mirror of
https://github.com/WinampDesktop/winamp.git
synced 2024-12-13 22:01:05 +01:00
406 lines
10 KiB
Plaintext
406 lines
10 KiB
Plaintext
MILKDROP_PRESET_VERSION=201
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PSVERSION=2
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PSVERSION_WARP=2
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PSVERSION_COMP=2
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[preset00]
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fRating=4.000000
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fGammaAdj=1.980001
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fDecay=0.500000
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fVideoEchoZoom=0.999998
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fVideoEchoAlpha=0.500000
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nVideoEchoOrientation=3
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nWaveMode=1
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bAdditiveWaves=0
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bWaveDots=1
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bWaveThick=1
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bModWaveAlphaByVolume=1
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bMaximizeWaveColor=1
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bTexWrap=1
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bDarkenCenter=0
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bRedBlueStereo=0
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bBrighten=0
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bDarken=1
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bSolarize=0
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bInvert=0
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fWaveAlpha=0.001000
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fWaveScale=2.346238
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fWaveSmoothing=0.450000
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fWaveParam=0.080000
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fModWaveAlphaStart=0.000000
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fModWaveAlphaEnd=1.320000
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fWarpAnimSpeed=0.442000
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fWarpScale=0.498000
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fZoomExponent=1.000000
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fShader=0.000000
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zoom=0.999900
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rot=0.000000
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cx=0.500000
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cy=0.500000
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dx=0.000000
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dy=0.000000
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warp=0.010000
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sx=0.999900
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sy=1.000000
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wave_r=0.000000
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wave_g=0.990000
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wave_b=1.000000
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wave_x=0.500000
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wave_y=0.500000
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ob_size=0.000000
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ob_r=1.000000
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ob_g=1.000000
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ob_b=1.000000
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ob_a=0.050000
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ib_size=0.260000
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ib_r=0.250000
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ib_g=0.250000
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ib_b=0.250000
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ib_a=0.000000
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nMotionVectorsX=64.000000
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nMotionVectorsY=48.000000
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mv_dx=0.000000
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mv_dy=0.000000
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mv_l=1.850000
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mv_r=0.499900
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mv_g=0.499900
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mv_b=0.499900
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mv_a=0.000000
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b1n=0.000000
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b2n=0.000000
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b3n=0.000000
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b1x=0.699900
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b2x=1.000000
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b3x=1.000000
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b1ed=0.000000
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wavecode_0_enabled=0
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wavecode_0_samples=512
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wavecode_0_sep=120
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wavecode_0_bSpectrum=0
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wavecode_0_bUseDots=0
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wavecode_0_bDrawThick=0
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wavecode_0_bAdditive=1
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wavecode_0_scaling=0.891519
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wavecode_0_smoothing=0.820000
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wavecode_0_r=1.000000
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wavecode_0_g=1.000000
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wavecode_0_b=1.000000
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wavecode_0_a=0.600000
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wave_0_per_frame1=t2 = t2 + bass_att;
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wave_0_per_point1=k1 = (sample*100)%2;
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wave_0_per_point2=k2 = (sample*100)%4;
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wave_0_per_point3=xi = value1*k1 + xi*(1-k1);
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wave_0_per_point4=yi = value2*(1-k1) + yi*k1;
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wave_0_per_point5=
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wave_0_per_point6=x = .5 + xi;
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wave_0_per_point7=y = .5 + yi;
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wave_0_per_point8=
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wave_0_per_point9=a = q22/8;
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wave_0_per_point10=a = min(a,.2);
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wavecode_1_enabled=0
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wavecode_1_samples=512
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wavecode_1_sep=0
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wavecode_1_bSpectrum=0
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wavecode_1_bUseDots=1
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wavecode_1_bDrawThick=1
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wavecode_1_bAdditive=0
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wavecode_1_scaling=0.891519
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wavecode_1_smoothing=0.820000
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wavecode_1_r=1.000000
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wavecode_1_g=1.000000
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wavecode_1_b=1.000000
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wavecode_1_a=0.100000
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wave_1_per_frame1=tm = time*.1;
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wave_1_per_frame2=t1 = t1*sin(tm*t4) + (1-t1)*sin(tm*t7);
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wave_1_per_frame3=t2 = t2*sin(tm*t5) + (1-t2)*sin(tm*t8);
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wave_1_per_frame4=t3 = t3*sin(tm*t6) + (1-t3)*sin(tm*1);
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wave_1_per_frame5=
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wave_1_per_frame6=tic = min(time - tin,1);
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wave_1_per_frame7=tin = time;
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wave_1_per_frame8=
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wave_1_per_frame9=tva = (tic*q1*.5);
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wave_1_per_frame10=tvb = (tic*q2*.5);
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wave_1_per_frame11=tvc = (tic*q3*.5);
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wave_1_per_frame12=
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wave_1_per_frame13=q1 = tva;
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wave_1_per_frame14=q2 = tvb;
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wave_1_per_frame15=q3 = tvc;
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wave_1_per_frame16=
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wave_1_per_frame17=sz = .5;
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wave_1_per_frame18=len = q4;
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wave_1_per_frame19=t4 = len;
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wave_1_per_point1=xi = rand(100)/100;
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wave_1_per_point2=yi = rand(100)/100;
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wave_1_per_point3=
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wave_1_per_point4=x = xi; y = yi;
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wave_1_per_point5=
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wave_1_per_point6=a = q21/15;
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wavecode_2_enabled=0
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wavecode_2_samples=512
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wavecode_2_sep=0
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wavecode_2_bSpectrum=0
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wavecode_2_bUseDots=0
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wavecode_2_bDrawThick=1
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wavecode_2_bAdditive=0
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wavecode_2_scaling=0.891519
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wavecode_2_smoothing=0.820000
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wavecode_2_r=0.000000
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wavecode_2_g=0.200000
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wavecode_2_b=0.000000
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wavecode_2_a=1.000000
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wave_2_per_frame1=tm = time*.1;
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wave_2_per_frame2=t1 = t1*sin(tm*t4) + (1-t1)*sin(tm*t7);
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wave_2_per_frame3=t2 = t2*sin(tm*t5) + (1-t2)*sin(tm*t8);
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wave_2_per_frame4=t3 = t3*sin(tm*t6) + (1-t3)*sin(tm*1);
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wave_2_per_frame5=
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wave_2_per_frame6=tic = min(time - tin,1);
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wave_2_per_frame7=tin = time;
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wave_2_per_frame8=
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wave_2_per_frame9=tva = (tic*q1*.5);
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wave_2_per_frame10=tvb = (tic*q2*.5);
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wave_2_per_frame11=tvc = (tic*q3*.5);
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wave_2_per_frame12=
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wave_2_per_frame13=q1 = tva;
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wave_2_per_frame14=q2 = tvb;
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wave_2_per_frame15=q3 = tvc;
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wave_2_per_frame16=
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wave_2_per_frame17=sz = .5;
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wave_2_per_frame18=len = 1;
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wave_2_per_frame19=t4 = len;
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wavecode_3_enabled=0
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wavecode_3_samples=512
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wavecode_3_sep=0
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wavecode_3_bSpectrum=1
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wavecode_3_bUseDots=1
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wavecode_3_bDrawThick=0
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wavecode_3_bAdditive=0
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wavecode_3_scaling=1.000000
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wavecode_3_smoothing=0.500000
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wavecode_3_r=1.000000
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wavecode_3_g=1.000000
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wavecode_3_b=1.000000
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wavecode_3_a=1.000000
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shapecode_0_enabled=1
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shapecode_0_sides=4
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shapecode_0_additive=0
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shapecode_0_thickOutline=0
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shapecode_0_textured=0
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shapecode_0_x=0.500000
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shapecode_0_y=0.500000
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shapecode_0_rad=0.048958
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shapecode_0_ang=0.000000
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shapecode_0_tex_ang=1.005310
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shapecode_0_tex_zoom=1.531168
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shapecode_0_r=0.500000
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shapecode_0_g=1.000000
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shapecode_0_b=0.900000
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shapecode_0_a=1.000000
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shapecode_0_r2=0.830000
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shapecode_0_g2=0.930000
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shapecode_0_b2=0.800000
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shapecode_0_a2=1.000000
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shapecode_0_border_r=1.000000
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shapecode_0_border_g=1.000000
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shapecode_0_border_b=0.000000
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shapecode_0_border_a=0.000000
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shape_0_per_frame1=xi = xi - dx*q22/200;
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shape_0_per_frame2=yi = yi - dy*q23/200;
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shape_0_per_frame3=
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shape_0_per_frame4=low = 0;
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shape_0_per_frame5=high = 1;
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shape_0_per_frame6=
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shape_0_per_frame7=k0x = below(xi,low);
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shape_0_per_frame8=k1x = above(xi,high);
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shape_0_per_frame9=k0y = below(yi,low);
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shape_0_per_frame10=k1y = above(yi,high);
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shape_0_per_frame11=
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shape_0_per_frame12=dx = k0x*1 + k1x*-1;
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shape_0_per_frame13=dy = k0y*1 + k1y*-1;
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shape_0_per_frame14=
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shape_0_per_frame15=//xi = 0; yi = 0;
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shape_0_per_frame16=x = xi;
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shape_0_per_frame17=y = yi;
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shape_0_per_frame18=
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shape_0_per_frame19=trel = time/2+q20;
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shape_0_per_frame20=
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shape_0_per_frame21=x = .5+sin(trel*2);
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shape_0_per_frame22=y = .5+cos(trel*1.3 +q28/3);
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shape_0_per_frame23=
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shape_0_per_frame24=a = q26/4+.2;
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shape_0_per_frame25=//a = 1;
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shapecode_1_enabled=0
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shapecode_1_sides=4
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shapecode_1_additive=0
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shapecode_1_thickOutline=1
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shapecode_1_textured=0
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shapecode_1_x=0.400000
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shapecode_1_y=0.500000
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shapecode_1_rad=2.366958
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shapecode_1_ang=0.000000
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shapecode_1_tex_ang=3.455753
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shapecode_1_tex_zoom=0.993053
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shapecode_1_r=0.500000
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shapecode_1_g=0.000000
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shapecode_1_b=1.000000
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shapecode_1_a=0.200000
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shapecode_1_r2=0.700000
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shapecode_1_g2=0.400000
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shapecode_1_b2=0.000000
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shapecode_1_a2=0.000000
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shapecode_1_border_r=0.500000
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shapecode_1_border_g=0.500000
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shapecode_1_border_b=0.500000
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shapecode_1_border_a=0.000000
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shape_1_per_frame1=a2 =0;a = 0;
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shape_1_per_frame2=a = q24/2;
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shapecode_2_enabled=1
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shapecode_2_sides=4
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shapecode_2_additive=0
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shapecode_2_thickOutline=0
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shapecode_2_textured=0
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shapecode_2_x=0.503000
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shapecode_2_y=0.500000
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shapecode_2_rad=0.038857
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shapecode_2_ang=0.000000
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shapecode_2_tex_ang=0.000000
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shapecode_2_tex_zoom=0.609857
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shapecode_2_r=1.000000
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shapecode_2_g=0.100000
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shapecode_2_b=0.000000
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shapecode_2_a=0.900000
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shapecode_2_r2=1.000000
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shapecode_2_g2=1.000000
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shapecode_2_b2=1.000000
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shapecode_2_a2=0.000000
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shapecode_2_border_r=0.500000
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shapecode_2_border_g=0.500000
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shapecode_2_border_b=0.500000
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shapecode_2_border_a=0.000000
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shape_2_per_frame1=x = rand(10)/10;
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shape_2_per_frame2=y = rand(10)/10;
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shape_2_per_frame3=
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shape_2_per_frame4=r = rand(4)/3;
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shape_2_per_frame5=g = rand(4)/3;
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shape_2_per_frame6=b = rand(4)/3;
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shape_2_per_frame7=
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shape_2_per_frame8=a = min(q21/2 ,.9);
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shape_2_per_frame9=rad = a *a/3 ;
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shape_2_per_frame10=
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shapecode_3_enabled=0
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shapecode_3_sides=63
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shapecode_3_additive=0
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shapecode_3_thickOutline=0
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shapecode_3_textured=1
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shapecode_3_x=0.500000
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shapecode_3_y=1.000000
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shapecode_3_rad=0.548217
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shapecode_3_ang=0.000000
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shapecode_3_tex_ang=0.000000
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shapecode_3_tex_zoom=0.499805
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shapecode_3_r=1.000000
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shapecode_3_g=1.000000
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shapecode_3_b=1.000000
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shapecode_3_a=1.000000
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shapecode_3_r2=1.000000
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shapecode_3_g2=1.000000
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shapecode_3_b2=1.000000
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shapecode_3_a2=0.000000
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shapecode_3_border_r=0.500000
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shapecode_3_border_g=0.500000
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shapecode_3_border_b=0.500000
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shapecode_3_border_a=0.000000
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per_frame_1=dec_med = pow (0.6, 30/fps);
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per_frame_2=dec_slow = pow (0.99, 30/fps);
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per_frame_3=beat = max (max (bass, mid), treb);
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per_frame_4=avg = avg*dec_slow + beat*(1-dec_slow);
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per_frame_5=is_beat = above(beat, .2+avg+peak) * above (time, t0+.2);
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per_frame_6=t0 = is_beat*time + (1-is_beat)*t0;
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per_frame_7=peak = is_beat * beat + (1-is_beat)*peak*dec_med;
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per_frame_8=index = (index + is_beat) %8;
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per_frame_9=
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per_frame_10=q20 = avg;
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per_frame_11=q21 = beat;
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per_frame_12=q22 = peak;
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per_frame_13=q23 = index;
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per_frame_14=q24 = is_beat;
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per_frame_15=q26 = bass + mid + treb;
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per_frame_16=q27 = index;
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per_frame_17=
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per_frame_18=movez = movez * dec_med + q24*(1-dec_med);
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per_frame_19=q25 = movez;
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per_frame_20=
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per_frame_21=k1 = is_beat*equal(index,0);
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per_frame_22=p1 = k1*(p1+1) + (1-k1)*p1;
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per_frame_23=p2 = dec_med * p2+ (1-dec_med)*p1;
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per_frame_24=rott = p2 * 3.1416/4;
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per_frame_25=
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per_frame_26=
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per_frame_27=q1 = cos(rott);
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per_frame_28=q2 = sin(rott);
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per_frame_29=q3 = -q2;
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per_frame_30=q4 = q1;
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per_frame_31=
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per_frame_32=
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per_frame_33=pos = pos + (q20+q22*0)*q2/30;
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per_frame_34=q28 = pos;
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per_frame_35=
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per_frame_36=
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per_frame_37=zoom = .96 + .1*q2;
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per_frame_38=warp = .0;
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per_frame_39=rot = 0*q2/28;
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per_frame_40=//**********
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per_frame_41=
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per_frame_42=rota = rota +q22;
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per_frame_43=q10 = rota;
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per_frame_44=
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per_frame_45=
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warp_1=`sampler sampler_pw_noise_lq;
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warp_2=`sampler sampler_shub1;
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warp_3=`shader_body {
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warp_4=`float corr = texsize.xy*texsize_noise_lq.zw;
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warp_5=`float2 uv1 = float2(uv.x-0.5,uv.y-0.5)*aspect.xy;
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warp_6=`
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warp_7=`//uv = float2(uv.x,uv.y)*aspect.xy;
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warp_8=`
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warp_9=`int2 k1 = (texsize.xy*uv)%2;
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warp_10=`
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warp_11=`double3 ist = GetBlur1(uv);
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warp_12=`
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warp_13=`double3 crisp = tex2D(sampler_main,uv);
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warp_14=`crisp = crisp + (.03) -.00*pow(rad,2);
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warp_15=`
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warp_16=`float3 ret1 = crisp;
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warp_17=`
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warp_18=`float3 dec = float3(.98,0.98,0.975);
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warp_19=`
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warp_20=`ret1 = ret1 * (1-.0*ist)*(1-.08*abs(tan(4*ist*1.58)));
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warp_21=`ret = ret1;
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warp_22=`ret = ret -.01;
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warp_23=`}
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comp_1=`float2 rs;
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comp_2=`shader_body
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comp_3=`{
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comp_4=`
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comp_5=`
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comp_6=`float2 uv1 = (uv-.5)*aspect.xy;
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comp_7=`
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comp_8=`rs.x = ang/3.14 + q28;
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comp_9=`rs.y = .1/(.05+length (uv1))+time*.5;
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comp_10=`
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comp_11=`uv = frac(rs);
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comp_12=`uv1 = frac(rs);
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comp_13=`float3 ret1 = tex2D(sampler_main, uv) + GetBlur1(uv);
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comp_14=`
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comp_15=`float2 hor = float2 (texsize.z,0);
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comp_16=`float2 ver = float2 (0,texsize.w);
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comp_17=`float dx = GetPixel (uv-hor) - GetPixel (uv+hor);
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comp_18=`float dy = GetPixel (uv-ver) - GetPixel (uv+ver);
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comp_19=`float2 dz = float2 (dx,dy);
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comp_20=`
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comp_21=`uv1 = .3*cos(uv1*16) - 4*dz;;
|
|
comp_22=`float3 dots = saturate(.04/length(uv1));
|
|
comp_23=`
|
|
comp_24=`ret1 = 4*(1+bass_att)*dots*(.6-ret1);
|
|
comp_25=`
|
|
comp_26=`ret = .8*ret1;
|
|
comp_27=`}
|