| #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 sampler sampler2D |
| |
| #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; |
| |
| float max( float a, float b ) { |
| return (a > b ? a : b); |
| } |
| |
| float3 max(float3 a, float4 b) { |
| return float3( a.x > b.x ? a.x : b.x, |
| a.y > b.y ? a.y : b.y, |
| a.z > b.z ? a.z : b.z ); |
| } |
| |
| float3 max(float3 a, float3 b) { |
| return float3( a.x > b.x ? a.x : b.x, |
| a.y > b.y ? a.y : b.y, |
| a.z > b.z ? a.z : b.z ); |
| } |
| |
| struct outtype {float4 color : COLOR;}; |
| outtype OUT; |
| float3 ret; |