winamp/Src/resources/data/Milkdrop2/presets/affected/martin - disco mix 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=4.000000
fGammaAdj=1.780001
fDecay=0.500000
fVideoEchoZoom=0.999998
fVideoEchoAlpha=0.500000
nVideoEchoOrientation=3
nWaveMode=4
bAdditiveWaves=1
bWaveDots=0
bWaveThick=1
bModWaveAlphaByVolume=1
bMaximizeWaveColor=0
bTexWrap=1
bDarkenCenter=0
bRedBlueStereo=0
bBrighten=0
bDarken=1
bSolarize=0
bInvert=0
fWaveAlpha=0.001000
fWaveScale=0.527429
fWaveSmoothing=0.450000
fWaveParam=0.000000
fModWaveAlphaStart=0.000000
fModWaveAlphaEnd=1.320000
fWarpAnimSpeed=1.459500
fWarpScale=2.006700
fZoomExponent=1.000000
fShader=0.000000
zoom=0.999900
rot=0.000000
cx=0.500000
cy=0.500000
dx=0.000000
dy=0.000000
warp=0.010000
sx=0.999900
sy=1.000000
wave_r=0.800000
wave_g=0.490000
wave_b=1.000000
wave_x=0.500000
wave_y=0.500000
ob_size=0.010000
ob_r=0.399900
ob_g=0.000000
ob_b=0.500000
ob_a=0.000000
ib_size=0.000000
ib_r=0.250000
ib_g=0.250000
ib_b=0.250000
ib_a=0.000000
nMotionVectorsX=64.000000
nMotionVectorsY=48.000000
mv_dx=0.000000
mv_dy=0.000000
mv_l=1.850000
mv_r=0.499900
mv_g=0.499900
mv_b=0.499900
mv_a=0.000000
b1n=0.000000
b2n=0.000000
b3n=0.000000
b1x=0.699900
b2x=1.000000
b3x=1.000000
b1ed=0.000000
wavecode_0_enabled=0
wavecode_0_samples=282
wavecode_0_sep=20
wavecode_0_bSpectrum=0
wavecode_0_bUseDots=0
wavecode_0_bDrawThick=1
wavecode_0_bAdditive=1
wavecode_0_scaling=3.915805
wavecode_0_smoothing=0.100000
wavecode_0_r=0.200000
wavecode_0_g=0.300000
wavecode_0_b=1.000000
wavecode_0_a=0.600000
wave_0_per_point1=
wave_0_per_point2=x = sample;
wave_0_per_point3=y = value1 * rand(50)/100 * abs(sample-.5)+ .49;
wave_0_per_point4=
wave_0_per_point5=a = q26/4 * (.2 + abs(sample-.5));
wavecode_1_enabled=0
wavecode_1_samples=512
wavecode_1_sep=0
wavecode_1_bSpectrum=0
wavecode_1_bUseDots=1
wavecode_1_bDrawThick=1
wavecode_1_bAdditive=0
wavecode_1_scaling=0.891519
wavecode_1_smoothing=0.820000
wavecode_1_r=1.000000
wavecode_1_g=1.000000
wavecode_1_b=1.000000
wavecode_1_a=0.100000
wave_1_per_point1=xi = rand(100)/100;
wave_1_per_point2=yi = rand(100)/100;
wave_1_per_point3=
wave_1_per_point4=x = xi; y = yi;
wave_1_per_point5=
wave_1_per_point6=a = q21/15;
wavecode_2_enabled=0
wavecode_2_samples=512
wavecode_2_sep=0
wavecode_2_bSpectrum=0
wavecode_2_bUseDots=0
wavecode_2_bDrawThick=1
wavecode_2_bAdditive=0
wavecode_2_scaling=0.891519
wavecode_2_smoothing=0.820000
wavecode_2_r=0.000000
wavecode_2_g=0.200000
wavecode_2_b=0.000000
wavecode_2_a=1.000000
wavecode_3_enabled=0
wavecode_3_samples=512
wavecode_3_sep=0
wavecode_3_bSpectrum=1
wavecode_3_bUseDots=1
wavecode_3_bDrawThick=0
wavecode_3_bAdditive=0
wavecode_3_scaling=1.000000
wavecode_3_smoothing=0.500000
wavecode_3_r=1.000000
wavecode_3_g=1.000000
wavecode_3_b=1.000000
wavecode_3_a=1.000000
shapecode_0_enabled=0
shapecode_0_sides=4
shapecode_0_additive=0
shapecode_0_thickOutline=0
shapecode_0_textured=0
shapecode_0_x=0.500000
shapecode_0_y=0.500000
shapecode_0_rad=0.048958
shapecode_0_ang=0.000000
shapecode_0_tex_ang=1.005310
shapecode_0_tex_zoom=1.531168
shapecode_0_r=0.500000
shapecode_0_g=1.000000
shapecode_0_b=0.900000
shapecode_0_a=1.000000
shapecode_0_r2=0.830000
shapecode_0_g2=0.930000
shapecode_0_b2=0.800000
shapecode_0_a2=1.000000
shapecode_0_border_r=1.000000
shapecode_0_border_g=1.000000
shapecode_0_border_b=0.000000
shapecode_0_border_a=0.000000
shape_0_per_frame1=
shape_0_per_frame2=trel = time/3;
shape_0_per_frame3=
shape_0_per_frame4=x = .5+sin(trel*2);
shape_0_per_frame5=y = .5+cos(trel*1.3);
shape_0_per_frame6=
shape_0_per_frame7=
shape_0_per_frame8=
shape_0_per_frame9=cent = sqrt((x-.5)*(x-.5)+(y-.5)*(y-.5));
shape_0_per_frame10=
shape_0_per_frame11=rad = .1*cent;
shape_0_per_frame12=a = .8;
shapecode_1_enabled=1
shapecode_1_sides=25
shapecode_1_additive=0
shapecode_1_thickOutline=0
shapecode_1_textured=1
shapecode_1_x=0.260000
shapecode_1_y=0.200000
shapecode_1_rad=0.393173
shapecode_1_ang=0.000000
shapecode_1_tex_ang=0.000000
shapecode_1_tex_zoom=0.935500
shapecode_1_r=0.000000
shapecode_1_g=0.550000
shapecode_1_b=0.500000
shapecode_1_a=1.000000
shapecode_1_r2=0.000000
shapecode_1_g2=0.400000
shapecode_1_b2=0.400000
shapecode_1_a2=0.070000
shapecode_1_border_r=0.300000
shapecode_1_border_g=0.700000
shapecode_1_border_b=0.800000
shapecode_1_border_a=0.000000
shape_1_per_frame1=trig = q24;
shape_1_per_frame2=
shape_1_per_frame3=textured = 1;
shape_1_per_frame4=
shape_1_per_frame5=x0 = x0*bnot(trig) + trig*(.2+ rand(100)/200);
shape_1_per_frame6=y0 = y0*bnot(trig) + trig*(.2+ rand(100)/200);
shape_1_per_frame7=
shape_1_per_frame8=
shape_1_per_frame9=
shape_1_per_frame10=x0 = x0 + .04*q1*(3+q26)/fps;
shape_1_per_frame11=y0 = y0 + .04*q2*(3+q26)/fps;
shape_1_per_frame12=
shape_1_per_frame13=x0 = x0 - int(x0);
shape_1_per_frame14=y0 = y0 - int(y0);
shape_1_per_frame15=
shape_1_per_frame16=x = .5; y = .5;
shape_1_per_frame17=tex_ang = time/2;
shape_1_per_frame18=tex_zoom = 2;
shape_1_per_frame19=ang = time/100*q2;
shape_1_per_frame20=x = x0; y = y0;
shape_1_per_frame21=rad0 = rad0*bnot(trig) + trig*rand(100)/400;
shape_1_per_frame22=rad = rad0;
shape_1_per_frame23=
shape_1_per_frame24=
shape_1_per_frame25=r0 = bnot(trig)*r0 + trig * rand(10)/10;
shape_1_per_frame26=b0 = bnot(trig)*b0 + trig * rand(10)/10;
shape_1_per_frame27=g0 = bnot(trig)*g0 + trig * rand(10)/10;
shape_1_per_frame28=
shape_1_per_frame29=r = 1; b = 1; g = 1;
shape_1_per_frame30=r2 = .4; b2 = .4; g2 = .4;
shape_1_per_frame31=a= 1; a2 = .5;
shapecode_2_enabled=0
shapecode_2_sides=4
shapecode_2_additive=1
shapecode_2_thickOutline=0
shapecode_2_textured=0
shapecode_2_x=0.503000
shapecode_2_y=0.500000
shapecode_2_rad=0.038857
shapecode_2_ang=0.000000
shapecode_2_tex_ang=0.000000
shapecode_2_tex_zoom=0.609857
shapecode_2_r=1.000000
shapecode_2_g=0.100000
shapecode_2_b=0.000000
shapecode_2_a=0.900000
shapecode_2_r2=1.000000
shapecode_2_g2=1.000000
shapecode_2_b2=1.000000
shapecode_2_a2=0.000000
shapecode_2_border_r=0.500000
shapecode_2_border_g=0.500000
shapecode_2_border_b=0.500000
shapecode_2_border_a=0.000000
shape_2_per_frame1=x = rand(50)/50;
shape_2_per_frame2=y = .5 - 0*rand(15)/200;
shape_2_per_frame3=
shape_2_per_frame4=r = .4;
shape_2_per_frame5=g = .6;
shape_2_per_frame6=b = 1;
shape_2_per_frame7=r2 = r;
shape_2_per_frame8=g2 = g;
shape_2_per_frame9=b2 = b;
shape_2_per_frame10=
shape_2_per_frame11=a = min(q21/2 ,.9);
shape_2_per_frame12=rad = a * (.1+abs(x-.5))/2 ;
shapecode_3_enabled=0
shapecode_3_sides=4
shapecode_3_additive=0
shapecode_3_thickOutline=1
shapecode_3_textured=1
shapecode_3_x=0.260000
shapecode_3_y=0.760000
shapecode_3_rad=0.394780
shapecode_3_ang=0.000000
shapecode_3_tex_ang=0.000000
shapecode_3_tex_zoom=0.499805
shapecode_3_r=1.000000
shapecode_3_g=1.000000
shapecode_3_b=1.000000
shapecode_3_a=1.000000
shapecode_3_r2=1.000000
shapecode_3_g2=1.000000
shapecode_3_b2=1.000000
shapecode_3_a2=0.800000
shapecode_3_border_r=0.200000
shapecode_3_border_g=0.700000
shapecode_3_border_b=0.500000
shapecode_3_border_a=1.000000
shape_3_per_frame1=tex_zoom = q27/2;
per_frame_1=dec_med = pow (0.9, 30/fps);
per_frame_2=dec_slow = pow (0.99, 30/fps);
per_frame_3=beat = max (max (bass, mid), treb);
per_frame_4=avg = avg*dec_slow + beat*(1-dec_slow);
per_frame_5=is_beat = above(beat, .2+avg+peak) * above (time, t0+.2);
per_frame_6=t0 = is_beat*time + (1-is_beat)*t0;
per_frame_7=peak = is_beat * beat + (1-is_beat)*peak*dec_med;
per_frame_8=index = (index + is_beat) %8;
per_frame_9=index2 = (index2 + is_beat*bnot(index))%2;
per_frame_10=index3 = (index3 + is_beat*bnot(index)*bnot(index2))%3;
per_frame_11=
per_frame_12=monitor = index4;
per_frame_13=
per_frame_14=q20 = avg;
per_frame_15=q21 = beat;
per_frame_16=q22 = peak;
per_frame_17=q23 = index;
per_frame_18=q24 = is_beat;
per_frame_19=q26 = bass + mid + treb;
per_frame_20=q11 = min(q22,3);
per_frame_21=
per_frame_22=//k1 = is_beat*bnot(index)*bnot(index2);
per_frame_23=
per_frame_24=k1 = is_beat*equal(index,0);
per_frame_25=p1 = k1*(p1+1) + (1-k1)*p1;
per_frame_26=p2 = dec_med * p2+ (1-dec_med)*p1;
per_frame_27=rott = p2 * 3.14159265359/4;
per_frame_28=
per_frame_29=q27 = 8-index;
per_frame_30=q28 = index2;
per_frame_31=
per_frame_32=q1 = cos(rott);
per_frame_33=q2 = sin(rott);
per_frame_34=q3 = -q2;
per_frame_35=q4 = q1;
per_frame_36=
per_frame_37=rota = rota*dec_med + (1-dec_med)*q22/4;
per_frame_38=
per_frame_39=zoom = 1.05 + .1*q1;
per_frame_40=rot = .01*q2+rota/12*q2;
per_frame_41=dx = .01*q1;
per_frame_42=dy = .01*q2;
per_frame_43=
per_frame_44=wave_a = 0;
per_frame_45=
per_frame_46=movex = movex + dx/fps;
per_frame_47=movey = movey + dy/fps;
per_frame_48=movez = movez + (zoom-1)/fps;
per_frame_49=q16 = rota;
per_frame_50=q17 = movez*200;
per_frame_51=q18 = movex; q19 = movey;
per_frame_52=warp = .5;
per_frame_53=
per_frame_54=//KUGEL-POS
per_frame_55=dt = .1*30/fps;
per_frame_56=m = .03; //Masse
per_frame_57=x0 = .0; y0 = 0; x0 = q1; y0 = q27/4;
per_frame_58=
per_frame_59=ax = -(xk-x0);
per_frame_60=ay = -(yk-y0);
per_frame_61=
per_frame_62=vx = vx*dec_med + ax * dt/m;
per_frame_63=vy = vy*dec_med + ay * dt/m;
per_frame_64=
per_frame_65=xk = xk + vx*dt;
per_frame_66=yk = yk + vy*dt;
per_frame_67=
per_frame_68=q9 = xk; q10 = yk;
per_frame_69=monitor = q10;
warp_1=`sampler sampler_worms;
warp_2=`float3 color, mus;
warp_3=`float dx,dy;
warp_4=`shader_body {
warp_5=`float2 uv1 = (uv-.5) * aspect.xy;
warp_6=`
warp_7=`
warp_8=`float2 uv6 = uv1;
warp_9=`float z = q29*2*length(uv1)+rand_frame * 64;
warp_10=`float2 d = normalize(uv1);
warp_11=`float2 rs = clamp(tan(z)*d,-8,8);
warp_12=`uv += .01*lum(GetBlur1(uv))*float2 (0,1);
warp_13=`
warp_14=`
warp_15=`uv6 = .4*sin(uv*8+rand_frame*6);
warp_16=`mus = .1/(length(uv6));
warp_17=`mus *= (1+roam_cos)/2;
warp_18=`
warp_19=`float3 blur = GetBlur2(frac(uv));
warp_20=`
warp_21=`float3 crisp= tex2D(sampler_main,uv);
warp_22=`
warp_23=`float3 ret1 = crisp - blur*.03 + .1*mus;
warp_24=`//float2 uv2 = (uv_orig-.5)-float2(.5,.5+0.1*q25);
warp_25=`
warp_26=`q25 = 1;
warp_27=`ret = q25*(ret1*.99-.02) + (1-q25)* GetPixel(uv_orig);
warp_28=`
warp_29=`}
comp_1=`sampler sampler_pw_noise_lq;
comp_2=`
comp_3=`float2 rs;
comp_4=`float pads;
comp_5=`
comp_6=`shader_body {
comp_7=`float2 uv1 = (uv-.5-.0*float2(q1,q2) )*aspect.xy;
comp_8=`//uv = mul(uv-.5,float2x2(_qa))+.5;
comp_9=`
comp_10=`uv1*= aspect.yx;
comp_11=`float h1 = 3;
comp_12=`
comp_13=`float z = h1/abs(uv1.y) ;
comp_14=`
comp_15=`
comp_16=`
comp_17=`rs.x = (uv1.x) *z*2;
comp_18=`float mask = saturate (15/z-.3);
comp_19=`rs.y = z;
comp_20=`rs = mul(rs,float2x2(_qa));
comp_21=`rs.y += q17;
comp_22=`float2 uv6 = sin(rs);
comp_23=`pads = .5-sqrt(length(uv6.x*uv6.y));
comp_24=`pads *= (pads <= -.1) *mask;
comp_25=`
comp_26=`float mask2 = (pads <= -.1);
comp_27=`ret = (1-2*pads)* (GetPixel(uv+pads/4))*(1+q22)
comp_28=`-pads *q2*GetPixel(rs/180)*4
comp_29=`-pads *q1*GetPixel(1-uv)*4;
comp_30=`}