winamp/Src/resources/data/Milkdrop2/presets/Stahlregen + Geiss + Martin - Ouboros (Metal Finish 2).milk

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2024-09-24 12:54:57 +00:00
MILKDROP_PRESET_VERSION=201
PSVERSION=2
PSVERSION_WARP=2
PSVERSION_COMP=2
[preset00]
fRating=3.000
fGammaAdj=2.000
fDecay=0.880
fVideoEchoZoom=1.007
fVideoEchoAlpha=0.500
nVideoEchoOrientation=3
nWaveMode=0
bAdditiveWaves=0
bWaveDots=1
bWaveThick=1
bModWaveAlphaByVolume=0
bMaximizeWaveColor=1
bTexWrap=0
bDarkenCenter=0
bRedBlueStereo=0
bBrighten=0
bDarken=1
bSolarize=0
bInvert=0
fWaveAlpha=100.000
fWaveScale=0.590
fWaveSmoothing=0.000
fWaveParam=0.700
fModWaveAlphaStart=0.750
fModWaveAlphaEnd=0.950
fWarpAnimSpeed=1.000
fWarpScale=1.000
fZoomExponent=0.42000
fShader=1.000
zoom=1.00000
rot=0.00000
cx=0.500
cy=0.500
dx=0.00000
dy=0.00000
warp=0.01000
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=0.010
ob_r=0.000
ob_g=0.000
ob_b=0.000
ob_a=1.000
ib_size=0.010
ib_r=0.250
ib_g=0.250
ib_b=0.250
ib_a=0.000
nMotionVectorsX=64.000
nMotionVectorsY=48.000
mv_dx=0.000
mv_dy=0.000
mv_l=5.000
mv_r=0.000
mv_g=0.000
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=1
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
wave_0_per_point1=//Spiral custom wave code by stahlregen ;)
wave_0_per_point2=amplitude = .1+.05*bass_att;
wave_0_per_point3=turns = 7.5;
wave_0_per_point4=centerx = .25;
wave_0_per_point5=centery = .35;
wave_0_per_point6=size = .5;
wave_0_per_point7=speed = -1;
wave_0_per_point8=x = centerx+(size-size*sample)*sin(speed*3.14*time+sample*6.28*turns)*(1+amplitude*(value1+value2));
wave_0_per_point9=y = centery+(size-size*sample)*cos(speed*3.14*time+sample*6.28*turns)*(1+amplitude*(value1+value2));
wavecode_1_enabled=1
wavecode_1_samples=462
wavecode_1_sep=0
wavecode_1_bSpectrum=0
wavecode_1_bUseDots=1
wavecode_1_bDrawThick=1
wavecode_1_bAdditive=1
wavecode_1_scaling=1.00000
wavecode_1_smoothing=0.00000
wavecode_1_r=1.000
wavecode_1_g=1.000
wavecode_1_b=1.000
wavecode_1_a=0.800
wave_1_per_frame1=r = .5 + .4*sin(0.5*(time*1.13+bass));
wave_1_per_frame2=g = .5 + .4*cos(0.5*(time*1.23+treb));
wave_1_per_frame3=b = .5 + .4*sin(0.5*(time*1.33+mid));
wave_1_per_point1=//Spiral custom wave code by stahlregen ;)
wave_1_per_point2=amplitude = .075+.025*bass_att;
wave_1_per_point3=turns = 7;
wave_1_per_point4=centerx = .5+.015*sin(time)+.015*cos(3.28+time*0.01);
wave_1_per_point5=centery = .5+.015*cos(time)+.015*sin(3.14+time*0.01);
wave_1_per_point6=size = .28;
wave_1_per_point7=speed = 1.25;
wave_1_per_point8=x = centerx+(size-size*sample)*sin(speed*3.14*time+sample*6.28*turns)*(1+amplitude*(value1+value2));
wave_1_per_point9=y = centery+(size-size*sample)*cos(speed*3.14*time+sample*6.28*turns)*(1+amplitude*(value1+value2));
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=1
shapecode_0_sides=100
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=71.13834
shapecode_0_ang=0.00000
shapecode_0_tex_ang=0.00000
shapecode_0_tex_zoom=1.00000
shapecode_0_r=0.500
shapecode_0_g=0.500
shapecode_0_b=0.500
shapecode_0_a=0.020
shapecode_0_r2=0.500
shapecode_0_g2=0.500
shapecode_0_b2=0.500
shapecode_0_a2=0.020
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=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=1
shapecode_2_sides=100
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=0.03030
shapecode_2_ang=0.00000
shapecode_2_tex_ang=0.00000
shapecode_2_tex_zoom=1.00000
shapecode_2_r=0.800
shapecode_2_g=0.800
shapecode_2_b=0.800
shapecode_2_a=0.600
shapecode_2_r2=0.700
shapecode_2_g2=0.700
shapecode_2_b2=0.700
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=0.000
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=zoom = 1.0+0.025*max(bass_att,treb_att);
warp_1=`#define MyGet GetPixel //GetBlur1
warp_2=`shader_body
warp_3=`{
warp_4=` // GROW EFFECT - bright pixels spread radially outward.
warp_5=` // BE CAREFUL - this can really thrash the texture cache! (SLOW)
warp_6=` float grad_rad = 8; //TWEAK
warp_7=` float str = 4; //TWEAK
warp_8=` float3 d = float3(texsize.zw, 0) * grad_rad;
warp_9=` float4 lums = 0;
warp_10=` lums.x = lum( MyGet(uv + texsize.zw*d.xz) );
warp_11=` lums.y = lum( MyGet(uv - texsize.zw*d.xz) );
warp_12=` lums.z = lum( MyGet(uv + texsize.zw*d.zy) );
warp_13=` lums.w = lum( MyGet(uv - texsize.zw*d.zy) );
warp_14=` float2 grad = float2(lums.x-lums.y, lums.z-lums.w)*str*1000/grad_rad;
warp_15=` grad = (saturate(grad*0.5+0.5)*2-1)*1.4;
warp_16=`
warp_17=` // sample previous frame
warp_18=` ret = tex2D( sampler_fc_main, uv + grad*texsize.zw ).xyz;
warp_19=`
warp_20=`float2 uv_echo = (uv - 0.5)*float2(-1,-1) + 0.5;
warp_21=`
warp_22=` float4 lums2 = 0;
warp_23=` lums2.x = lum( MyGet(uv_echo + texsize.zw*d.xz) );
warp_24=` lums2.y = lum( MyGet(uv_echo - texsize.zw*d.xz) );
warp_25=` lums2.z = lum( MyGet(uv_echo + texsize.zw*d.zy) );
warp_26=` lums2.w = lum( MyGet(uv_echo - texsize.zw*d.zy) );
warp_27=` float2 grad2 = float2(lums2.x-lums2.y, lums2.z-lums2.w)*str*1000/grad_rad;
warp_28=` grad2 = (saturate(grad2*0.5+0.5)*2-1)*1.4;
warp_29=`
warp_30=`float3 ret2 = tex2D(sampler_fc_main, uv_echo + grad2*texsize.zw).xyz;
warp_31=`
warp_32=`ret = lerp(ret,ret2,0.50);
warp_33=`
warp_34=` // darken (decay) over time
warp_35=` ret *= 0.93; //or try: ret -= 0.004;
warp_36=`}
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=`}