MILKDROP_PRESET_VERSION=201 PSVERSION=3 PSVERSION_WARP=3 PSVERSION_COMP=2 [preset00] fRating=3.000 fGammaAdj=1.000 fDecay=0.500 fVideoEchoZoom=1.000 fVideoEchoAlpha=0.000 nVideoEchoOrientation=3 nWaveMode=7 bAdditiveWaves=1 bWaveDots=0 bWaveThick=1 bModWaveAlphaByVolume=1 bMaximizeWaveColor=0 bTexWrap=0 bDarkenCenter=0 bRedBlueStereo=0 bBrighten=0 bDarken=0 bSolarize=0 bInvert=0 fWaveAlpha=0.000 fWaveScale=0.958 fWaveSmoothing=0.450 fWaveParam=0.000 fModWaveAlphaStart=0.000 fModWaveAlphaEnd=1.320 fWarpAnimSpeed=1.459 fWarpScale=2.007 fZoomExponent=1.00000 fShader=0.000 zoom=0.99990 rot=0.00000 cx=0.500 cy=0.500 dx=0.00000 dy=0.00000 warp=0.01000 sx=0.99990 sy=1.00000 wave_r=0.000 wave_g=0.000 wave_b=0.000 wave_x=0.500 wave_y=0.500 ob_size=0.050 ob_r=0.000 ob_g=0.100 ob_b=1.000 ob_a=1.000 ib_size=0.000 ib_r=0.000 ib_g=0.000 ib_b=0.000 ib_a=0.000 nMotionVectorsX=25.600 nMotionVectorsY=9.600 mv_dx=0.000 mv_dy=0.000 mv_l=0.000 mv_r=0.500 mv_g=0.500 mv_b=0.500 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=0 wavecode_0_samples=282 wavecode_0_sep=20 wavecode_0_bSpectrum=0 wavecode_0_bUseDots=1 wavecode_0_bDrawThick=1 wavecode_0_bAdditive=1 wavecode_0_scaling=3.91581 wavecode_0_smoothing=0.10000 wavecode_0_r=0.200 wavecode_0_g=0.300 wavecode_0_b=1.000 wavecode_0_a=0.600 wavecode_1_enabled=0 wavecode_1_samples=512 wavecode_1_sep=0 wavecode_1_bSpectrum=0 wavecode_1_bUseDots=1 wavecode_1_bDrawThick=1 wavecode_1_bAdditive=0 wavecode_1_scaling=0.89152 wavecode_1_smoothing=0.82000 wavecode_1_r=1.000 wavecode_1_g=1.000 wavecode_1_b=1.000 wavecode_1_a=0.100 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=0 wavecode_2_scaling=0.89152 wavecode_2_smoothing=0.82000 wavecode_2_r=0.000 wavecode_2_g=0.200 wavecode_2_b=0.000 wavecode_2_a=1.000 wavecode_3_enabled=0 wavecode_3_samples=512 wavecode_3_sep=0 wavecode_3_bSpectrum=1 wavecode_3_bUseDots=1 wavecode_3_bDrawThick=0 wavecode_3_bAdditive=0 wavecode_3_scaling=1.00000 wavecode_3_smoothing=0.50000 wavecode_3_r=1.000 wavecode_3_g=1.000 wavecode_3_b=1.000 wavecode_3_a=1.000 shapecode_0_enabled=0 shapecode_0_sides=4 shapecode_0_additive=0 shapecode_0_thickOutline=0 shapecode_0_textured=1 shapecode_0_num_inst=1 shapecode_0_x=0.090 shapecode_0_y=0.900 shapecode_0_rad=0.22437 shapecode_0_ang=0.00000 shapecode_0_tex_ang=0.00000 shapecode_0_tex_zoom=1.76002 shapecode_0_r=1.000 shapecode_0_g=0.000 shapecode_0_b=0.000 shapecode_0_a=1.000 shapecode_0_r2=1.000 shapecode_0_g2=0.000 shapecode_0_b2=0.000 shapecode_0_a2=0.600 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=100 shapecode_1_additive=1 shapecode_1_thickOutline=0 shapecode_1_textured=0 shapecode_1_num_inst=1 shapecode_1_x=0.260 shapecode_1_y=0.200 shapecode_1_rad=0.39317 shapecode_1_ang=0.00000 shapecode_1_tex_ang=0.00000 shapecode_1_tex_zoom=6.19589 shapecode_1_r=0.000 shapecode_1_g=0.550 shapecode_1_b=0.500 shapecode_1_a=1.000 shapecode_1_r2=0.000 shapecode_1_g2=0.400 shapecode_1_b2=0.400 shapecode_1_a2=0.070 shapecode_1_border_r=0.300 shapecode_1_border_g=0.700 shapecode_1_border_b=0.800 shapecode_1_border_a=0.000 shapecode_2_enabled=0 shapecode_2_sides=44 shapecode_2_additive=1 shapecode_2_thickOutline=0 shapecode_2_textured=0 shapecode_2_num_inst=1 shapecode_2_x=0.503 shapecode_2_y=0.500 shapecode_2_rad=0.03886 shapecode_2_ang=0.00000 shapecode_2_tex_ang=0.00000 shapecode_2_tex_zoom=0.60986 shapecode_2_r=1.000 shapecode_2_g=0.100 shapecode_2_b=0.000 shapecode_2_a=0.900 shapecode_2_r2=1.000 shapecode_2_g2=1.000 shapecode_2_b2=1.000 shapecode_2_a2=0.000 shapecode_2_border_r=0.500 shapecode_2_border_g=0.500 shapecode_2_border_b=0.500 shapecode_2_border_a=0.000 shapecode_3_enabled=0 shapecode_3_sides=100 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=0.01000 shapecode_3_ang=0.00000 shapecode_3_tex_ang=0.00000 shapecode_3_tex_zoom=0.49981 shapecode_3_r=0.000 shapecode_3_g=0.000 shapecode_3_b=0.000 shapecode_3_a=1.000 shapecode_3_r2=0.000 shapecode_3_g2=0.000 shapecode_3_b2=0.000 shapecode_3_a2=0.000 shapecode_3_border_r=0.200 shapecode_3_border_g=0.700 shapecode_3_border_b=0.500 shapecode_3_border_a=0.000 per_frame_init_1= per_frame_init_2=//******** INITIALIZATION ********* per_frame_init_3=//---------- some global vars, do not change ------------- per_frame_init_4=avg = 0.01; per_frame_init_5=q7 = .25; //MyZoom per_frame_init_6=q8 = rand(2.0)-1.0; //fractal modifier per_frame_init_7=//q8 = 1; //# per_frame_init_8=q16 = 1 + rand(2); //Tele ; rather fish eye per_frame_init_9=//q16 = 1; //# per_frame_init_10=q18 = rand(0.8)+.1; //brightness balance back/front per_frame_init_11=q30 = 1; //logarithmic Z-Dist storage; unused per_frame_init_12=q31 =128; per_frame_init_13=start = 1; travel = 0; RotZ = 0; look = 0; slow = 0; t0 = time+3; lampx = .5; lampy = .5; per_frame_init_14=cran0 = rand(1); per_frame_init_15=n = 0; loop (10000, gmegabuf(n)=0; n=n+1; ); per_frame_init_16=n = 0; loop (10000, megabuf(n)=0; n=n+1; ); per_frame_init_17=trelx = 0; trely = 0; trelz = 0; per_frame_init_18=reg20 = 1; reg21 = 0; reg22 = 0; reg23 = 0; reg24 = 1; reg25 = 0; reg26 = 0; reg27 = 0; reg28 = 1; per_frame_init_19= per_frame_init_20=//Find random starting point per_frame_init_21=while (exec2( per_frame_init_22= ran1 = rand(800)/100; ran2 = rand(800)/100; ran3 = rand(800)/100; per_frame_init_23= PosX = rand(5)-2; PosY = rand(5)-2; PosZ = rand(5)-2; per_frame_init_24= per_frame_init_25=// PosX = 3.3; PosY = 2; PosZ = -2; ran1 = 0; ran2 = 0; ran3 = 0; //# per_frame_init_26= per_frame_init_27= c1 = cos(ran1); c2 = cos(ran2); c3 = cos(ran3); per_frame_init_28= s1 = sin(ran1); s2 = sin(ran2); s3 = sin(ran3); per_frame_init_29= per_frame_init_30= reg20 = c2*c1; reg21 = c2*s1; reg22 = -s2; per_frame_init_31= reg23 = s3*s2*c1 - c3*s1; reg24 = s3*s2*s1 + c3*c1; reg25 = s3*c2; per_frame_init_32= reg26 = c3*s2*c1 + s3*s1; reg27 = c3*s2*s1 - s3*c1; reg28 = c3*c2; per_frame_init_33= per_frame_init_34= //***********BOT************* per_frame_init_35= //Coord. Trans. must exactly match def in warp S. !!!! per_frame_init_36= dist = 0.001; per_frame_init_37= while (exec2( per_frame_init_38= uvx = reg26*dist/q7; uvy = reg27*dist/q7; uvz = reg28*dist/q7; per_frame_init_39= uvx += PosX; uvy += PosY; uvz += PosZ; per_frame_init_40= uvx = 8.0*((uvx/8+30.5 - int(uvx/8+30.5))-.5); per_frame_init_41= uvy = 8.0*((uvy/8+30.5 - int(uvy/8+30.5))-.5); per_frame_init_42= uvz = 8.0*((uvz/8+30.5 - int(uvz/8+30.5))-.5); per_frame_init_43= uvx0 = uvx+q8; uvy0 = uvy+q8; uvz0 = uvz+q8; per_frame_init_44= loop (7+1, per_frame_init_45= uvx = if (uvx > 1, 2-uvx, if(uvx < -1, -2-uvx, uvx)); per_frame_init_46= uvy = if (uvy > 1, 2-uvy, if(uvy < -1, -2-uvy, uvy)); per_frame_init_47= uvz = if (uvz > 1, 2-uvz, if(uvz < -1, -2-uvz, uvz)); per_frame_init_48= slen = uvx*uvx + uvy*uvy + uvz*uvz; per_frame_init_49= uvx = if (slen < 0.25, uvx*4, if (slen < 1, uvx/slen, uvx)) *2.6 + uvx0; per_frame_init_50= uvy = if (slen < 0.25, uvy*4, if (slen < 1, uvy/slen, uvy)) *2.6 + uvy0; per_frame_init_51= uvz = if (slen < 0.25, uvz*4, if (slen < 1, uvz/slen, uvz)) *2.6 + uvz0; per_frame_init_52= ); per_frame_init_53= len = sqrt(uvx*uvx + uvy*uvy + uvz*uvz); per_frame_init_54= dist *= 1.05; per_frame_init_55= ,(dist < 0.6)*(len > 30))); per_frame_init_56=,(dist < .06))); //end while per_frame_init_57= per_frame_1=wave_a = 0; per_frame_2=fps_ = .0 * fps_ + 1*if(fps<=25,fps,25+.5*(fps-25)); per_frame_3=dec_s = 1-.06*30/fps_; per_frame_4=beat = (time > t0+3); t0 = if(beat, time, t0); per_frame_5= per_frame_6=speed = min(0.2,dist_-.02) * (1+2*avg) *(1-slow*.0)*.7/q7; //# per_frame_7=ds = ds * dec_s + (1-dec_s)*speed*.25/fps_; per_frame_8=RotZ = if (RotZ==0,beat*(rand(100)<20*travel)*(rand(10)/10-.3), per_frame_9= bnot(beat*(rand(100)<30))*RotZ); per_frame_10=slow = if (bnot(slow), beat*(rand(1000*avg)<6), bnot(beat*(rand(100)<50))); per_frame_11=look = if (bnot(look), beat*(rand(1000*speed)<12), bnot(beat*(rand(100)<50))); per_frame_12= per_frame_13=//Lamp View per_frame_14=lx = if (beat,rand(150)/200+.15,lx); per_frame_15=ly = if (beat,rand(150)/200+.15,ly); per_frame_16=lampx = lampx * dec_s + (1-dec_s)*if (look,lx,0.5); per_frame_17=lampy = lampy * dec_s + (1-dec_s)*if (look,ly,0.5); per_frame_18=q1 = lampx; q2 = lampy; per_frame_19= per_frame_20=//Position per_frame_21=DirX= reg26; DirY= reg27; DirZ = reg28; per_frame_22=PosX = PosX + ds*DirX ; PosY = PosY + ds*DirY; PosZ = PosZ + ds*DirZ; per_frame_23=q4 = PosX; q5 = PosY; q6 = PosZ; per_frame_24= per_frame_25=angchg = (.2-dist_)*(dist_ < .2)*2; per_frame_26=travel = if (angchg > 0,0,travel+ds); per_frame_27=v1 = v1 * dec_s + (1-dec_s)* RotZ * ds; per_frame_28=v2 = v2 *dec_s + (1-dec_s)*angchg *xslope/fps_; per_frame_29=v3 = v3 *dec_s + (1-dec_s)*(angchg *yslope/fps_ + 2*v1*sin(time*.1)); per_frame_30=//v2 = .008; per_frame_31=//push old RotMat per_frame_32=reg30 =reg20; reg31 =reg21; reg32 =reg22; per_frame_33=reg33 =reg23; reg34 =reg24; reg35 =reg25; per_frame_34=reg36 =reg26; reg37 =reg27; reg38 =reg28; per_frame_35= per_frame_36=n = 0; avg = 0; per_frame_37=loop (5, per_frame_38= n = n+1; per_frame_39= //new Rot. Mat for infinitesimal angles per_frame_40= ran1 = rand(100)/100; per_frame_41= ran2 = rand(100)/200-.25; per_frame_42= tx = cos(n*1.57+ran2) * (n <= 4)*ran1; ty = sin(n*1.57+ran2) * (n <= 4)*ran1; per_frame_43= c1 = cos(v1); c2 = cos(v2+ty); c3 = cos(v3+tx); per_frame_44= s1 = sin(v1); s2 = sin(v2+ty); s3 = sin(v3+tx); per_frame_45= reg10 = c2*c1; reg11 = c2*s1; reg12 = -s2; per_frame_46= reg13 = s3*s2*c1 - c3*s1; reg14 = s3*s2*s1 + c3*c1; reg15 = s3*c2; per_frame_47= reg16 = c3*s2*c1 + s3*s1; reg17 = c3*s2*s1 - s3*c1; reg18 = c3*c2; per_frame_48= per_frame_49= //pop old RotMat per_frame_50= reg20 =reg30; reg21 =reg31; reg22 =reg32; per_frame_51= reg23 =reg33; reg24 =reg34; reg25 =reg35; per_frame_52= reg26 =reg36; reg27 =reg37; reg28 =reg38; per_frame_53= per_frame_54= //Multiply new RotMat by old one per_frame_55= q20 = reg10*reg20 + reg11*reg23 + reg12*reg26; per_frame_56= q21 = reg10*reg21 + reg11*reg24 + reg12*reg27; per_frame_57= q22 = reg10*reg22 + reg11*reg25 + reg12*reg28; per_frame_58= q23 = reg13*reg20 + reg14*reg23 + reg15*reg26; per_frame_59= q24 = reg13*reg21 + reg14*reg24 + reg15*reg27; per_frame_60= q25 = reg13*reg22 + reg14*reg25 + reg15*reg28; per_frame_61= q26 = reg16*reg20 + reg17*reg23 + reg18*reg26; per_frame_62= q27 = reg16*reg21 + reg17*reg24 + reg18*reg27; per_frame_63= q28 = reg16*reg22 + reg17*reg25 + reg18*reg28; per_frame_64= per_frame_65= reg20 =q20; reg21 =q21; reg22 =q22; per_frame_66= reg23 =q23; reg24 =q24; reg25 =q25; per_frame_67= reg26 =q26; reg27 =q27; reg28 =q28; per_frame_68= per_frame_69= //***********BOT************* per_frame_70= //Coord. Trans. must exactly match def in warp S. !!!! per_frame_71= dist = 0.002; per_frame_72= while (exec2( per_frame_73= uvx = reg26*dist/q7; uvy = reg27*dist/q7; uvz = reg28*dist/q7; per_frame_74= uvx += PosX; uvy += PosY; uvz += PosZ; per_frame_75= uvx = 8.0*((uvx/8+30.5 - int(uvx/8+30.5))-.5); per_frame_76= uvy = 8.0*((uvy/8+30.5 - int(uvy/8+30.5))-.5); per_frame_77= uvz = 8.0*((uvz/8+30.5 - int(uvz/8+30.5))-.5); per_frame_78= uvx0 = uvx+q8; uvy0 = uvy+q8; uvz0 = uvz+q8; per_frame_79= loop (7+1, per_frame_80= uvx = if (uvx > 1, 2-uvx, if(uvx < -1, -2-uvx, uvx)); per_frame_81= uvy = if (uvy > 1, 2-uvy, if(uvy < -1, -2-uvy, uvy)); per_frame_82= uvz = if (uvz > 1, 2-uvz, if(uvz < -1, -2-uvz, uvz)); per_frame_83= slen = uvx*uvx + uvy*uvy + uvz*uvz; per_frame_84= uvx = if (slen < 0.25, uvx*4, if (slen < 1, uvx/slen, uvx)) *2.6 + uvx0; per_frame_85= uvy = if (slen < 0.25, uvy*4, if (slen < 1, uvy/slen, uvy)) *2.6 + uvy0; per_frame_86= uvz = if (slen < 0.25, uvz*4, if (slen < 1, uvz/slen, uvz)) *2.6 + uvz0; per_frame_87= ); per_frame_88= len = sqrt(uvx*uvx + uvy*uvy + uvz*uvz); per_frame_89= dist *= 1.1; per_frame_90= ,(dist < 0.6)*(len > 30))); per_frame_91= megabuf(n) = megabuf(n)*dec_s + (1-dec_s)*dist; //stores the 4 trial points per_frame_92= avg = avg+abs(megabuf(n)/5); per_frame_93=); //end loop 5 per_frame_94= per_frame_95=n = 0; avg = 0; loop (5, n=n+1; avg = avg+abs(megabuf(n)/5)); per_frame_96= per_frame_97=xslope = min(max(2/avg*(megabuf(1)-megabuf(3)),-3),3); per_frame_98=yslope = min(max(2/avg*(megabuf(4)-megabuf(2)),-3),3); per_frame_99=monitor = avg; per_frame_100=dist_ = dist_*dec_s + (1-dec_s)*dist; per_frame_101= per_frame_102=q10 = ds*q7; //compensation of lin. movement in GetDist and zoom uv per_frame_103=q14 = 1*abs(ds) + 2*(abs(v1) + abs(v2) + abs(v3)) + 1.0/255 + start*.05; per_frame_104=q19 = .6 + .4*sin(time*.02+cran0*6); //brightness backgd per_frame_105=start = start * .9; per_frame_106=q11 = v1; q12 = v2; q13 = v3; per_frame_107=//forward comp. of Rotation per_frame_108=monitor = q16; per_pixel_1= warp = 0.0; zoom = 1; dx = -q12/q16*(1+0*pow(x-.5,2)); dy = q13/q16*(1+0*pow(y-.5,2)); rot =q11; warp_1=`float sigmoid(float t, float c){ warp_2=` return 1 / ( 1 + exp(t*c)); warp_3=`} warp_4=` warp_5=`float2 vortex(float2 domain, float2 position, float2 motionVector, float4 domainAspect, float radius, float sharpness, float spin, float zoom){ warp_6=` domain -= position; warp_7=` domain *= domainAspect.xy; warp_8=` float sigmoidFilter = sigmoid( length(domain) - radius , sharpness ); warp_9=` domain += + motionVector*sigmoidFilter; warp_10=` spin *= sigmoidFilter; warp_11=` float s = sin(spin); warp_12=` float c = cos(spin); warp_13=` float2 uv_rot; warp_14=` uv_rot.x = c*domain.x - s*domain.y; warp_15=` uv_rot.y = s*domain.x + c*domain.y; warp_16=` uv_rot *= domainAspect.zw; warp_17=` uv_rot += position; warp_18=` return saturate(position + (uv_rot-position)*lerp(1,zoom,sigmoidFilter)); warp_19=`} warp_20=` warp_21=`shader_body warp_22=`{ warp_23=` warp_24=` warp_25=`float2 domain = uv; warp_26=`float2 position = float2(q4,1-q8) + 0.5*0; warp_27=`float2 motionVector = float2(-q15,q16)*q13*aspect.wz; warp_28=`float4 domainAspect = aspect; warp_29=`float radius = 0.07; warp_30=`float sharpness = 50; warp_31=`float spin = 1; warp_32=`float zoom = 4; warp_33=`radius = radius * (vol * radius); warp_34=`float2 uv_vortex = vortex( domain, position, motionVector, domainAspect, radius, sharpness, spin, zoom); warp_35=` warp_36=`uv = uv_vortex + texsize.zw*float2(0,0.15); warp_37=`uv = lerp( uv_orig,uv,0.2); warp_38=` warp_39=` float2 scale = float2(1280,1024)*texsize.zw; // 1280x1024 : the resolution i modelled this shader with warp_40=` float1 d = 0.005; warp_41=` float1 dx = ( GetBlur2(uv + float2(d,0)) - GetBlur2(uv-float2(d,0)) ).x*scale.x; warp_42=` float1 dy = ( GetBlur2(uv + float2(0,d)) - GetBlur2(uv-float2(0,d)) ).x*scale.y; warp_43=` float1 dxb = ( GetBlur2(uv + float2(d,0)) - GetBlur2(uv-float2(d,0)) ).x*scale.x; warp_44=` float1 dyb = ( GetBlur2(uv + float2(0,d)) - GetBlur2(uv-float2(0,d)) ).x*scale.y; warp_45=` float2 my_uv = uv - float2(dx,dy)*0.006 + float2(dxb,dyb)*0.003; warp_46=` warp_47=` warp_48=` warp_49=` float2 v = 0.01; warp_50=` ret.x = tex2D( sampler_fw_main, my_uv).x; warp_51=` warp_52=` warp_53=` ret.x += (ret.x - GetBlur3(uv).x)*.1; warp_54=` ret.x += 0.004; warp_55=` warp_56=` warp_57=`//-------------------------------- warp_58=` warp_59=` my_uv = uv_orig + float2(dy,-dx)*0.05*(1.2-GetBlur3(uv_orig).y); warp_60=` warp_61=` warp_62=` warp_63=` v = 0.01; warp_64=` ret.z = tex2D( sampler_fw_main, my_uv).z; warp_65=` warp_66=` ret.z += (ret.z - GetBlur1(uv_orig).z)*length(my_uv-uv_orig)*180/length(scale); warp_67=` ret.z *= 0.85; warp_68=` ret.z += 0.008; warp_69=` warp_70=` warp_71=` warp_72=`//-------------------------------- warp_73=` warp_74=` d = 0.01; warp_75=`d = d * vol; warp_76=` my_uv = float2(-dy,dx)*0.045; warp_77=` warp_78=` dx = ( GetBlur2(uv + float2(d,0)) - GetBlur2(uv-float2(d,0)) ).y*scale.x; warp_79=` dy = ( GetBlur2(uv + float2(0,d)) - GetBlur2(uv-float2(0,d)) ).y*scale.y; warp_80=` my_uv += uv - float2(dx,dy)*0.03; warp_81=` warp_82=` warp_83=` warp_84=` v = 0.01; warp_85=`v = v * (sin(time)*vol); warp_86=` ret.y =tex2D( sampler_fw_main, my_uv).y; warp_87=` warp_88=` warp_89=` ret.y += (ret.y - GetBlur3(my_uv).y)*0.1 + 0.03; warp_90=`} comp_1=`shader_body comp_2=`{ comp_3=` float2 d = texsize.zw*4; comp_4=` float3 dx = ( 2*GetBlur1(uv+float2(1,0)*d)-2*GetBlur1(uv-float2(1,0)*d) )*0.5; comp_5=` float3 dy = ( 2*GetBlur1(uv+float2(0,1)*d)-2*GetBlur1(uv-float2(0,1)*d) )*0.5; comp_6=` comp_7=`float2 uv_x = uv - float2(dx.y,dy.y)*texsize.zw*128; comp_8=`ret = GetBlur2(uv_x).x*saturate(1-GetPixel(uv).y)*pow(hue_shader.yxz,8)*3; comp_9=`ret = lerp(ret,pow(hue_shader.yzx,8)*1.4,GetPixel(uv_x).x*0.8 + GetBlur1(uv_x).x); comp_10=`ret = lerp(ret,1,pow(hue_shader,8)*GetPixel(saturate(uv - float2(dx.z,dy.z)*2*0)).y*1.2); comp_11=`ret *= saturate(1-GetPixel(uv).z); comp_12=`}