MILKDROP_PRESET_VERSION=201
PSVERSION=2
PSVERSION_WARP=2
PSVERSION_COMP=2
[preset00]
fRating=5.000
fGammaAdj=1.000
fDecay=1.000
fVideoEchoZoom=1.000
fVideoEchoAlpha=0.000
nVideoEchoOrientation=1
nWaveMode=0
bAdditiveWaves=0
bWaveDots=0
bWaveThick=1
bModWaveAlphaByVolume=0
bMaximizeWaveColor=0
bTexWrap=0
bDarkenCenter=0
bRedBlueStereo=0
bBrighten=1
bDarken=0
bSolarize=0
bInvert=0
fWaveAlpha=0.401
fWaveScale=3.177
fWaveSmoothing=0.000
fWaveParam=-0.400
fModWaveAlphaStart=1.000
fModWaveAlphaEnd=1.000
fWarpAnimSpeed=2.289
fWarpScale=5.472
fZoomExponent=0.01000
fShader=0.000
zoom=0.99010
rot=0.00000
cx=0.500
cy=0.500
dx=0.00000
dy=0.00000
warp=1.85660
sx=1.00000
sy=1.00000
wave_r=1.000
wave_g=1.000
wave_b=1.000
wave_x=0.500
wave_y=0.500
ob_size=0.005
ob_r=0.000
ob_g=0.000
ob_b=0.000
ob_a=1.000
ib_size=0.000
ib_r=1.000
ib_g=0.000
ib_b=0.000
ib_a=1.000
nMotionVectorsX=64.000
nMotionVectorsY=48.000
mv_dx=0.000
mv_dy=0.000
mv_l=0.000
mv_r=1.000
mv_g=1.000
mv_b=0.000
mv_a=0.000
b1n=0.000
b2n=0.000
b3n=0.000
b1x=1.000
b2x=1.000
b3x=1.000
b1ed=0.250
wavecode_0_enabled=0
wavecode_0_samples=512
wavecode_0_sep=0
wavecode_0_bSpectrum=0
wavecode_0_bUseDots=0
wavecode_0_bDrawThick=0
wavecode_0_bAdditive=1
wavecode_0_scaling=1.00000
wavecode_0_smoothing=0.50000
wavecode_0_r=0.200
wavecode_0_g=0.000
wavecode_0_b=0.000
wavecode_0_a=0.300
wave_0_per_point1=n=sample*6.283;
wave_0_per_point2=phs=-sample * 0.2;
wave_0_per_point3=tm=time*0.4 + phs;
wave_0_per_point4=
wave_0_per_point5=flip=flip+1;
wave_0_per_point6=flip=flip*below(flip,2);
wave_0_per_point7=
wave_0_per_point8=xp=0;
wave_0_per_point9=yp=flip*0.1 + (sin(tm)*0.5 + 0.5)*0.2;
wave_0_per_point10=zp=0;
wave_0_per_point11=
wave_0_per_point12=//wrist movement;
wave_0_per_point13=ang=sin(tm*2)*0.5 +0.5;
wave_0_per_point14=
wave_0_per_point15=xq=xp;
wave_0_per_point16=yq=yp*sin(ang) + zp*cos(ang);
wave_0_per_point17=zq=yp*cos(ang) - zp*sin(ang);
wave_0_per_point18=yq=yp;
wave_0_per_point19=zq=zp;
wave_0_per_point20=
wave_0_per_point21=ang=tm*8;
wave_0_per_point22=xp=xq*sin(ang) + yq*cos(ang);
wave_0_per_point23=yp=xq*cos(ang) - yq*sin(ang);
wave_0_per_point24=zp=zq;
wave_0_per_point25=
wave_0_per_point26=//forearm movement;
wave_0_per_point27=zp=zp-0.3;
wave_0_per_point28=ang=3.14 + sin(tm*2 - 0.5)*1.5;
wave_0_per_point29=xq=xp;
wave_0_per_point30=yq=yp*sin(ang) + zp*cos(ang);
wave_0_per_point31=zq=yp*cos(ang) - zp*sin(ang);
wave_0_per_point32=
wave_0_per_point33=//upper arm twist
wave_0_per_point34=ang=-1.0 + cos(tm*3 + 0.5);
wave_0_per_point35=xp=xq*sin(ang) + yq*cos(ang);
wave_0_per_point36=yp=xq*cos(ang) - yq*sin(ang);
wave_0_per_point37=zp=zq;
wave_0_per_point38=
wave_0_per_point39=//upper arm outward;
wave_0_per_point40=zp=zp-0.35;
wave_0_per_point41=ang=cos(tm*2)*0.75 - 1.05;
wave_0_per_point42=xq=xp*sin(ang) + zp*cos(ang);
wave_0_per_point43=yq=yp;
wave_0_per_point44=zq=xp*cos(ang) - zp*sin(ang);
wave_0_per_point45=
wave_0_per_point46=//upper arm up down;
wave_0_per_point47=ang=cos(tm)*0.5 - 0.5;
wave_0_per_point48=xp=xq;
wave_0_per_point49=yp=yq*cos(ang) - zq*sin(ang);
wave_0_per_point50=zp=yq*sin(ang) + zq*cos(ang);
wave_0_per_point51=
wave_0_per_point52=//xp=xq;yp=yq;zp=zq;
wave_0_per_point53=
wave_0_per_point54=
wave_0_per_point55=//project into screenspace and draw on screen
wave_0_per_point56=zp=zp+2;
wave_0_per_point57=xs=xp/zp;
wave_0_per_point58=ys=yp/zp;
wave_0_per_point59=
wave_0_per_point60=x=xs+0.5;
wave_0_per_point61=y=ys*1.3+0.5;
wave_0_per_point62=
wave_0_per_point63=
wave_0_per_point64=//a=(1-sample)*flip;
wave_0_per_point65=
wave_0_per_point66=//b=b+pow(1-sample,2)*0.3;
wave_0_per_point67=
wave_0_per_point68=x = 0.5 + (x-0.5)/q1;
wave_0_per_point69=y = 0.5 + (y-0.5)/q2 + 0.1;
wavecode_1_enabled=0
wavecode_1_samples=512
wavecode_1_sep=0
wavecode_1_bSpectrum=0
wavecode_1_bUseDots=0
wavecode_1_bDrawThick=0
wavecode_1_bAdditive=1
wavecode_1_scaling=1.00000
wavecode_1_smoothing=0.50000
wavecode_1_r=0.200
wavecode_1_g=0.000
wavecode_1_b=0.000
wavecode_1_a=0.300
wave_1_per_point1=n=sample*6.283;
wave_1_per_point2=phs=-sample * 0.2;
wave_1_per_point3=tm=time*0.4 + phs;
wave_1_per_point4=
wave_1_per_point5=flip=flip+1;
wave_1_per_point6=flip=flip*below(flip,2);
wave_1_per_point7=
wave_1_per_point8=xp=0;
wave_1_per_point9=yp=flip*0.1 + (sin(tm)*0.5 + 0.5)*0.2;
wave_1_per_point10=yp=-yp;
wave_1_per_point11=zp=0;
wave_1_per_point12=
wave_1_per_point13=//wrist movement;
wave_1_per_point14=ang=sin(tm*2)*0.5 +0.5;
wave_1_per_point15=
wave_1_per_point16=xq=xp;
wave_1_per_point17=yq=yp*sin(ang) + zp*cos(ang);
wave_1_per_point18=zq=yp*cos(ang) - zp*sin(ang);
wave_1_per_point19=yq=yp;
wave_1_per_point20=zq=zp;
wave_1_per_point21=
wave_1_per_point22=ang=tm*8;
wave_1_per_point23=xp=xq*sin(ang) + yq*cos(ang);
wave_1_per_point24=yp=xq*cos(ang) - yq*sin(ang);
wave_1_per_point25=zp=zq;
wave_1_per_point26=
wave_1_per_point27=//forearm movement;
wave_1_per_point28=zp=zp-0.3;
wave_1_per_point29=ang=3.14 + sin(tm*2 - 0.5)*1.5;
wave_1_per_point30=xq=xp;
wave_1_per_point31=yq=yp*sin(ang) + zp*cos(ang);
wave_1_per_point32=zq=yp*cos(ang) - zp*sin(ang);
wave_1_per_point33=
wave_1_per_point34=//upper arm twist
wave_1_per_point35=ang=-1.0 + cos(tm*3 + 0.5);
wave_1_per_point36=xp=xq*sin(ang) + yq*cos(ang);
wave_1_per_point37=yp=xq*cos(ang) - yq*sin(ang);
wave_1_per_point38=zp=zq;
wave_1_per_point39=
wave_1_per_point40=//upper arm outward;
wave_1_per_point41=zp=zp-0.35;
wave_1_per_point42=ang=cos(tm*2)*0.75 - 1.05;
wave_1_per_point43=xq=xp*sin(ang) + zp*cos(ang);
wave_1_per_point44=yq=yp;
wave_1_per_point45=zq=xp*cos(ang) - zp*sin(ang);
wave_1_per_point46=
wave_1_per_point47=//upper arm up down;
wave_1_per_point48=ang=cos(tm)*0.5 - 0.5;
wave_1_per_point49=xp=xq;
wave_1_per_point50=yp=yq*cos(ang) - zq*sin(ang);
wave_1_per_point51=zp=yq*sin(ang) + zq*cos(ang);
wave_1_per_point52=
wave_1_per_point53=//xp=xq;yp=yq;zp=zq;
wave_1_per_point54=
wave_1_per_point55=
wave_1_per_point56=//project into screenspace and draw on screen
wave_1_per_point57=zp=zp+2;
wave_1_per_point58=xs=xp/zp;
wave_1_per_point59=ys=yp/zp;
wave_1_per_point60=
wave_1_per_point61=x=xs+0.5;
wave_1_per_point62=y=ys*1.3+0.5;
wave_1_per_point63=
wave_1_per_point64=
wave_1_per_point65=//a=(1-sample)*flip;
wave_1_per_point66=
wave_1_per_point67=
wave_1_per_point68=//b=b+pow(1-sample,2)*0.3;
wave_1_per_point69=
wave_1_per_point70=
wave_1_per_point71=x = 0.5 + (x-0.5)/q1;
wave_1_per_point72=y = 0.5 + (y-0.5)/q2 + 0.1;
wave_1_per_point73=
wavecode_2_enabled=0
wavecode_2_samples=61
wavecode_2_sep=0
wavecode_2_bSpectrum=0
wavecode_2_bUseDots=0
wavecode_2_bDrawThick=1
wavecode_2_bAdditive=0
wavecode_2_scaling=2.44415
wavecode_2_smoothing=0.00000
wavecode_2_r=1.000
wavecode_2_g=1.000
wavecode_2_b=1.000
wavecode_2_a=1.000
wave_2_per_frame1=t1 = q1;
wave_2_per_frame2=t2 = q2;
wave_2_per_frame3=t3 = q3;
wave_2_per_frame4=t4 = q4;
wave_2_per_frame5=t5 = q5;
wave_2_per_frame6=t6 = q6;
wave_2_per_frame7=t7 = q7;
wave_2_per_frame8=t8 = q8;
wave_2_per_point1=x = pow(sample,5)*t1 + 5*pow(sample,4)*(1-sample)*t1 + 10*pow(sample,3)*sqr(1-sample)*t2
wave_2_per_point2=+ 10*sqr(sample)*pow(1-sample,3)*t3 + 5*pow(1-sample,4)*sample*t4 + pow(1-sample,5)*t4;
wave_2_per_point3=
wave_2_per_point4=y = pow(sample,5)*t5 + 5*pow(sample,4)*(1-sample)*t5 + 10*pow(sample,3)*sqr(1-sample)*t6
wave_2_per_point5=+ 10*sqr(sample)*pow(1-sample,3)*t7 + 5*pow(1-sample,4)*sample*t8 + pow(1-sample,5)*t8;
wavecode_3_enabled=0
wavecode_3_samples=61
wavecode_3_sep=0
wavecode_3_bSpectrum=0
wavecode_3_bUseDots=0
wavecode_3_bDrawThick=0
wavecode_3_bAdditive=0
wavecode_3_scaling=2.44415
wavecode_3_smoothing=0.00000
wavecode_3_r=1.000
wavecode_3_g=1.000
wavecode_3_b=1.000
wavecode_3_a=1.000
wave_3_init1=t2 = 0
wave_3_per_frame1=t1 = q1;
wave_3_per_frame2=t2 = q2;
wave_3_per_frame3=t3 = q3;
wave_3_per_frame4=t4 = q4;
wave_3_per_frame5=t5 = q5;
wave_3_per_frame6=t6 = q6;
wave_3_per_frame7=t7 = q7;
wave_3_per_frame8=t8 = q8;
wave_3_per_point1=x = pow(sample,5)*t1 + 5*pow(sample,4)*(1-sample)*t1 + 10*pow(sample,3)*sqr(1-sample)*t2
wave_3_per_point2=+ 10*sqr(sample)*pow(1-sample,3)*t3 + 5*pow(1-sample,4)*sample*t4 + pow(1-sample,5)*t4;
wave_3_per_point3=
wave_3_per_point4=y = pow(sample,5)*t5 + 5*pow(sample,4)*(1-sample)*t5 + 10*pow(sample,3)*sqr(1-sample)*t6
wave_3_per_point5=+ 10*sqr(sample)*pow(1-sample,3)*t7 + 5*pow(1-sample,4)*sample*t8 + pow(1-sample,5)*t8;
shapecode_0_enabled=1
shapecode_0_sides=12
shapecode_0_additive=1
shapecode_0_thickOutline=0
shapecode_0_textured=0
shapecode_0_num_inst=512
shapecode_0_x=0.500
shapecode_0_y=0.550
shapecode_0_rad=0.03400
shapecode_0_ang=0.00000
shapecode_0_tex_ang=0.00000
shapecode_0_tex_zoom=0.78740
shapecode_0_r=1.000
shapecode_0_g=0.450
shapecode_0_b=0.000
shapecode_0_a=1.000
shapecode_0_r2=0.000
shapecode_0_g2=0.000
shapecode_0_b2=0.000
shapecode_0_a2=0.000
shapecode_0_border_r=1.000
shapecode_0_border_g=1.000
shapecode_0_border_b=1.000
shapecode_0_border_a=0.000
shape_0_init1=started = 0;
shape_0_init2=t1 = 0.412; //seeds for pseudo random generator
shape_0_init3=t2 = 0.4563;
shape_0_init4=t3 = 0.6452;
shape_0_init5=t4 = 0.2565;
shape_0_per_frame1=
shape_0_per_frame2=rnd1 = if(equal(instance,0),t1,rnd1);
shape_0_per_frame3=rnd2 = if(equal(instance,0),t2,rnd2);
shape_0_per_frame4=rnd3 = if(equal(instance,0),t3,rnd3);
shape_0_per_frame5=rnd4 = if(equal(instance,0),t4,rnd4);
shape_0_per_frame6=rnd1 = 4*rnd1*(1-rnd1);
shape_0_per_frame7=rnd2 = 4*rnd2*(1-rnd2);
shape_0_per_frame8=rnd3 = 4*rnd3*(1-rnd3);
shape_0_per_frame9=rnd4 = 4*rnd4*(1-rnd4);
shape_0_per_frame10=t = .6;
shape_0_per_frame11=t =  (rnd1+time*t) - int(rnd1+time*t);
shape_0_per_frame12=t = t + rnd2*0.1;
shape_0_per_frame13=wh = rnd4*asin(1)*4;
shape_0_per_frame14=wv = 0.25 + rnd3*0.1;
shape_0_per_frame15=
shape_0_per_frame16=d = 1.4; // makes the perspective impact
shape_0_per_frame17=zoom = 1;
shape_0_per_frame18=l = 1;
shape_0_per_frame19=
shape_0_per_frame20=// Kardan angles
shape_0_per_frame21=
shape_0_per_frame22=w1 = q3; // first rotation: clockwise in the desktop pane
shape_0_per_frame23=w2 = q4; // rotation around vertical axis
shape_0_per_frame24=w3 = q5; // rotation around horizontal axis
shape_0_per_frame25=
shape_0_per_frame26=
shape_0_per_frame27=// definition of the 3D shape
shape_0_per_frame28=
shape_0_per_frame29=i = instance;
shape_0_per_frame30=
shape_0_per_frame31=my_x = t *(cos(wh)*sin(wv)*l);
shape_0_per_frame32=my_y = (-0.5 +(t-0.75)*(t-0.75))*cos(wv)*l;
shape_0_per_frame33=my_z = t*(sin(wh)*sin(wv)*l);
shape_0_per_frame34=
shape_0_per_frame35=
shape_0_per_frame36=// 3D rotations
shape_0_per_frame37=
shape_0_per_frame38=x1 = cos(w1)*my_x + sin(w1)*my_y;
shape_0_per_frame39=y1 = -sin(w1)*my_x + cos(w1)*my_y;
shape_0_per_frame40=z1 = my_z;
shape_0_per_frame41=
shape_0_per_frame42=x2 = cos(w2)*x1 + sin(w2)*z1;
shape_0_per_frame43=z2 = -sin(w2)*x1 + cos(w2)*z1;
shape_0_per_frame44=y2 = y1;
shape_0_per_frame45=
shape_0_per_frame46=y3 = cos(w3)*y2 + sin(w3)*z2;
shape_0_per_frame47=z3 = -sin(w3)*y2 + cos(w3)*z2;
shape_0_per_frame48=x3 = x2;
shape_0_per_frame49=
shape_0_per_frame50=// perspective calculation
shape_0_per_frame51=
shape_0_per_frame52=l = sqrt(x3*x3 + y3*y3);
shape_0_per_frame53=w = atan2(x3,y3);
shape_0_per_frame54=p = tan(asin(1) + atan2(d+z3,l));
shape_0_per_frame55=d = sqrt(x3*x3 + y3*y3 + (z3+d)*(z3+d));
shape_0_per_frame56=
shape_0_per_frame57=rad = rad/d;
shape_0_per_frame58=my_x = zoom*sin(w)*p;
shape_0_per_frame59=my_y = zoom*cos(w)*p;
shape_0_per_frame60=
shape_0_per_frame61=x = 0.5 + my_x;
shape_0_per_frame62=y = 0.5 + my_y;
shape_0_per_frame63=
shape_0_per_frame64=x = 0.5 + (x-0.5)/q2;
shape_0_per_frame65=y = 0.5 + (y-0.5)/q1;
shapecode_1_enabled=0
shapecode_1_sides=100
shapecode_1_additive=1
shapecode_1_thickOutline=1
shapecode_1_textured=1
shapecode_1_num_inst=1
shapecode_1_x=0.520
shapecode_1_y=0.410
shapecode_1_rad=0.52160
shapecode_1_ang=0.18850
shapecode_1_tex_ang=0.00000
shapecode_1_tex_zoom=0.73458
shapecode_1_r=1.000
shapecode_1_g=1.000
shapecode_1_b=1.000
shapecode_1_a=1.000
shapecode_1_r2=1.000
shapecode_1_g2=1.000
shapecode_1_b2=1.000
shapecode_1_a2=0.750
shapecode_1_border_r=1.000
shapecode_1_border_g=1.000
shapecode_1_border_b=1.000
shapecode_1_border_a=0.000
shape_1_init1=vx = 0
shapecode_2_enabled=0
shapecode_2_sides=100
shapecode_2_additive=1
shapecode_2_thickOutline=1
shapecode_2_textured=1
shapecode_2_num_inst=1
shapecode_2_x=0.480
shapecode_2_y=0.410
shapecode_2_rad=0.61162
shapecode_2_ang=5.96903
shapecode_2_tex_ang=0.00000
shapecode_2_tex_zoom=0.73458
shapecode_2_r=1.000
shapecode_2_g=1.000
shapecode_2_b=1.000
shapecode_2_a=1.000
shapecode_2_r2=1.000
shapecode_2_g2=1.000
shapecode_2_b2=1.000
shapecode_2_a2=0.750
shapecode_2_border_r=1.000
shapecode_2_border_g=1.000
shapecode_2_border_b=1.000
shapecode_2_border_a=0.000
shape_2_init1=vx = 0
shapecode_3_enabled=0
shapecode_3_sides=100
shapecode_3_additive=1
shapecode_3_thickOutline=1
shapecode_3_textured=0
shapecode_3_num_inst=1
shapecode_3_x=0.500
shapecode_3_y=0.750
shapecode_3_rad=0.07059
shapecode_3_ang=0.00000
shapecode_3_tex_ang=0.00000
shapecode_3_tex_zoom=0.73458
shapecode_3_r=1.000
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=1.000
shapecode_3_border_g=1.000
shapecode_3_border_b=1.000
shapecode_3_border_a=0.000
shape_3_init1=vx = 0
shape_3_per_frame1=x = q1;
shape_3_per_frame2=y = q5;
per_frame_1=wave_a = 0;
per_frame_2=q1 =aspectx;
per_frame_3=q2 = aspecty;
per_frame_4=
per_frame_5=
per_frame_6=b = b + bass*bass*0.85;
per_frame_7=m = m + mid*mid*0.85;
per_frame_8=t = t + treb*treb*0.85;
per_frame_9=
per_frame_10=q3 = b*0.012;
per_frame_11=q4 = m*0.012;
per_frame_12=q5 = t*0.012;
warp_1=`shader_body
warp_2=`{
warp_3=`    float2 scale = float2(1280,1024)*texsize.zw; // 1280x1024 : the resolution i modelled this shader with
warp_4=`    float1 d = 0.005;
warp_5=`    float1 dx = ( GetBlur2(uv + float2(d,0)) - GetBlur2(uv-float2(d,0)) ).x*scale.x;
warp_6=`    float1 dy = ( GetBlur2(uv + float2(0,d)) - GetBlur2(uv-float2(0,d)) ).x*scale.y;
warp_7=`    float1 dxb = ( GetBlur2(uv + float2(d,0)) - GetBlur2(uv-float2(d,0)) ).x*scale.x;
warp_8=`    float1 dyb = ( GetBlur2(uv + float2(0,d)) - GetBlur2(uv-float2(0,d)) ).x*scale.y;
warp_9=`    float2 my_uv = uv - float2(dx,dy)*0.01 + float2(dxb,dyb)*0.003;
warp_10=`
warp_11=`
warp_12=`
warp_13=`    float2 v = 0.01;
warp_14=`    ret.x = tex2D( sampler_fw_main, my_uv -floor(my_uv)*0).x;
warp_15=`
warp_16=`    
warp_17=`    ret.x += (ret.x - GetBlur3(uv).x)*.1;
warp_18=`    ret.x += 0.004;
warp_19=`
warp_20=`
warp_21=`//--------------------------------
warp_22=`
warp_23=`    my_uv = uv + float2(dy,-dx)*0.05*(1.2-GetBlur3(uv).y);
warp_24=`
warp_25=`
warp_26=`
warp_27=`    v = 0.01;
warp_28=`    ret.z = tex2D( sampler_fw_main, my_uv).z;
warp_29=`    
warp_30=`    ret.z += (ret.z - GetBlur1(uv).z)*length(my_uv-uv)*180/length(scale);
warp_31=`    ret.z *= 0.8;
warp_32=`    ret.z += 0.004;
warp_33=`
warp_34=`
warp_35=`
warp_36=`//--------------------------------
warp_37=`
warp_38=`    d = 0.01;
warp_39=`    my_uv = float2(-dy,dx)*0.045;
warp_40=`
warp_41=`    dx = ( GetBlur2(uv + float2(d,0)) - GetBlur2(uv-float2(d,0)) ).y*scale.x;
warp_42=`    dy = ( GetBlur2(uv + float2(0,d)) - GetBlur2(uv-float2(0,d)) ).y*scale.y;
warp_43=`    my_uv += uv - float2(dx,dy)*0.03;
warp_44=`
warp_45=`
warp_46=`
warp_47=`    v = 0.01;
warp_48=`    ret.y =tex2D( sampler_fw_main, my_uv).y;
warp_49=`
warp_50=`    
warp_51=`    ret.y += (ret.y - GetBlur3(my_uv).y)*0.1 + 0.01;
warp_52=`//ret = 0;
warp_53=`}
comp_1=`shader_body
comp_2=`{
comp_3=`
comp_4=`float2 uv1 = uv-.5;
comp_5=`
comp_6=`float3 ret1 = tex2D(sampler_main, uv) +tex2D(sampler_main, 1-uv)*0;
comp_7=`
comp_8=`
comp_9=`float2 hor = float2 (texsize.z,0);
comp_10=`float2 ver = float2 (0,texsize.w);
comp_11=`float dx = GetPixel (uv-hor) - GetPixel (uv+hor);
comp_12=`float dy = GetPixel (uv-ver) - GetPixel (uv+ver);
comp_13=`float2 dz = float2 (dx,dy);
comp_14=`
comp_15=`uv1 = .3*cos(uv1*2+1.7) -2*dz;;
comp_16=`float3 dots = saturate(.03/length(uv1));
comp_17=`
comp_18=`
comp_19=`ret1 = (-ret1/4) + 6*dots*(-0.08+ret1);
comp_20=`
comp_21=`ret = ret1;
comp_22=`}
