#define M_PI 3.14159265359 #define M_PI_2 6.28318530718 #define M_INV_PI_2 0.159154943091895 float4 rand_frame; // random float4, updated each frame float4 rand_preset; // random float4, updated once per *preset* float4 _c0; // .xy: multiplier to use on UV's to paste an image fullscreen, *aspect-aware*; .zw = inverse. float4 _c1, _c2, _c3, _c4; float4 _c5; //.xy = scale,bias for reading blur1; .zw = scale,bias for reading blur2; float4 _c6; //.xy = scale,bias for reading blur3; .zw = blur1_min,blur1_max float4 _c7; // .xy ~= float2(1024,768); .zw ~= float2(1/1024.0, 1/768.0) float4 _c8; // .xyzw ~= 0.5 + 0.5*cos(time * float4(~0.3, ~1.3, ~5, ~20)) float4 _c9; // .xyzw ~= same, but using sin() float4 _c10; // .xyzw ~= 0.5 + 0.5*cos(time * float4(~0.005, ~0.008, ~0.013, ~0.022)) float4 _c11; // .xyzw ~= same, but using sin() float4 _c12; // .xyz = mip info for main image (.x=#across, .y=#down, .z=avg); .w = unused float4 _c13; //.xy = blur2_min,blur2_max; .zw = blur3_min, blur3_max. float4 _qa; // q vars bank 1 [q1-q4] float4 _qb; // q vars bank 2 [q5-q8] float4 _qc; // q vars ... float4 _qd; // q vars float4 _qe; // q vars float4 _qf; // q vars float4 _qg; // q vars float4 _qh; // q vars bank 8 [q29-q32] // note: in general, don't use the current time w/the *dynamic* rotations! float4x3 rot_s1; // four random, static rotations. randomized @ preset load time. float4x3 rot_s2; // minor translation component (<1). float4x3 rot_s3; float4x3 rot_s4; float4x3 rot_d1; // four random, slowly changing rotations. float4x3 rot_d2; float4x3 rot_d3; float4x3 rot_d4; float4x3 rot_f1; // faster-changing. float4x3 rot_f2; float4x3 rot_f3; float4x3 rot_f4; float4x3 rot_vf1; // very-fast-changing. float4x3 rot_vf2; float4x3 rot_vf3; float4x3 rot_vf4; float4x3 rot_uf1; // ultra-fast-changing. float4x3 rot_uf2; float4x3 rot_uf3; float4x3 rot_uf4; float4x3 rot_rand1; // random every frame float4x3 rot_rand2; float4x3 rot_rand3; float4x3 rot_rand4; #define time _c2.x #define fps _c2.y #define frame _c2.z #define progress _c2.w #define bass _c3.x #define mid _c3.y #define treb _c3.z #define vol _c3.w #define bass_att _c4.x #define mid_att _c4.y #define treb_att _c4.z #define vol_att _c4.w #define q1 _qa.x #define q2 _qa.y #define q3 _qa.z #define q4 _qa.w #define q5 _qb.x #define q6 _qb.y #define q7 _qb.z #define q8 _qb.w #define q9 _qc.x #define q10 _qc.y #define q11 _qc.z #define q12 _qc.w #define q13 _qd.x #define q14 _qd.y #define q15 _qd.z #define q16 _qd.w #define q17 _qe.x #define q18 _qe.y #define q19 _qe.z #define q20 _qe.w #define q21 _qf.x #define q22 _qf.y #define q23 _qf.z #define q24 _qf.w #define q25 _qg.x #define q26 _qg.y #define q27 _qg.z #define q28 _qg.w #define q29 _qh.x #define q30 _qh.y #define q31 _qh.z #define q32 _qh.w #define aspect _c0 #define texsize _c7 // .xy = (w,h); .zw = (1/(float)w, 1/(float)h) #define roam_cos _c8 #define roam_sin _c9 #define slow_roam_cos _c10 #define slow_roam_sin _c11 #define mip_x _c12.x #define mip_y _c12.y #define mip_xy _c12.xy #define mip_avg _c12.z #define blur1_min _c6.z #define blur1_max _c6.w #define blur2_min _c13.x #define blur2_max _c13.y #define blur3_min _c13.z #define blur3_max _c13.w #define GetMain(uv) (tex2D(sampler_main,uv).xyz) #define GetPixel(uv) (tex2D(sampler_main,uv).xyz) #define GetBlur1(uv) (tex2D(sampler_blur1,uv).xyz*_c5.x + _c5.y) #define GetBlur2(uv) (tex2D(sampler_blur2,uv).xyz*_c5.z + _c5.w) #define GetBlur3(uv) (tex2D(sampler_blur3,uv).xyz*_c6.x + _c6.y) #define lum(x) (dot(x,float3(0.32,0.49,0.29))) #define tex2d tex2D #define tex3d tex3D // previous-frame-image samplers: texture PrevFrameImage; sampler2D sampler_main = sampler_state { Texture = ; }; sampler2D sampler_fc_main = sampler_state { Texture = ; }; sampler2D sampler_pc_main = sampler_state { Texture = ; }; sampler2D sampler_fw_main = sampler_state { Texture = ; }; sampler2D sampler_pw_main = sampler_state { Texture = ; }; #define sampler_FC_main sampler_fc_main #define sampler_PC_main sampler_pc_main #define sampler_FW_main sampler_fw_main #define sampler_PW_main sampler_pw_main // built-in noise textures: sampler2D sampler_noise_lq; sampler2D sampler_noise_lq_lite; sampler2D sampler_noise_mq; sampler2D sampler_noise_hq; sampler3D sampler_noisevol_lq; sampler3D sampler_noisevol_hq; float4 texsize_noise_lq; float4 texsize_noise_lq_lite; float4 texsize_noise_mq; float4 texsize_noise_hq; float4 texsize_noisevol_lq; float4 texsize_noisevol_hq; // procedural blur textures: sampler2D sampler_blur1; sampler2D sampler_blur2; sampler2D sampler_blur3;