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author | Indrajith K L | 2022-12-03 17:00:20 +0530 |
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committer | Indrajith K L | 2022-12-03 17:00:20 +0530 |
commit | f5c4671bfbad96bf346bd7e9a21fc4317b4959df (patch) | |
tree | 2764fc62da58f2ba8da7ed341643fc359873142f /musikcube_win32_with_milkdrop2_0.98.1/plugins/Milkdrop2/presets/Eo.S. + Geiss - glowsticks v2 02 (Relief Mix).milk | |
download | cli-tools-windows-f5c4671bfbad96bf346bd7e9a21fc4317b4959df.tar.gz cli-tools-windows-f5c4671bfbad96bf346bd7e9a21fc4317b4959df.tar.bz2 cli-tools-windows-f5c4671bfbad96bf346bd7e9a21fc4317b4959df.zip |
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).milk | 535 |
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=`} |