winamp/Src/resources/data/Milkdrop2/presets/Aderrasi + Flexi - Airhandler (Last Breath - Calm) [moebius morbid vision edit].milk

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2024-09-24 12:54:57 +00:00
MILKDROP_PRESET_VERSION=201
PSVERSION=2
PSVERSION_WARP=0
PSVERSION_COMP=2
[preset00]
fRating=4.000000
fGammaAdj=1.399
fDecay=1.000
fVideoEchoZoom=1.488
fVideoEchoAlpha=0.300
nVideoEchoOrientation=0
nWaveMode=5
bAdditiveWaves=0
bWaveDots=0
bWaveThick=0
bModWaveAlphaByVolume=0
bMaximizeWaveColor=1
bTexWrap=0
bDarkenCenter=0
bRedBlueStereo=0
bBrighten=0
bDarken=1
bSolarize=0
bInvert=0
fWaveAlpha=0.691
fWaveScale=4.778
fWaveSmoothing=0.000
fWaveParam=0.000
fModWaveAlphaStart=0.710
fModWaveAlphaEnd=1.300
fWarpAnimSpeed=1.000
fWarpScale=1.331
fZoomExponent=1.00000
fShader=1.000
zoom=0.99951
rot=0.00000
cx=0.500
cy=0.500
dx=0.00000
dy=0.00000
warp=0.01010
sx=1.00000
sy=1.00000
wave_r=0.650
wave_g=0.650
wave_b=0.650
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=0.100
ib_size=0.000
ib_r=0.250
ib_g=0.250
ib_b=0.250
ib_a=0.000
nMotionVectorsX=12.000
nMotionVectorsY=9.000
mv_dx=0.000
mv_dy=0.000
mv_l=0.900
mv_r=1.000
mv_g=1.000
mv_b=1.000
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=0
wavecode_0_scaling=1.00000
wavecode_0_smoothing=0.50000
wavecode_0_r=1.000
wavecode_0_g=1.000
wavecode_0_b=1.000
wavecode_0_a=1.000
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=0
wavecode_1_scaling=1.00000
wavecode_1_smoothing=0.50000
wavecode_1_r=1.000
wavecode_1_g=1.000
wavecode_1_b=1.000
wavecode_1_a=1.000
wavecode_2_enabled=0
wavecode_2_samples=512
wavecode_2_sep=0
wavecode_2_bSpectrum=0
wavecode_2_bUseDots=0
wavecode_2_bDrawThick=0
wavecode_2_bAdditive=0
wavecode_2_scaling=1.00000
wavecode_2_smoothing=0.50000
wavecode_2_r=1.000
wavecode_2_g=1.000
wavecode_2_b=1.000
wavecode_2_a=1.000
wavecode_3_enabled=0
wavecode_3_samples=512
wavecode_3_sep=0
wavecode_3_bSpectrum=0
wavecode_3_bUseDots=0
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=0
shapecode_0_num_inst=1
shapecode_0_x=0.500
shapecode_0_y=0.500
shapecode_0_rad=0.10000
shapecode_0_ang=0.00000
shapecode_0_tex_ang=0.00000
shapecode_0_tex_zoom=1.00000
shapecode_0_r=1.000
shapecode_0_g=0.000
shapecode_0_b=0.000
shapecode_0_a=1.000
shapecode_0_r2=0.000
shapecode_0_g2=1.000
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=0.100
shapecode_1_enabled=0
shapecode_1_sides=4
shapecode_1_additive=0
shapecode_1_thickOutline=0
shapecode_1_textured=0
shapecode_1_num_inst=1
shapecode_1_x=0.500
shapecode_1_y=0.500
shapecode_1_rad=0.10000
shapecode_1_ang=0.00000
shapecode_1_tex_ang=0.00000
shapecode_1_tex_zoom=1.00000
shapecode_1_r=1.000
shapecode_1_g=0.000
shapecode_1_b=0.000
shapecode_1_a=1.000
shapecode_1_r2=0.000
shapecode_1_g2=1.000
shapecode_1_b2=0.000
shapecode_1_a2=0.000
shapecode_1_border_r=1.000
shapecode_1_border_g=1.000
shapecode_1_border_b=1.000
shapecode_1_border_a=0.100
shapecode_2_enabled=0
shapecode_2_sides=4
shapecode_2_additive=0
shapecode_2_thickOutline=0
shapecode_2_textured=0
shapecode_2_num_inst=1
shapecode_2_x=0.500
shapecode_2_y=0.500
shapecode_2_rad=0.10000
shapecode_2_ang=0.00000
shapecode_2_tex_ang=0.00000
shapecode_2_tex_zoom=1.00000
shapecode_2_r=1.000
shapecode_2_g=0.000
shapecode_2_b=0.000
shapecode_2_a=1.000
shapecode_2_r2=0.000
shapecode_2_g2=1.000
shapecode_2_b2=0.000
shapecode_2_a2=0.000
shapecode_2_border_r=1.000
shapecode_2_border_g=1.000
shapecode_2_border_b=1.000
shapecode_2_border_a=0.100
shapecode_3_enabled=0
shapecode_3_sides=4
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=0.10000
shapecode_3_ang=0.00000
shapecode_3_tex_ang=0.00000
shapecode_3_tex_zoom=1.00000
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=1.000
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=0.100
per_frame_1=wave_r = wave_r + 0.5*sin(time*1.13);
per_frame_2=wave_g = wave_g + 0.5*sin(time*1.23);
per_frame_3=wave_b = wave_b + 0.5*sin(time*1.33);
per_frame_4=
per_frame_5=wave_x = wave_x + 0.2*sin(0.32*time);
per_frame_6=wave_y = wave_y + 0.2*cos(0.32*time);
per_frame_7=
per_frame_8=ob_r = wave_r;
per_frame_9=ob_g = wave_g;
per_frame_10=ob_b = wave_b;
per_frame_11=// the m<>bius transformation
per_frame_12=// z -> (az+b)/(cz-d); where a,b,c,d are complex numbers and z will be the uv-vector
per_frame_13=// (az+b)/(cz-d) = a/c + mu/(cz+d), with mu = (bc-ad)/c
per_frame_14=// so a/c and mu can be calculated outside of the shader
per_frame_15=
per_frame_16=//before inversion
per_frame_17=
per_frame_18=scale = 1;
per_frame_19=angle = time*.2;
per_frame_20=translation_x = 0;
per_frame_21=translation_y = 0.12;
per_frame_22=
per_frame_23=a_r = cos(angle)*scale;
per_frame_24=a_i = sin(angle)*scale;
per_frame_25=b_r = translation_x;
per_frame_26=b_i = translation_y;
per_frame_27=
per_frame_28=//complex inverted
per_frame_29=scale = 1;
per_frame_30=angle = sin(time*0.1337)*0.3;
per_frame_31=translation_u = 0;
per_frame_32=translation_v = -0.2;
per_frame_33=
per_frame_34=// c
per_frame_35=q15 = cos(angle)*scale;
per_frame_36=q16 = sin(angle)*scale;
per_frame_37=
per_frame_38=// d
per_frame_39=q17 = translation_u;
per_frame_40=q18 = translation_v;
per_frame_41=
per_frame_42=// c^(-1)
per_frame_43=c_inv_r = q15/(q15*q15+q16*q16);
per_frame_44=c_inv_i = q16/(q15*q15+q16*q16);
per_frame_45=
per_frame_46=// a*c^(-1)
per_frame_47=q11 = (a_r*c_inv_r - a_i*c_inv_i);
per_frame_48=q12 = (a_r*c_inv_i - a_i*c_inv_r);
per_frame_49=
per_frame_50=// (bc-ad)
per_frame_51=bcad_r = (b_r*q15 - b_i*q16)-(a_r*q17-a_i*q18);
per_frame_52=bcad_i = (b_r*q16 - b_i*q15)-(a_r*q18-a_i*q17);
per_frame_53=
per_frame_54=// mu*c^(-1)
per_frame_55=q13 = bcad_r*c_inv_r - bcad_i*c_inv_i;
per_frame_56=q14 = bcad_r*c_inv_i - bcad_i*c_inv_r;
per_pixel_1=thresh = above(bass_att,thresh)*2+(1-above(bass_att,thresh))*((thresh-1.3)*0.96+1.3);
per_pixel_2=dx_r = equal(thresh,2)*0.015*sin(5*time)+(1-equal(thresh,2))*dx_r;
per_pixel_3=dy_r = equal(thresh,2)*0.015*sin(6*time)+(1-equal(thresh,2))*dy_r;
per_pixel_4=zoom = zoom + 0.0095*(sin(10*ang) + sin(sin(time*2*sin(time)*rad))*0.3 - cos(rad)*0.1);
per_pixel_5=rot = rot + 0.08*abs(0.746-rad)*sin(2.2*(0.5-rad)+5.7*sin(0.1*time));
per_pixel_6=sx = sx + 0.01*(0.99*1-rad)*sin(0.733*time)*below(sin(time),0);
per_pixel_7=sy = sy + 0.01*(0.99*1-rad)*cos(0.953*time)*above(sin(time),0);
per_pixel_8=zoom = zoom - 0.015*(0.5*abs(3)-rad)*below(rad,1.5);
comp_1=`shader_body
comp_2=`{
comp_3=`
comp_4=`float2 ac = float2(q11,q12);
comp_5=`float2 mu = float2(q13,q14);
comp_6=`float2 c = float2(q15,q16);
comp_7=`float2 d = float2(q17,q18);
comp_8=`
comp_9=`float2 z = (uv-0.5);
comp_10=`
comp_11=`// (c*z + d)
comp_12=`float2 czd = float2(z.x*c.x-z.y*c.y,z.x*c.y-z.y*c.x) + d;
comp_13=`// mu/(cz+d)
comp_14=`float2 moebius = float2( mu.x*czd.x + mu.y*czd.y , mu.y*czd.x-mu.x*czd.y )/(czd.x*czd.x+czd.y*czd.y) + ac;
comp_15=`
comp_16=`moebius = 0.5 + (1.0 - abs( frac( moebius * 0.5 ) * 2 - 1.0 )-0.5)*0.99;
comp_17=`
comp_18=`uv=moebius;
comp_19=`float3 rnd = tex2D(sampler_noise_lq, rand_frame.xy + uv*texsize.xy*texsize_noise_lq.zw)*2-1;
comp_20=`
comp_21=`ret = GetPixel(uv);
comp_22=`
comp_23=`d = texsize.zw * 8;
comp_24=`float3 dx = ( GetBlur1(uv + float2(1,0)*d) - GetBlur1(uv-float2(1,0)*d) );
comp_25=`float3 dy = ( GetBlur1(uv + float2(0,1)*d) - GetBlur1(uv-float2(0,1)*d) );
comp_26=`
comp_27=`uv -= float2(lum(dx),lum(dy))*texsize.zw*32;
comp_28=`
comp_29=`
comp_30=`ret = pow(abs(GetBlur3(uv+rnd.xy*texsize.zw*5)*2-GetPixel(uv))*1,1);
comp_31=`}