Remove a single preset from triptonaut - it's #1 in the list and give a bad impression (seizure warning)

This commit is contained in:
milkdropper.com
2020-08-08 14:03:26 +04:00
parent 9a75697da4
commit cfe0ed6cbb

View File

@ -1,498 +0,0 @@
MILKDROP_PRESET_VERSION=201
PSVERSION=3
PSVERSION_WARP=3
PSVERSION_COMP=2
[preset00]
fRating=5.000000
fGammaAdj=1.000
fDecay=0.995
fVideoEchoZoom=1.007
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=0.001
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=0.000
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=fps_ = .0 * fps_ + 1*if(fps<=25,fps,25+.5*(fps-25));
per_frame_2=dec_s = 1-.06*30/fps_;
per_frame_3=beat = (time > t0+3); t0 = if(beat, time, t0);
per_frame_4=
per_frame_5=speed = min(0.2,dist_-.02) * (1+2*avg) *(1-slow*.0)*.7/q7; //#
per_frame_6=ds = ds * dec_s + (1-dec_s)*speed*.25/fps_;
per_frame_7=RotZ = if (RotZ==0,beat*(rand(100)<20*travel)*(rand(10)/10-.3),
per_frame_8= bnot(beat*(rand(100)<30))*RotZ);
per_frame_9=slow = if (bnot(slow), beat*(rand(1000*avg)<6), bnot(beat*(rand(100)<50)));
per_frame_10=look = if (bnot(look), beat*(rand(1000*speed)<12), bnot(beat*(rand(100)<50)));
per_frame_11=
per_frame_12=//Lamp View
per_frame_13=lx = if (beat,rand(150)/200+.15,lx);
per_frame_14=ly = if (beat,rand(150)/200+.15,ly);
per_frame_15=lampx = lampx * dec_s + (1-dec_s)*if (look,lx,0.5);
per_frame_16=lampy = lampy * dec_s + (1-dec_s)*if (look,ly,0.5);
per_frame_17=q1 = lampx; q2 = lampy;
per_frame_18=
per_frame_19=//Position
per_frame_20=DirX= reg26; DirY= reg27; DirZ = reg28;
per_frame_21=PosX = PosX + ds*DirX ; PosY = PosY + ds*DirY; PosZ = PosZ + ds*DirZ;
per_frame_22=q4 = PosX; q5 = PosY; q6 = PosZ;
per_frame_23=
per_frame_24=angchg = (.2-dist_)*(dist_ < .2)*2;
per_frame_25=travel = if (angchg > 0,0,travel+ds);
per_frame_26=v1 = v1 * dec_s + (1-dec_s)* RotZ * ds;
per_frame_27=v2 = v2 *dec_s + (1-dec_s)*angchg *xslope/fps_;
per_frame_28=v3 = v3 *dec_s + (1-dec_s)*(angchg *yslope/fps_ + 2*v1*sin(time*.1));
per_frame_29=//v2 = .008;
per_frame_30=//push old RotMat
per_frame_31=reg30 =reg20; reg31 =reg21; reg32 =reg22;
per_frame_32=reg33 =reg23; reg34 =reg24; reg35 =reg25;
per_frame_33=reg36 =reg26; reg37 =reg27; reg38 =reg28;
per_frame_34=
per_frame_35=n = 0; avg = 0;
per_frame_36=loop (5,
per_frame_37= n = n+1;
per_frame_38= //new Rot. Mat for infinitesimal angles
per_frame_39= ran1 = rand(100)/100;
per_frame_40= ran2 = rand(100)/200-.25;
per_frame_41= tx = cos(n*1.57+ran2) * (n <= 4)*ran1; ty = sin(n*1.57+ran2) * (n <= 4)*ran1;
per_frame_42= c1 = cos(v1); c2 = cos(v2+ty); c3 = cos(v3+tx);
per_frame_43= s1 = sin(v1); s2 = sin(v2+ty); s3 = sin(v3+tx);
per_frame_44= reg10 = c2*c1; reg11 = c2*s1; reg12 = -s2;
per_frame_45= reg13 = s3*s2*c1 - c3*s1; reg14 = s3*s2*s1 + c3*c1; reg15 = s3*c2;
per_frame_46= reg16 = c3*s2*c1 + s3*s1; reg17 = c3*s2*s1 - s3*c1; reg18 = c3*c2;
per_frame_47=
per_frame_48= //pop old RotMat
per_frame_49= reg20 =reg30; reg21 =reg31; reg22 =reg32;
per_frame_50= reg23 =reg33; reg24 =reg34; reg25 =reg35;
per_frame_51= reg26 =reg36; reg27 =reg37; reg28 =reg38;
per_frame_52=
per_frame_53= //Multiply new RotMat by old one
per_frame_54= q20 = reg10*reg20 + reg11*reg23 + reg12*reg26;
per_frame_55= q21 = reg10*reg21 + reg11*reg24 + reg12*reg27;
per_frame_56= q22 = reg10*reg22 + reg11*reg25 + reg12*reg28;
per_frame_57= q23 = reg13*reg20 + reg14*reg23 + reg15*reg26;
per_frame_58= q24 = reg13*reg21 + reg14*reg24 + reg15*reg27;
per_frame_59= q25 = reg13*reg22 + reg14*reg25 + reg15*reg28;
per_frame_60= q26 = reg16*reg20 + reg17*reg23 + reg18*reg26;
per_frame_61= q27 = reg16*reg21 + reg17*reg24 + reg18*reg27;
per_frame_62= q28 = reg16*reg22 + reg17*reg25 + reg18*reg28;
per_frame_63=
per_frame_64= reg20 =q20; reg21 =q21; reg22 =q22;
per_frame_65= reg23 =q23; reg24 =q24; reg25 =q25;
per_frame_66= reg26 =q26; reg27 =q27; reg28 =q28;
per_frame_67=
per_frame_68= //***********BOT*************
per_frame_69= //Coord. Trans. must exactly match def in warp S. !!!!
per_frame_70= dist = 0.002;
per_frame_71= while (exec2(
per_frame_72= uvx = reg26*dist/q7; uvy = reg27*dist/q7; uvz = reg28*dist/q7;
per_frame_73= uvx += PosX; uvy += PosY; uvz += PosZ;
per_frame_74= uvx = 8.0*((uvx/8+30.5 - int(uvx/8+30.5))-.5);
per_frame_75= uvy = 8.0*((uvy/8+30.5 - int(uvy/8+30.5))-.5);
per_frame_76= uvz = 8.0*((uvz/8+30.5 - int(uvz/8+30.5))-.5);
per_frame_77= uvx0 = uvx+q8; uvy0 = uvy+q8; uvz0 = uvz+q8;
per_frame_78= loop (7+1,
per_frame_79= uvx = if (uvx > 1, 2-uvx, if(uvx < -1, -2-uvx, uvx));
per_frame_80= uvy = if (uvy > 1, 2-uvy, if(uvy < -1, -2-uvy, uvy));
per_frame_81= uvz = if (uvz > 1, 2-uvz, if(uvz < -1, -2-uvz, uvz));
per_frame_82= slen = uvx*uvx + uvy*uvy + uvz*uvz;
per_frame_83= uvx = if (slen < 0.25, uvx*4, if (slen < 1, uvx/slen, uvx)) *2.6 + uvx0;
per_frame_84= uvy = if (slen < 0.25, uvy*4, if (slen < 1, uvy/slen, uvy)) *2.6 + uvy0;
per_frame_85= uvz = if (slen < 0.25, uvz*4, if (slen < 1, uvz/slen, uvz)) *2.6 + uvz0;
per_frame_86= );
per_frame_87= len = sqrt(uvx*uvx + uvy*uvy + uvz*uvz);
per_frame_88= dist *= 1.1;
per_frame_89= ,(dist < 0.6)*(len > 30)));
per_frame_90= megabuf(n) = megabuf(n)*dec_s + (1-dec_s)*dist; //stores the 4 trial points
per_frame_91= avg = avg+abs(megabuf(n)/5);
per_frame_92=); //end loop 5
per_frame_93=
per_frame_94=n = 0; avg = 0; loop (5, n=n+1; avg = avg+abs(megabuf(n)/5));
per_frame_95=
per_frame_96=xslope = min(max(2/avg*(megabuf(1)-megabuf(3)),-3),3);
per_frame_97=yslope = min(max(2/avg*(megabuf(4)-megabuf(2)),-3),3);
per_frame_98=monitor = avg;
per_frame_99=dist_ = dist_*dec_s + (1-dec_s)*dist;
per_frame_100=
per_frame_101=q10 = ds*q7; //compensation of lin. movement in GetDist and zoom uv
per_frame_102=q14 = 1*abs(ds) + 2*(abs(v1) + abs(v2) + abs(v3)) + 1.0/255 + start*.05;
per_frame_103=q19 = .6 + .4*sin(time*.02+cran0*6); //brightness backgd
per_frame_104=start = start * .9;
per_frame_105=q11 = v1; q12 = v2; q13 = v3;
per_frame_106=//forward comp. of Rotation
per_frame_107=monitor = q16;
per_frame_108=
per_frame_109=
per_frame_110=bb = bb*0.99 + bass*0.02;
per_frame_111=mm = mm*0.99 + mid*0.02;
per_frame_112=tt = tt*0.99 + treb*0.02;
per_frame_113=
per_frame_114=mx = max(max(bb,mm),tt);
per_frame_115=mn = min(min(bb,mm),tt);
per_frame_116=
per_frame_117=h1 = (bb-mn)/(mx-mn);
per_frame_118=h2 = (mm-mn)/(mx-mn);
per_frame_119=h3 = (tt-mn)/(mx-mn);
per_frame_120=
per_frame_121=v = 0.1333/fps;
per_frame_122=bm = bm + (h1-h2)*v;
per_frame_123=mt = mt + (h2-h3)*v;
per_frame_124=bt = bt + (h1-h3)*v;
per_frame_125=
per_frame_126=w = bm*2;
per_frame_127=q3 = sin(w);
per_frame_128=q9 = cos(w);
per_frame_129=
per_frame_130=
per_frame_131=q17 = bm;
per_frame_132=q18 = mt;
per_frame_133=q19 = bt;
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 dist, struc, len; float2 uv0, uv1; float3 uv2; float4 box;
warp_2=`static const float3x3 RotMat = float3x3(q20,q21,q22,q23,q24,q25,q26,q27,q28);
warp_3=`
warp_4=`static const float3 CamPos = float3(q4,q5,q6);
warp_5=`static const float sustain = 1.0123 - q14, change = q14, ds = q10;
warp_6=`static const float myzoom = q7, limit = 24, tele=q16;
warp_7=`
warp_8=`float GetDist(float2 uvi) {float2 tmp; tmp = tex2D (sampler_pc_main, uvi).gb;
warp_9=` return 1-(tmp.y + 1.0/255*tmp.x + ds*.7);}
warp_10=`
warp_11=`float2 PutDist(float x) {float fg, fb; fg = modf((1-x)*255.0,fb);
warp_12=` return (float2(fg,fb/255.0));}
warp_13=`
warp_14=`
warp_15=`float MinDist (float2 uvi)
warp_16=`{
warp_17=` float tmp; float4 nb; float4 nb2; float2 pix;
warp_18=` pix = texsize.zw*(1.0+length(uvi-0.5)*8.0);
warp_19=` tmp = GetDist(uvi);
warp_20=` nb.x = GetDist(uvi+pix*float2(-1,-1));
warp_21=` nb.y = GetDist(uvi+pix*float2(1,-1));
warp_22=` nb.z = GetDist(uvi+pix*float2(1,1));
warp_23=` nb.w = GetDist(uvi+pix*float2(-1,1));
warp_24=` nb2.x = GetDist(uvi+pix*float2(0,-1));
warp_25=` nb2.y = GetDist(uvi+pix*float2(1,0));
warp_26=` nb2.z = GetDist(uvi+pix*float2(0,1));
warp_27=` nb2.w = GetDist(uvi+pix*float2(-1,0));
warp_28=` //Eo.S. more efficient usage of min to get min value of all 8 GetDist() calls, removes 11ALU
warp_29=` nb = min( nb, nb2 );
warp_30=` nb.xy = min( nb.xy, nb.zw );
warp_31=` tmp = min( nb.x, nb.y );
warp_32=` return tmp;
warp_33=`}
warp_34=`
warp_35=`float3 Get1 (float2 uvi) {float3 tmp; float2 pix;
warp_36=` return lerp (GetPixel(uvi), tmp = GetBlur1(uvi),change*4);} //#
warp_37=`
warp_38=`float4 mbox (float3 uvi) {float3 zz, zz0; float tmp, li;
warp_39=` zz = uvi; zz0 = zz+q8; li=0;
warp_40=` for (int n = 0; n <= 7; n++) {
warp_41=` zz = 2.0*clamp(zz,-1,1)-zz; tmp = dot(zz,zz);
warp_42=` if (tmp <= 0.25) {zz *= 4; li=limit;} else if (tmp <= 1) {zz /= pow(tmp,1);}
warp_43=` zz = 2.6*zz + zz0;}
warp_44=` return float4(zz,li);}
warp_45=`
warp_46=`shader_body {
warp_47=`uv1 = (uv-.5)*aspect.xy*tele;
warp_48=`uv = (uv-.5)*(1-ds/(GetDist(uv))) + .5;
warp_49=`
warp_50=`float3 noise = frac(8*tex2D (sampler_noise_lq,uv+rand_frame.yz));
warp_51=`
warp_52=`dist = noise.r;
warp_53=` if (noise.g > 0.2)
warp_54=` {
warp_55=` float3 noiseBiased = noise - float3( 0.4, 0.5, 0.5 );
warp_56=`//Eo.S. combine the subtraction on noise to a single float3 to ensure compiler does the subtraction in a single ALU
warp_57=` dist = MinDist( (noiseBiased.zy) * 0.003 +uv ) + 0.008 * (noiseBiased.x) * abs(noiseBiased.y);
warp_58=` }
warp_59=`dist = min(dist,GetDist(uv));
warp_60=`float tdist = dist + pow(dist,3);
warp_61=`uv2 = mul(float3(uv1*tdist,tdist-.0)/myzoom,RotMat)+CamPos;
warp_62=`uv2 = (frac(uv2/8.0+.5)-.5)*8.0;
warp_63=`box = mbox (uv2);
warp_64=`len = (length(box.xyz));
warp_65=`struc = length(box.xyw)/limit;
warp_66=`float dec = log(1+len/limit)*.02*(1-GetDist(uv));
warp_67=`if ((dist <= GetDist(uv)) && (len < limit) && (dist > 0.005)){
warp_68=` ret.r = (1-sustain)*struc+sustain*(Get1(uv).r); ret.gb= PutDist(dist); }
warp_69=` else {ret = tex2D(sampler_fc_main,uv)*float3(sustain,0,1-dec)-float3(1.0/255,0,change/6);}
warp_70=`}
comp_1=`float2 d;
comp_2=`float3 dx, dy;
comp_3=`
comp_4=`shader_body
comp_5=`{
comp_6=` d = texsize.zw*1.5;
comp_7=` dx = GetPixel(uv_orig + float2(1,0)*d) - GetPixel(uv_orig - float2(1,0)*d);
comp_8=` dy = GetPixel(uv_orig + float2(0,1)*d) - GetPixel(uv_orig - float2(0,1)*d);
comp_9=`
comp_10=`
comp_11=`ret = GetPixel(uv).x*(1-length(float2(dx.y,dy.y)*8))*pow(hue_shader,6)*1.4;
comp_12=`ret = lerp(ret,float3(1,1,1),length(float2(dx.z,dy.z)*4));
comp_13=`
comp_14=`
comp_15=`}