presets/Eo.S. + Geiss - glowsticks v2 02 (Relief Mix).milk')
-rw-r--r--musikcube_win32_with_milkdrop2_0.98.1/plugins/Milkdrop2/presets/Eo.S. + Geiss - glowsticks v2 02 (Relief Mix).milk535
1 files changed, 535 insertions, 0 deletions
diff --git a/musikcube_win32_with_milkdrop2_0.98.1/plugins/Milkdrop2/presets/Eo.S. + Geiss - glowsticks v2 02 (Relief Mix).milk b/musikcube_win32_with_milkdrop2_0.98.1/plugins/Milkdrop2/presets/Eo.S. + Geiss - glowsticks v2 02 (Relief Mix).milk
new file mode 100644
index 0000000..e4c61ff
--- /dev/null
+++ b/musikcube_win32_with_milkdrop2_0.98.1/plugins/Milkdrop2/presets/Eo.S. + Geiss - glowsticks v2 02 (Relief Mix).milk
@@ -0,0 +1,535 @@
+MILKDROP_PRESET_VERSION=201
+PSVERSION=2
+PSVERSION_WARP=2
+PSVERSION_COMP=2
+[preset00]
+fRating=4.000
+fGammaAdj=1.000
+fDecay=0.960
+fVideoEchoZoom=1.007
+fVideoEchoAlpha=0.000
+nVideoEchoOrientation=1
+nWaveMode=2
+bAdditiveWaves=0
+bWaveDots=1
+bWaveThick=0
+bModWaveAlphaByVolume=0
+bMaximizeWaveColor=0
+bTexWrap=0
+bDarkenCenter=0
+bRedBlueStereo=0
+bBrighten=0
+bDarken=1
+bSolarize=0
+bInvert=0
+fWaveAlpha=0.001
+fWaveScale=0.012
+fWaveSmoothing=0.900
+fWaveParam=0.000
+fModWaveAlphaStart=0.750
+fModWaveAlphaEnd=0.950
+fWarpAnimSpeed=0.010
+fWarpScale=1.611
+fZoomExponent=1.00000
+fShader=0.000
+zoom=1.00000
+rot=0.00400
+cx=0.500
+cy=0.500
+dx=0.00000
+dy=0.00000
+warp=0.12532
+sx=1.00000
+sy=1.00000
+wave_r=0.500
+wave_g=0.400
+wave_b=0.300
+wave_x=0.500
+wave_y=0.500
+ob_size=0.000
+ob_r=0.110
+ob_g=0.000
+ob_b=0.100
+ob_a=0.000
+ib_size=0.000
+ib_r=0.000
+ib_g=0.000
+ib_b=0.000
+ib_a=0.000
+nMotionVectorsX=3.000
+nMotionVectorsY=2.000
+mv_dx=0.020
+mv_dy=-0.020
+mv_l=0.150
+mv_r=0.490
+mv_g=0.480
+mv_b=0.300
+mv_a=0.000
+b1n=0.000
+b2n=0.000
+b3n=0.000
+b1x=1.000
+b2x=1.000
+b3x=1.000
+b1ed=0.250
+wavecode_0_enabled=1
+wavecode_0_samples=512
+wavecode_0_sep=0
+wavecode_0_bSpectrum=0
+wavecode_0_bUseDots=0
+wavecode_0_bDrawThick=1
+wavecode_0_bAdditive=0
+wavecode_0_scaling=1.00000
+wavecode_0_smoothing=0.50000
+wavecode_0_r=0.100
+wavecode_0_g=1.000
+wavecode_0_b=0.700
+wavecode_0_a=1.000
+wave_0_per_point1=n=sample*6.283;
+wave_0_per_point2=phs=-sample * 0.2;
+wave_0_per_point3=tm=q1 + phs;
+wave_0_per_point4=
+wave_0_per_point5=flip=flip+1;
+wave_0_per_point6=flip=flip*below(flip,2);
+wave_0_per_point7=
+wave_0_per_point8=xp=0;
+wave_0_per_point9=yp=flip*0.1 + (sin(tm)*0.5 + 0.5)*0.2;
+wave_0_per_point10=zp=0;
+wave_0_per_point11=
+wave_0_per_point12=//wrist movement;
+wave_0_per_point13=ang=sin(tm*2)*0.5 +0.5;
+wave_0_per_point14=
+wave_0_per_point15=xq=xp;
+wave_0_per_point16=yq=yp*sin(ang) + zp*cos(ang);
+wave_0_per_point17=zq=yp*cos(ang) - zp*sin(ang);
+wave_0_per_point18=yq=yp;
+wave_0_per_point19=zq=zp;
+wave_0_per_point20=
+wave_0_per_point21=ang=tm*8;
+wave_0_per_point22=xp=xq*sin(ang) + yq*cos(ang);
+wave_0_per_point23=yp=xq*cos(ang) - yq*sin(ang);
+wave_0_per_point24=zp=zq;
+wave_0_per_point25=
+wave_0_per_point26=//forearm movement;
+wave_0_per_point27=zp=zp-0.3;
+wave_0_per_point28=ang=3.14 + sin(tm*2 - 0.5)*1.5;
+wave_0_per_point29=xq=xp;
+wave_0_per_point30=yq=yp*sin(ang) + zp*cos(ang);
+wave_0_per_point31=zq=yp*cos(ang) - zp*sin(ang);
+wave_0_per_point32=
+wave_0_per_point33=//upper arm twist
+wave_0_per_point34=ang=-1.0 + cos(tm*3 + 0.5);
+wave_0_per_point35=xp=xq*sin(ang) + yq*cos(ang);
+wave_0_per_point36=yp=xq*cos(ang) - yq*sin(ang);
+wave_0_per_point37=zp=zq;
+wave_0_per_point38=
+wave_0_per_point39=//upper arm outward;
+wave_0_per_point40=zp=zp-0.35;
+wave_0_per_point41=ang=cos(tm*2)*0.75 - 1.05;
+wave_0_per_point42=xq=xp*sin(ang) + zp*cos(ang);
+wave_0_per_point43=yq=yp;
+wave_0_per_point44=zq=xp*cos(ang) - zp*sin(ang);
+wave_0_per_point45=
+wave_0_per_point46=//upper arm up down;
+wave_0_per_point47=ang=cos(tm)*0.5 - 0.5;
+wave_0_per_point48=xp=xq;
+wave_0_per_point49=yp=yq*cos(ang) - zq*sin(ang);
+wave_0_per_point50=zp=yq*sin(ang) + zq*cos(ang);
+wave_0_per_point51=
+wave_0_per_point52=//xp=xq;yp=yq;zp=zq;
+wave_0_per_point53=
+wave_0_per_point54=
+wave_0_per_point55=//project into screenspace and draw on screen
+wave_0_per_point56=zp=zp+2;
+wave_0_per_point57=xs=xp/zp;
+wave_0_per_point58=ys=yp/zp;
+wave_0_per_point59=
+wave_0_per_point60=x=xs+0.5;
+wave_0_per_point61=y=ys*1.3+0.5;
+wave_0_per_point62=
+wave_0_per_point63=
+wave_0_per_point64=a=(1-sample)*flip;
+wave_0_per_point65=
+wave_0_per_point66=b=b+pow(1-sample,2)*0.3
+wavecode_1_enabled=1
+wavecode_1_samples=512
+wavecode_1_sep=0
+wavecode_1_bSpectrum=0
+wavecode_1_bUseDots=0
+wavecode_1_bDrawThick=1
+wavecode_1_bAdditive=0
+wavecode_1_scaling=1.00000
+wavecode_1_smoothing=0.50000
+wavecode_1_r=0.200
+wavecode_1_g=1.000
+wavecode_1_b=0.600
+wavecode_1_a=1.000
+wave_1_per_point1=n=sample*6.283;
+wave_1_per_point2=phs=-sample * 0.2;
+wave_1_per_point3=tm=q1 + phs;
+wave_1_per_point4=
+wave_1_per_point5=flip=flip+1;
+wave_1_per_point6=flip=flip*below(flip,2);
+wave_1_per_point7=
+wave_1_per_point8=xp=0;
+wave_1_per_point9=yp=flip*0.1 + (sin(tm)*0.5 + 0.5)*0.2;
+wave_1_per_point10=yp=-yp;
+wave_1_per_point11=zp=0;
+wave_1_per_point12=
+wave_1_per_point13=//wrist movement;
+wave_1_per_point14=ang=sin(tm*2)*0.5 +0.5;
+wave_1_per_point15=
+wave_1_per_point16=xq=xp;
+wave_1_per_point17=yq=yp*sin(ang) + zp*cos(ang);
+wave_1_per_point18=zq=yp*cos(ang) - zp*sin(ang);
+wave_1_per_point19=yq=yp;
+wave_1_per_point20=zq=zp;
+wave_1_per_point21=
+wave_1_per_point22=ang=tm*8;
+wave_1_per_point23=xp=xq*sin(ang) + yq*cos(ang);
+wave_1_per_point24=yp=xq*cos(ang) - yq*sin(ang);
+wave_1_per_point25=zp=zq;
+wave_1_per_point26=
+wave_1_per_point27=//forearm movement;
+wave_1_per_point28=zp=zp-0.3;
+wave_1_per_point29=ang=3.14 + sin(tm*2 - 0.5)*1.5;
+wave_1_per_point30=xq=xp;
+wave_1_per_point31=yq=yp*sin(ang) + zp*cos(ang);
+wave_1_per_point32=zq=yp*cos(ang) - zp*sin(ang);
+wave_1_per_point33=
+wave_1_per_point34=//upper arm twist
+wave_1_per_point35=ang=-1.0 + cos(tm*3 + 0.5);
+wave_1_per_point36=xp=xq*sin(ang) + yq*cos(ang);
+wave_1_per_point37=yp=xq*cos(ang) - yq*sin(ang);
+wave_1_per_point38=zp=zq;
+wave_1_per_point39=
+wave_1_per_point40=//upper arm outward;
+wave_1_per_point41=zp=zp-0.35;
+wave_1_per_point42=ang=cos(tm*2)*0.75 - 1.05;
+wave_1_per_point43=xq=xp*sin(ang) + zp*cos(ang);
+wave_1_per_point44=yq=yp;
+wave_1_per_point45=zq=xp*cos(ang) - zp*sin(ang);
+wave_1_per_point46=
+wave_1_per_point47=//upper arm up down;
+wave_1_per_point48=ang=cos(tm)*0.5 - 0.5;
+wave_1_per_point49=xp=xq;
+wave_1_per_point50=yp=yq*cos(ang) - zq*sin(ang);
+wave_1_per_point51=zp=yq*sin(ang) + zq*cos(ang);
+wave_1_per_point52=
+wave_1_per_point53=//xp=xq;yp=yq;zp=zq;
+wave_1_per_point54=
+wave_1_per_point55=
+wave_1_per_point56=//project into screenspace and draw on screen
+wave_1_per_point57=zp=zp+2;
+wave_1_per_point58=xs=xp/zp;
+wave_1_per_point59=ys=yp/zp;
+wave_1_per_point60=
+wave_1_per_point61=x=xs+0.5;
+wave_1_per_point62=y=ys*1.3+0.5;
+wave_1_per_point63=
+wave_1_per_point64=
+wave_1_per_point65=a=(1-sample)*flip;
+wave_1_per_point66=
+wave_1_per_point67=
+wave_1_per_point68=b=b+pow(1-sample,2)*0.3
+wave_1_per_point69=
+wavecode_2_enabled=0
+wavecode_2_samples=512
+wavecode_2_sep=0
+wavecode_2_bSpectrum=0
+wavecode_2_bUseDots=0
+wavecode_2_bDrawThick=1
+wavecode_2_bAdditive=1
+wavecode_2_scaling=1.00000
+wavecode_2_smoothing=0.50000
+wavecode_2_r=1.000
+wavecode_2_g=0.600
+wavecode_2_b=0.100
+wavecode_2_a=1.000
+wave_2_per_point1=n=sample*6.283;
+wave_2_per_point2=tm=q1;
+wave_2_per_point3=phs=-sample*0.5;
+wave_2_per_point4=
+wave_2_per_point5=flip=flip+1;
+wave_2_per_point6=flip=flip*below(flip,2);
+wave_2_per_point7=
+wave_2_per_point8=xp=0;
+wave_2_per_point9=yp=flip*0.1;
+wave_2_per_point10=zp=0;
+wave_2_per_point11=
+wave_2_per_point12=//wrist movement;
+wave_2_per_point13=ang=sin(tm*2+phs - 2)*0.5 +0.5 + 2;
+wave_2_per_point14=
+wave_2_per_point15=xq=xp;
+wave_2_per_point16=yq=yp*sin(ang) + zp*cos(ang);
+wave_2_per_point17=zq=yp*cos(ang) - zp*sin(ang);
+wave_2_per_point18=
+wave_2_per_point19=ang=cos(tm*2+phs - 2)*1.5 ;
+wave_2_per_point20=xp=xq*sin(ang) + yq*cos(ang);
+wave_2_per_point21=yp=xq*cos(ang) - yq*sin(ang);
+wave_2_per_point22=zp=zq;
+wave_2_per_point23=
+wave_2_per_point24=//forearm movement;
+wave_2_per_point25=zp=zp-0.3;
+wave_2_per_point26=ang=3.14 + sin(tm*2+phs - 0.5)*1.5;
+wave_2_per_point27=xq=xp;
+wave_2_per_point28=yq=yp*sin(ang) + zp*cos(ang);
+wave_2_per_point29=zq=yp*cos(ang) - zp*sin(ang);
+wave_2_per_point30=
+wave_2_per_point31=//upper arm twist
+wave_2_per_point32=ang=-1.0 + cos(tm*3 + 0.5 +phs + 0.5);
+wave_2_per_point33=xp=xq*sin(ang) + yq*cos(ang);
+wave_2_per_point34=yp=xq*cos(ang) - yq*sin(ang);
+wave_2_per_point35=zp=zq;
+wave_2_per_point36=
+wave_2_per_point37=//upper arm outward;
+wave_2_per_point38=zp=zp-0.35;
+wave_2_per_point39=ang=cos(tm*2+phs)*0.75 - 1.05;
+wave_2_per_point40=xq=xp*sin(ang) + zp*cos(ang);
+wave_2_per_point41=yq=yp;
+wave_2_per_point42=zq=xp*cos(ang) - zp*sin(ang);
+wave_2_per_point43=
+wave_2_per_point44=//upper arm up down;
+wave_2_per_point45=ang=cos(tm+phs)*0.5 - 0.5;
+wave_2_per_point46=xp=xq;
+wave_2_per_point47=yp=yq*cos(ang) - zq*sin(ang);
+wave_2_per_point48=zp=yq*sin(ang) + zq*cos(ang);
+wave_2_per_point49=
+wave_2_per_point50=//xp=xq;yp=yq;zp=zq;
+wave_2_per_point51=
+wave_2_per_point52=
+wave_2_per_point53=//project into screenspace and draw on screen
+wave_2_per_point54=zp=zp+2;
+wave_2_per_point55=xs=xp/zp;
+wave_2_per_point56=ys=yp/zp;
+wave_2_per_point57=
+wave_2_per_point58=x=xs+0.5;
+wave_2_per_point59=y=ys*1.3+0.5;
+wave_2_per_point60=
+wave_2_per_point61=
+wave_2_per_point62=a=(1-sample)*0.05
+wave_2_per_point63=
+wavecode_3_enabled=0
+wavecode_3_samples=512
+wavecode_3_sep=0
+wavecode_3_bSpectrum=0
+wavecode_3_bUseDots=0
+wavecode_3_bDrawThick=1
+wavecode_3_bAdditive=1
+wavecode_3_scaling=1.00000
+wavecode_3_smoothing=0.50000
+wavecode_3_r=1.000
+wavecode_3_g=0.300
+wavecode_3_b=0.100
+wavecode_3_a=1.000
+wave_3_per_point1=n=sample*6.283;
+wave_3_per_point2=tm=q1 ;
+wave_3_per_point3=phs=-sample*0.5;
+wave_3_per_point4=
+wave_3_per_point5=flip=flip+1;
+wave_3_per_point6=flip=flip*below(flip,2);
+wave_3_per_point7=
+wave_3_per_point8=xp=0;
+wave_3_per_point9=yp=flip*0.1;
+wave_3_per_point10=zp=0;
+wave_3_per_point11=
+wave_3_per_point12=//wrist movement;
+wave_3_per_point13=ang=sin(tm*2+phs-2)*0.5 +0.5 + 2;
+wave_3_per_point14=
+wave_3_per_point15=xq=xp;
+wave_3_per_point16=yq=yp*sin(ang) + zp*cos(ang);
+wave_3_per_point17=zq=yp*cos(ang) - zp*sin(ang);
+wave_3_per_point18=
+wave_3_per_point19=ang=cos(tm*2+phs-2)*1.5;
+wave_3_per_point20=xp=xq*sin(ang) + yq*cos(ang);
+wave_3_per_point21=yp=xq*cos(ang) - yq*sin(ang);
+wave_3_per_point22=zp=zq;
+wave_3_per_point23=
+wave_3_per_point24=//forearm movement;
+wave_3_per_point25=zp=zp-0.3;
+wave_3_per_point26=ang=3.14 + sin(tm*2+phs-0.5)*1.5;
+wave_3_per_point27=xq=xp;
+wave_3_per_point28=yq=yp*sin(ang) + zp*cos(ang);
+wave_3_per_point29=zq=yp*cos(ang) - zp*sin(ang);
+wave_3_per_point30=
+wave_3_per_point31=//upper arm twist
+wave_3_per_point32=ang=-1.0 + cos(tm*3 + 0.5 +phs);
+wave_3_per_point33=xp=xq*sin(ang) + yq*cos(ang);
+wave_3_per_point34=yp=xq*cos(ang) - yq*sin(ang);
+wave_3_per_point35=zp=zq;
+wave_3_per_point36=
+wave_3_per_point37=//upper arm outward;
+wave_3_per_point38=zp=zp-0.35;
+wave_3_per_point39=ang=cos(tm*2+phs)*0.75 - 1.05;
+wave_3_per_point40=xq=xp*sin(ang) + zp*cos(ang);
+wave_3_per_point41=yq=yp;
+wave_3_per_point42=zq=xp*cos(ang) - zp*sin(ang);
+wave_3_per_point43=
+wave_3_per_point44=//upper arm up down;
+wave_3_per_point45=ang=cos(tm+phs)*0.5 - 0.5;
+wave_3_per_point46=xp=xq;
+wave_3_per_point47=yp=yq*cos(ang) - zq*sin(ang);
+wave_3_per_point48=zp=yq*sin(ang) + zq*cos(ang);
+wave_3_per_point49=
+wave_3_per_point50=//xp=xq;yp=yq;zp=zq;
+wave_3_per_point51=
+wave_3_per_point52=
+wave_3_per_point53=//project into screenspace and draw on screen
+wave_3_per_point54=zp=zp+2;
+wave_3_per_point55=xs=xp/zp;
+wave_3_per_point56=ys=yp/zp;
+wave_3_per_point57=
+wave_3_per_point58=x=-xs+0.5;
+wave_3_per_point59=y=ys*1.3+0.5;
+wave_3_per_point60=
+wave_3_per_point61=
+wave_3_per_point62=a=(1-sample)*0.05;
+wave_3_per_point63=
+shapecode_0_enabled=1
+shapecode_0_sides=5
+shapecode_0_additive=0
+shapecode_0_thickOutline=0
+shapecode_0_textured=1
+shapecode_0_num_inst=1
+shapecode_0_x=0.500
+shapecode_0_y=0.500
+shapecode_0_rad=1.06779
+shapecode_0_ang=0.75398
+shapecode_0_tex_ang=0.00000
+shapecode_0_tex_zoom=0.77977
+shapecode_0_r=1.000
+shapecode_0_g=1.000
+shapecode_0_b=1.000
+shapecode_0_a=1.000
+shapecode_0_r2=1.000
+shapecode_0_g2=1.000
+shapecode_0_b2=1.000
+shapecode_0_a2=0.000
+shapecode_0_border_r=1.000
+shapecode_0_border_g=1.000
+shapecode_0_border_b=1.000
+shapecode_0_border_a=0.000
+shapecode_1_enabled=0
+shapecode_1_sides=4
+shapecode_1_additive=0
+shapecode_1_thickOutline=0
+shapecode_1_textured=0
+shapecode_1_num_inst=1
+shapecode_1_x=0.500
+shapecode_1_y=0.500
+shapecode_1_rad=0.10000
+shapecode_1_ang=0.00000
+shapecode_1_tex_ang=0.00000
+shapecode_1_tex_zoom=1.00000
+shapecode_1_r=1.000
+shapecode_1_g=0.000
+shapecode_1_b=0.000
+shapecode_1_a=1.000
+shapecode_1_r2=0.000
+shapecode_1_g2=1.000
+shapecode_1_b2=0.000
+shapecode_1_a2=0.000
+shapecode_1_border_r=1.000
+shapecode_1_border_g=1.000
+shapecode_1_border_b=1.000
+shapecode_1_border_a=0.100
+shapecode_2_enabled=0
+shapecode_2_sides=4
+shapecode_2_additive=0
+shapecode_2_thickOutline=0
+shapecode_2_textured=0
+shapecode_2_num_inst=1
+shapecode_2_x=0.500
+shapecode_2_y=0.500
+shapecode_2_rad=0.10000
+shapecode_2_ang=0.00000
+shapecode_2_tex_ang=0.00000
+shapecode_2_tex_zoom=1.00000
+shapecode_2_r=1.000
+shapecode_2_g=0.000
+shapecode_2_b=0.000
+shapecode_2_a=1.000
+shapecode_2_r2=0.000
+shapecode_2_g2=1.000
+shapecode_2_b2=0.000
+shapecode_2_a2=0.000
+shapecode_2_border_r=1.000
+shapecode_2_border_g=1.000
+shapecode_2_border_b=1.000
+shapecode_2_border_a=0.100
+shapecode_3_enabled=0
+shapecode_3_sides=4
+shapecode_3_additive=0
+shapecode_3_thickOutline=0
+shapecode_3_textured=0
+shapecode_3_num_inst=1
+shapecode_3_x=0.500
+shapecode_3_y=0.500
+shapecode_3_rad=0.10000
+shapecode_3_ang=0.00000
+shapecode_3_tex_ang=0.00000
+shapecode_3_tex_zoom=1.00000
+shapecode_3_r=1.000
+shapecode_3_g=0.000
+shapecode_3_b=0.000
+shapecode_3_a=1.000
+shapecode_3_r2=0.000
+shapecode_3_g2=1.000
+shapecode_3_b2=0.000
+shapecode_3_a2=0.000
+shapecode_3_border_r=1.000
+shapecode_3_border_g=1.000
+shapecode_3_border_b=1.000
+shapecode_3_border_a=0.100
+per_frame_init_1=mv_x=64;mv_y=48;
+per_frame_init_2=nut=0;
+per_frame_init_3=stp=0;stq=0;
+per_frame_init_4=rtp=0;rtq=0;
+per_frame_init_5=wvr=0;
+per_frame_init_6=decay=0;
+per_frame_init_7=dcsp=0
+per_frame_init_8=
+per_frame_1=decay=0.98;
+per_frame_2=zoom=1.002;
+per_frame_3=
+per_frame_4=q1=time*0.9;
+per_frame_5=
+per_frame_6=
+per_frame_7=
+per_frame_8=
+warp_1=`shader_body
+warp_2=`{
+warp_3=` // sample previous frame
+warp_4=` ret = tex2D( sampler_fc_main, uv ).xyz;
+warp_5=`
+warp_6=` // darken (decay) over time
+warp_7=` //ret *= 0.96; //or try: ret -= 0.004;
+warp_8=`
+warp_9=`
+warp_10=`}
+comp_1=`shader_body
+comp_2=`{
+comp_3=` float2 uv2;
+comp_4=`
+comp_5=` // the weights of the 4 height value frequencies:
+comp_6=` float4 c = float4(1,0.3,0.1,0);
+comp_7=`
+comp_8=` uv2 = uv + float2(1,0)*texsize.zw;
+comp_9=` float gx1 = GetPixel(uv2).x*c.x + GetBlur1(uv2).x*c.y + GetBlur2(uv2).x*c.z + GetBlur3(uv2).x*c.w;
+comp_10=` uv2 = uv + float2(-1,0)*texsize.zw;
+comp_11=` float gx2 = GetPixel(uv2).x*c.x + GetBlur1(uv2).x*c.y + GetBlur2(uv2).x*c.z + GetBlur3(uv2).x*c.w;
+comp_12=`
+comp_13=` uv2 = uv + float2(0,1)*texsize.zw;
+comp_14=` float gy1 = GetPixel(uv2).x*c.x + GetBlur1(uv2).x*c.y + GetBlur2(uv2).x*c.z + GetBlur3(uv2).x*c.w;
+comp_15=` uv2 = uv + float2(0,-1)*texsize.zw;
+comp_16=` float gy2 = GetPixel(uv2).x*c.x + GetBlur1(uv2).x*c.y + GetBlur2(uv2).x*c.z + GetBlur3(uv2).x*c.w;
+comp_17=`
+comp_18=` // compute gradient vector:
+comp_19=` float3 g = normalize(float3(gx1-gx2, gy1-gy2, 0.08));
+comp_20=`
+comp_21=` // hacked default lighting from it:
+comp_22=` float3 dir1 = normalize(float3(0.3,-0.13,0.05));
+comp_23=` float3 col1 = float3(1.3,0.9,0.6)*1.5;
+comp_24=` ret = col1 * saturate(dot(g,dir1));
+comp_25=`
+comp_26=`}