120 lines
2.4 KiB
Plaintext
120 lines
2.4 KiB
Plaintext
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#define M_PI 3.14159265359
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#define M_PI_2 6.28318530718
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#define M_INV_PI_2 0.159154943091895
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#define q1 _qa.x
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#define q2 _qa.y
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#define q3 _qa.z
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#define q4 _qa.w
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#define q5 _qb.x
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#define q6 _qb.y
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#define q7 _qb.z
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#define q8 _qb.w
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#define q9 _qc.x
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#define q10 _qc.y
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#define q11 _qc.z
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#define q12 _qc.w
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#define q13 _qd.x
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#define q14 _qd.y
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#define q15 _qd.z
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#define q16 _qd.w
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#define q17 _qe.x
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#define q18 _qe.y
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#define q19 _qe.z
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#define q20 _qe.w
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#define q21 _qf.x
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#define q22 _qf.y
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#define q23 _qf.z
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#define q24 _qf.w
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#define q25 _qg.x
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#define q26 _qg.y
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#define q27 _qg.z
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#define q28 _qg.w
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#define q29 _qh.x
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#define q30 _qh.y
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#define q31 _qh.z
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#define q32 _qh.w
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#define lum(x) (dot(x,float3(0.32,0.49,0.29)))
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#define tex2d tex2D
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#define tex3d tex3D
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#define getrad sqrt((uv.x-0.5)*2*(uv.x-0.5)*2+(uv.y-0.5)*2*(uv.y-0.5)*2)*.7071067
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#define getang atan2(((uv.y-0.5)*2),((uv.x-0.5)*2))
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#define GetMain(uv) (tex2D(sampler_main,uv).xyz)
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#define GetPixel(uv) (tex2D(sampler_main,uv).xyz)
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#define uv_orig uv
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uniform sampler2D sampler_main;
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uniform sampler2D sampler_fw_main;
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uniform sampler2D sampler_pw_main;
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uniform sampler2D sampler_fc_main;
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uniform sampler2D sampler_pc_main;
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uniform sampler2D sampler_noise_lq;
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uniform sampler2D sampler_noise_lq_lite;
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uniform sampler2D sampler_noise_mq;
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uniform sampler2D sampler_noise_hq;
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uniform sampler2D sampler_noise_perlin;
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uniform sampler3D sampler_noisevol_lq;
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uniform sampler3D sampler_noisevol_hq;
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uniform sampler2D sampler_blur1;
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uniform sampler2D sampler_blur2;
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uniform sampler2D sampler_blur3;
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float4 texsize_noise_lq;
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float4 texsize_noise_mq;
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float4 texsize_noise_hq;
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float4 texsize_noise_perlin;
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float4 texsize_noise_lq_lite;
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float4 _qa;
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float4 _qb;
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float4 _qc;
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float4 _qd;
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float4 _qe;
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float4 _qf;
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float4 _qg;
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float4 _qh;
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float blur1_min;
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float blur1_max;
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float blur2_min;
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float blur2_max;
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float blur3_min;
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float blur3_max;
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#define GetBlur1(uv) (tex2D(sampler_blur1,uv).xyz*blur1_max+blur1_min)
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#define GetBlur2(uv) (tex2D(sampler_blur2,uv).xyz*blur2_max+blur2_min)
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#define GetBlur3(uv) (tex2D(sampler_blur3,uv).xyz*blur3_max+blur3_min)
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float4 slow_roam_cos;
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float4 roam_cos;
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float4 slow_roam_sin;
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float4 roam_sin;
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float time;
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float4 rand_preset;
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float4 rand_frame;
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float progress;
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float frame;
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float fps;
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float bass;
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float mid;
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float treb;
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float vol;
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float bass_att;
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float mid_att;
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float treb_att;
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float vol_att;
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float4 texsize;
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float4 aspect;
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struct outtype {float4 color : COLOR;};
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outtype OUT;
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float3 ret;
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