#define M_PI 3.14159265359 #define M_PI_2 6.28318530718 #define M_INV_PI_2 0.159154943091895 #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 lum(x) (dot(x,float3(0.32,0.49,0.29))) #define tex2d tex2D #define tex3d tex3D #define getrad sqrt((uv.x-0.5)*2*(uv.x-0.5)*2+(uv.y-0.5)*2*(uv.y-0.5)*2)*.7071067 #define getang atan2(((uv.y-0.5)*2),((uv.x-0.5)*2)) #define GetMain(uv) (tex2D(sampler_main,uv).xyz) #define GetPixel(uv) (tex2D(sampler_main,uv).xyz) #define uv_orig uv uniform sampler2D sampler_main; uniform sampler2D sampler_fw_main; uniform sampler2D sampler_pw_main; uniform sampler2D sampler_fc_main; uniform sampler2D sampler_pc_main; uniform sampler2D sampler_noise_lq; uniform sampler2D sampler_noise_lq_lite; uniform sampler2D sampler_noise_mq; uniform sampler2D sampler_noise_hq; uniform sampler2D sampler_noise_perlin; uniform sampler3D sampler_noisevol_lq; uniform sampler3D sampler_noisevol_hq; uniform sampler2D sampler_blur1; uniform sampler2D sampler_blur2; uniform sampler2D sampler_blur3; float4 texsize_noise_lq; float4 texsize_noise_mq; float4 texsize_noise_hq; float4 texsize_noise_perlin; float4 texsize_noise_lq_lite; float4 _qa; float4 _qb; float4 _qc; float4 _qd; float4 _qe; float4 _qf; float4 _qg; float4 _qh; float blur1_min; float blur1_max; float blur2_min; float blur2_max; float blur3_min; float blur3_max; #define GetBlur1(uv) (tex2D(sampler_blur1,uv).xyz*blur1_max+blur1_min) #define GetBlur2(uv) (tex2D(sampler_blur2,uv).xyz*blur2_max+blur2_min) #define GetBlur3(uv) (tex2D(sampler_blur3,uv).xyz*blur3_max+blur3_min) float4 slow_roam_cos; float4 roam_cos; float4 slow_roam_sin; float4 roam_sin; float time; float4 rand_preset; float4 rand_frame; float progress; float frame; float fps; float bass; float mid; float treb; float vol; float bass_att; float mid_att; float treb_att; float vol_att; float4 texsize; float4 aspect; struct outtype {float4 color : COLOR;}; outtype OUT; float3 ret;