// AlbumArtZoomer.vtx // Author - MrC Texture skull1; Texture skull2; Texture skull3; Texture skull4; Texture skull5; Texture skull6; Texture skull7; Texture skull0; float bt,bump,n; void Init() { skull0.LoadTexture("skull_jawud1.png"); skull1.LoadTexture("skull_jawud2.png"); skull2.LoadTexture("skull_jawud3.png"); skull3.LoadTexture("skull_jawud4.png"); skull4.LoadTexture("skull_jawud5.png"); skull5.LoadTexture("skull_jawud6.png"); skull6.LoadTexture("skull_jawud7.png"); skull7.LoadTexture("skull_jawud8.png"); bt = 0; } float time = 0; void Render() { time += TIMEPASS*10; bt = bt + (TIMEPASS*(0.5+BASS)); n = 1.0-(TIMEPASS*4); bump = (bump*n)+(BASS*(1.0-n)); int tex = 0; if (MIDDLE > 0) tex = MIDDLE * 10; if (tex == 0) gfxSetTexture(skull0); else if (tex == 1) gfxSetTexture(skull1); else if (tex == 2) gfxSetTexture(skull2); else if (tex == 3) gfxSetTexture(skull3); else if (tex == 4) gfxSetTexture(skull4); else if (tex == 5) gfxSetTexture(skull5); else if (tex == 6) gfxSetTexture(skull6); else if (tex >= 7) gfxSetTexture(skull7); // gfxSetAspect(0); gfxSetBlendMode(BLEND_MOD); gfxTranslate(0,0,2.5); float x = (Sin(bt*6.43)+Cos(bt*4.23))*0.25; float y = (Cos(bt*6.43)+Sin(bt*4.23))*0.25; gfxTexRect(x - 0.5, y + 0.5, x + 0.5, y -0.5); float col = 0; if (BASS > 0) col = BASS; col = Fabs(Sin(time)); }