winamp/Src/resources/data/Milkdrop2/presets/ORB - Acid Lamp.milk

273 lines
6.6 KiB
Plaintext
Raw Normal View History

2024-09-24 12:54:57 +00:00
MILKDROP_PRESET_VERSION=201
PSVERSION=2
PSVERSION_WARP=2
PSVERSION_COMP=2
[preset00]
fRating=3.000000
fGammaAdj=2.000000
fDecay=0.500000
fVideoEchoZoom=0.999609
fVideoEchoAlpha=0.500000
nVideoEchoOrientation=3
nWaveMode=7
bAdditiveWaves=0
bWaveDots=0
bWaveThick=0
bModWaveAlphaByVolume=0
bMaximizeWaveColor=1
bTexWrap=1
bDarkenCenter=0
bRedBlueStereo=0
bBrighten=0
bDarken=0
bSolarize=1
bInvert=0
fWaveAlpha=0.001000
fWaveScale=1.000000
fWaveSmoothing=0.750000
fWaveParam=0.000000
fModWaveAlphaStart=0.750000
fModWaveAlphaEnd=0.950000
fWarpAnimSpeed=1.000000
fWarpScale=1.000000
fZoomExponent=1.000000
fShader=0.000000
zoom=1.000000
rot=0.000000
cx=0.500000
cy=0.500000
dx=0.000000
dy=0.000000
warp=0.010000
sx=1.000000
sy=1.000000
wave_r=0.000000
wave_g=0.400000
wave_b=0.000000
wave_x=0.500000
wave_y=0.500000
ob_size=0.010000
ob_r=0.000000
ob_g=0.000000
ob_b=0.000000
ob_a=0.000000
ib_size=0.010000
ib_r=0.250000
ib_g=0.250000
ib_b=0.250000
ib_a=0.000000
nMotionVectorsX=12.000000
nMotionVectorsY=9.000000
mv_dx=0.000000
mv_dy=0.000000
mv_l=0.900000
mv_r=1.000000
mv_g=1.000000
mv_b=1.000000
mv_a=0.000000
b1n=0.000000
b2n=0.000000
b3n=0.000000
b1x=1.000000
b2x=1.000000
b3x=1.000000
b1ed=0.250000
wavecode_0_enabled=0
wavecode_0_samples=512
wavecode_0_sep=0
wavecode_0_bSpectrum=1
wavecode_0_bUseDots=0
wavecode_0_bDrawThick=0
wavecode_0_bAdditive=0
wavecode_0_scaling=1.000000
wavecode_0_smoothing=0.000000
wavecode_0_r=1.000000
wavecode_0_g=1.000000
wavecode_0_b=1.000000
wavecode_0_a=1.000000
wavecode_1_enabled=0
wavecode_1_samples=512
wavecode_1_sep=0
wavecode_1_bSpectrum=1
wavecode_1_bUseDots=0
wavecode_1_bDrawThick=0
wavecode_1_bAdditive=0
wavecode_1_scaling=1.000000
wavecode_1_smoothing=0.000000
wavecode_1_r=1.000000
wavecode_1_g=1.000000
wavecode_1_b=1.000000
wavecode_1_a=1.000000
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=1.000000
wavecode_2_smoothing=0.000000
wavecode_2_r=1.000000
wavecode_2_g=1.000000
wavecode_2_b=1.000000
wavecode_2_a=1.000000
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=1.000000
wavecode_3_smoothing=0.000000
wavecode_3_r=1.000000
wavecode_3_g=1.000000
wavecode_3_b=1.000000
wavecode_3_a=1.000000
shapecode_0_enabled=1
shapecode_0_sides=4
shapecode_0_additive=0
shapecode_0_thickOutline=0
shapecode_0_textured=1
shapecode_0_x=0.500000
shapecode_0_y=0.500000
shapecode_0_rad=2.667177
shapecode_0_ang=0.000000
shapecode_0_tex_ang=0.000000
shapecode_0_tex_zoom=0.374092
shapecode_0_r=1.000000
shapecode_0_g=1.000000
shapecode_0_b=1.000000
shapecode_0_a=0.800000
shapecode_0_r2=1.000000
shapecode_0_g2=1.000000
shapecode_0_b2=1.000000
shapecode_0_a2=0.400000
shapecode_0_border_r=1.000000
shapecode_0_border_g=1.000000
shapecode_0_border_b=1.000000
shapecode_0_border_a=0.100000
shape_0_per_frame1=ang = basstime;
shape_0_per_frame2=tex_ang = sin(basstime);
shape_0_per_frame3=
shape_0_per_frame4=ob_r = 0.5 * sin(basstime*1.12);
shape_0_per_frame5=ob_g = 0.5 * sin(basstime*1.5);
shape_0_per_frame6=ob_b = 0.5 * sin(basstime*2.12);
shapecode_1_enabled=1
shapecode_1_sides=4
shapecode_1_additive=0
shapecode_1_thickOutline=0
shapecode_1_textured=1
shapecode_1_x=0.500000
shapecode_1_y=0.500000
shapecode_1_rad=2.667177
shapecode_1_ang=0.000000
shapecode_1_tex_ang=0.000000
shapecode_1_tex_zoom=0.377131
shapecode_1_r=1.000000
shapecode_1_g=1.000000
shapecode_1_b=1.000000
shapecode_1_a=0.700000
shapecode_1_r2=0.800000
shapecode_1_g2=1.000000
shapecode_1_b2=1.000000
shapecode_1_a2=0.500000
shapecode_1_border_r=1.000000
shapecode_1_border_g=1.000000
shapecode_1_border_b=1.000000
shapecode_1_border_a=0.100000
shape_1_per_frame1=tex_capture = above(bass,1);
shapecode_2_enabled=1
shapecode_2_sides=100
shapecode_2_additive=0
shapecode_2_thickOutline=0
shapecode_2_textured=0
shapecode_2_x=0.500000
shapecode_2_y=0.500000
shapecode_2_rad=0.100000
shapecode_2_ang=0.000000
shapecode_2_tex_ang=0.000000
shapecode_2_tex_zoom=1.000000
shapecode_2_r=1.000000
shapecode_2_g=0.000000
shapecode_2_b=0.000000
shapecode_2_a=1.000000
shapecode_2_r2=1.000000
shapecode_2_g2=1.000000
shapecode_2_b2=0.000000
shapecode_2_a2=0.000000
shapecode_2_border_r=1.000000
shapecode_2_border_g=1.000000
shapecode_2_border_b=1.000000
shapecode_2_border_a=0.100000
shapecode_3_enabled=0
shapecode_3_sides=4
shapecode_3_additive=0
shapecode_3_thickOutline=0
shapecode_3_textured=0
shapecode_3_x=0.540000
shapecode_3_y=0.500000
shapecode_3_rad=0.100000
shapecode_3_ang=0.000000
shapecode_3_tex_ang=0.000000
shapecode_3_tex_zoom=1.000000
shapecode_3_r=1.000000
shapecode_3_g=0.000000
shapecode_3_b=0.000000
shapecode_3_a=1.000000
shapecode_3_r2=0.000000
shapecode_3_g2=1.000000
shapecode_3_b2=0.000000
shapecode_3_a2=0.000000
shapecode_3_border_r=1.000000
shapecode_3_border_g=1.000000
shapecode_3_border_b=1.000000
shapecode_3_border_a=0.100000
per_frame_1=basstime = basstime + bass*0.0003;
per_frame_2=q2 = basstime;
per_frame_3=q1 = basstime*0.00001;
per_frame_4=
per_frame_5=
per_frame_6=q4 = cos(basstime);
per_frame_7=q5 = sin(basstime);
per_pixel_1=zoom = 1;
per_pixel_2=rot = 0;
warp_1=`shader_body
warp_2=`{
warp_3=`
warp_4=` float2x2 rot = { q4, q5,
warp_5=` -q5, q4 };
warp_6=`
warp_7=` float3 txr = float3(uv,q2*10);
warp_8=`
warp_9=` float final_noise = 0;
warp_10=` final_noise += (1.0/pow(2,0))*(tex3D(sampler_noisevol_lq, txr*pow(2,0))*2-1);
warp_11=` final_noise += (1.0/pow(2,1))*(tex3D(sampler_noisevol_lq, txr*pow(2,1))*2-1);
warp_12=` final_noise += (1.0/pow(2,2))*(tex3D(sampler_noisevol_lq, txr*pow(2,2))*2-1);
warp_13=` final_noise += (1.0/pow(2,3))*(tex3D(sampler_noisevol_lq, txr*pow(2,3))*2-1);
warp_14=`
warp_15=` final_noise = (final_noise+1)*0.5;
warp_16=`
warp_17=`
warp_18=` ret = tex2D( sampler_main, mul(uv-0.5,rot)*(1-rad*0.01)*final_noise + 0.5 ).xyz;
warp_19=`
warp_20=` // darken (decay) over time
warp_21=` ret = ret; //or try: ret -= 0.004;
warp_22=`}
comp_1=`shader_body
comp_2=`{
comp_3=`
comp_4=` float2 uv_echo = (uv - 0.5)*1.000*float2(-1,-1) + 0.5;
comp_5=` ret = lerp( tex2D(sampler_main, uv).xyz,
comp_6=` tex2D(sampler_main, uv_echo).xyz,
comp_7=` 0.50
comp_8=` ); //video echo
comp_9=` ret *= 2.00; //gamma
comp_10=` float3 retish = 1 - ret*(1-ret)*2; //solarize
comp_11=` float3 retp = float3(retish[0],retish[1]*1.2,retish[2]*1.2)*0.5;
comp_12=` //ret *= 0.5;
comp_13=` retp = 1 - retp;
comp_14=` retp = 1 - retp*(1-retp); //solarize
comp_15=` ret = 1 - float3(retp[2]*5,retp[1],ret[0]);
comp_16=`}