winamp/Src/resources/data/Milkdrop2/presets/affected/martin - dont drink and drive (police mix).milk

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2024-09-24 12:54:57 +00:00
MILKDROP_PRESET_VERSION=201
PSVERSION=3
PSVERSION_WARP=3
PSVERSION_COMP=3
[preset00]
fRating=2.000000
fGammaAdj=1.980001
fDecay=0.500000
fVideoEchoZoom=0.999998
fVideoEchoAlpha=0.500000
nVideoEchoOrientation=3
nWaveMode=4
bAdditiveWaves=1
bWaveDots=1
bWaveThick=1
bModWaveAlphaByVolume=1
bMaximizeWaveColor=1
bTexWrap=1
bDarkenCenter=0
bRedBlueStereo=0
bBrighten=0
bDarken=1
bSolarize=0
bInvert=0
fWaveAlpha=0.001000
fWaveScale=2.232543
fWaveSmoothing=0.810000
fWaveParam=0.280000
fModWaveAlphaStart=0.470000
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=0.900000
wave_g=1.000000
wave_b=0.900000
wave_x=0.500000
wave_y=0.500000
ob_size=0.010000
ob_r=1.000000
ob_g=1.000000
ob_b=1.000000
ob_a=0.000000
ib_size=0.260000
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=1.000000
b2x=1.000000
b3x=1.000000
b1ed=0.000000
wavecode_0_enabled=0
wavecode_0_samples=512
wavecode_0_sep=0
wavecode_0_bSpectrum=0
wavecode_0_bUseDots=0
wavecode_0_bDrawThick=1
wavecode_0_bAdditive=1
wavecode_0_scaling=0.891519
wavecode_0_smoothing=0.820000
wavecode_0_r=1.000000
wavecode_0_g=1.000000
wavecode_0_b=1.000000
wavecode_0_a=0.900000
wave_0_per_frame1=t2 = t2 + bass_att;
wave_0_per_point1= //Alle Funktionen muessen rel. zu t_rel sein
wave_0_per_point2=
wave_0_per_point3=k1 = cos(time/3);
wave_0_per_point4=k2 = sin(time/2);
wave_0_per_point5=
wave_0_per_point6=t_abs = sample;
wave_0_per_point7=t_rel = sample-time/2.12;
wave_0_per_point8=ampl = cos(t_rel)*12;
wave_0_per_point9=//ampl = 3;
wave_0_per_point10=
wave_0_per_point11=ox = sin (t_rel*18) + ampl*sin (t_rel*12) ;
wave_0_per_point12=oy = cos (t_rel*13) + ampl*cos (t_rel*11);
wave_0_per_point13=oz = ampl/3;
wave_0_per_point14=oz = 0;
wave_0_per_point15=
wave_0_per_point16=
wave_0_per_point17=//r = sqr(sin(t_rel*3.4));
wave_0_per_point18=//g = sqr(sin(t_rel*2.3));
wave_0_per_point19=//b = sqr (cos(t_rel*1.9));
wave_0_per_point20=
wave_0_per_point21=r = 1;
wave_0_per_point22=g = 0.5;
wave_0_per_point23=b = 0;
wave_0_per_point24=
wave_0_per_point25=a=0.25*(cos(t_abs*3.14/2)) + 0.2 *below (abs(1-t_abs- t1),0.0);
wave_0_per_point26=//a=0.25*(sin(t_abs*3.14)) + 0.4 *below (abs(1-t_abs-t1), bass_att/1);
wave_0_per_point27=a=0.25*(cos(t_abs*1.5)) + 0.7 *below (abs(t_abs),0.0);
wave_0_per_point28=
wave_0_per_point29=xang = k1*3;
wave_0_per_point30=yang = 1;
wave_0_per_point31=zang = 3*k1;
wave_0_per_point32=fov = 0.22;
wave_0_per_point33=
wave_0_per_point34=
wave_0_per_point35=// Rotation um x,y,z
wave_0_per_point36=
wave_0_per_point37=mx = ox*cos(zang) - oy*sin(zang);
wave_0_per_point38=my = ox*sin(zang) + oy*cos(zang);
wave_0_per_point39=
wave_0_per_point40=ox = mx;
wave_0_per_point41=oy = my;
wave_0_per_point42=mx = ox*cos(yang) + oz*sin(yang);
wave_0_per_point43=mz = - ox*sin(yang) + oz*cos(yang);
wave_0_per_point44=ox = mx;
wave_0_per_point45=oz = mz;
wave_0_per_point46=my = oy*cos(xang) - oz*sin(xang);
wave_0_per_point47=mz = oy*sin(xang) + oz*cos(xang);
wave_0_per_point48=oy = my;
wave_0_per_point49=oz = mz;
wave_0_per_point50=
wave_0_per_point51=oz = oz - 6;
wave_0_per_point52=x = ox*fov/oz +0.5;
wave_0_per_point53=//x = (x-.5)*0.75 + 0.5;
wave_0_per_point54=y = oy*fov/oz + 0.5;
wave_0_per_point55=
wavecode_1_enabled=1
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=1.000000
wave_1_per_frame1=t_rel = time *2;
wave_1_per_frame2=
wave_1_per_frame3=t1 = int (t_rel);
wave_1_per_frame4=t2 = int (t_rel) + 1;
wave_1_per_point1=t1 = (t1*65 + 37) % 4096;
wave_1_per_point2=t2 = (t2*65 + 37) % 4096;
wave_1_per_point3=
wave_1_per_point4=x = (t1/4096);
wave_1_per_point5=y = (t2/4096);
wave_1_per_point6=
wave_1_per_point7=a = q21/8;
wavecode_2_enabled=1
wavecode_2_samples=128
wavecode_2_sep=0
wavecode_2_bSpectrum=0
wavecode_2_bUseDots=0
wavecode_2_bDrawThick=0
wavecode_2_bAdditive=0
wavecode_2_scaling=0.891519
wavecode_2_smoothing=0.820000
wavecode_2_r=1.000000
wavecode_2_g=1.000000
wavecode_2_b=1.000000
wavecode_2_a=0.100000
wave_2_per_frame1=t1 = .51;
wave_2_per_frame2=t1 = time/2 - int(time/2);
wave_2_per_point1=x = sample/3 + t1;
wave_2_per_point2=//y = sample/3 + t1;
wave_2_per_point3=y = sample;
wave_2_per_point4=
wave_2_per_point5=//x = sample;
wave_2_per_point6=//y = sample;
wave_2_per_point7=
wave_2_per_point8=a = q24/2;
wave_2_per_point9=//a = 1;
wave_2_per_point10=a = .6;
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=1
shapecode_0_sides=4
shapecode_0_additive=1
shapecode_0_thickOutline=0
shapecode_0_textured=0
shapecode_0_x=0.650000
shapecode_0_y=0.900000
shapecode_0_rad=0.220560
shapecode_0_ang=1.570797
shapecode_0_tex_ang=0.000000
shapecode_0_tex_zoom=0.331050
shapecode_0_r=1.000000
shapecode_0_g=1.000000
shapecode_0_b=1.000000
shapecode_0_a=0.100000
shapecode_0_r2=0.000000
shapecode_0_g2=0.000000
shapecode_0_b2=0.200000
shapecode_0_a2=0.000000
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=x = .6; y = .3;
shape_0_per_frame2=b = 0;
shape_0_per_frame3=r = 1;
shape_0_per_frame4=g = 0;
shape_0_per_frame5=a = min(q22/18,1);
shape_0_per_frame6=a2 = 0;
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=0.526765
shapecode_1_ang=0.000000
shapecode_1_tex_ang=0.376991
shapecode_1_tex_zoom=2.245566
shapecode_1_r=0.960000
shapecode_1_g=0.000000
shapecode_1_b=0.000000
shapecode_1_a=1.000000
shapecode_1_r2=1.000000
shapecode_1_g2=1.000000
shapecode_1_b2=1.000000
shapecode_1_a2=0.700000
shapecode_1_border_r=0.500000
shapecode_1_border_g=0.500000
shapecode_1_border_b=0.500000
shapecode_1_border_a=0.000000
shape_1_per_frame1=tex_zoom = 1.4 + sin(time/3.67);
shape_1_per_frame2=a = q28; a2 = q28/8;
shapecode_2_enabled=0
shapecode_2_sides=63
shapecode_2_additive=0
shapecode_2_thickOutline=0
shapecode_2_textured=1
shapecode_2_x=0.123000
shapecode_2_y=0.000000
shapecode_2_rad=0.273185
shapecode_2_ang=0.000000
shapecode_2_tex_ang=0.000000
shapecode_2_tex_zoom=0.499805
shapecode_2_r=1.000000
shapecode_2_g=1.000000
shapecode_2_b=1.000000
shapecode_2_a=1.000000
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
shapecode_3_enabled=0
shapecode_3_sides=63
shapecode_3_additive=0
shapecode_3_thickOutline=0
shapecode_3_textured=1
shapecode_3_x=0.500000
shapecode_3_y=1.000000
shapecode_3_rad=0.548217
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=0.000000
shapecode_3_border_r=0.500000
shapecode_3_border_g=0.500000
shapecode_3_border_b=0.500000
shapecode_3_border_a=0.000000
per_frame_1=dec_med = pow (0.8, 30/fps);
per_frame_2=dec_slow = pow (0.95, 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, .4+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))%4;
per_frame_11=index4 = (index4 + is_beat*bnot(index)*bnot(index2)*bnot(index3))%4;
per_frame_12=
per_frame_13=police = dec_slow*police
per_frame_14= + (1-dec_slow) * bnot (index3 + index2 -2);
per_frame_15=q17 = police;
per_frame_16=
per_frame_17=q20 = avg;
per_frame_18=q21 = beat;
per_frame_19=q22 = peak;
per_frame_20=q23 = index;
per_frame_21=q24 = is_beat;
per_frame_22=
per_frame_23=hop = dec_slow*hop + (1-dec_slow)*q22;
per_frame_24=hop2 = dec_slow*hop2 + (1-dec_slow)*hop;
per_frame_25=hop3 = dec_slow*hop3 + (1-dec_slow)*hop2;
per_frame_26=dhop = hop2 - hop3;
per_frame_27=q18 = dhop +.0*sin(time);
per_frame_28=hop4 = dec_slow*hop4 + (1-dec_slow)*dhop;
per_frame_29=q19 = hop4 * 8 ;
per_frame_30=
per_frame_31=k1 = is_beat*equal(index,0);
per_frame_32=p1 = k1*(p1+1) + (1-k1)*p1;
per_frame_33=p2 = dec_med * p2+ (1-dec_med)*p1;
per_frame_34=p3 = dec_med * p3+ (1-dec_med)*p2;
per_frame_35=
per_frame_36=rott = p3 * 3.14159265359/2;
per_frame_37=
per_frame_38=q27 = 8-index;
per_frame_39=q28 = index2;
per_frame_40=q26 = .0 + .1*index3;
per_frame_41=q25 = index4;
per_frame_42=
per_frame_43=monitor = q25;
per_frame_44=movez = movez + .03*30/fps *
per_frame_45= (1-bnot(index) * above(sin(time/20),.8));
per_frame_46=q29 = movez*1;
per_frame_47=
per_frame_48=
per_frame_49=blink = (1-0*equal(index,0)) * (1-equal (index,7));
per_frame_50=q31 = ((time*10)%2) * (1-blink);
per_frame_51=q5 = rott;
per_frame_52=
per_frame_53=q1 = 1 + 10 * bnot (index3 + index2);
per_pixel_1=rot = 0;
per_pixel_2=warp = .0;
per_pixel_3=
per_pixel_4=
warp_1=`shader_body {
warp_2=`
warp_3=`float2 uv1 = float2(uv.x-0.5,uv.y-0.5);//*aspect.xy;
warp_4=`
warp_5=`float3 noiseVal =.016*(tex2D(sampler_noise_lq, uv*.3+.01*rand_frame));
warp_6=`float3 Feedback = GetBlur1(1-uv);
warp_7=`
warp_8=`float2 uv2 = .8*sin((uv1)*8);;
warp_9=`float dots = saturate(.01/length(uv2));
warp_10=`
warp_11=`float2 zz = -uv1 *texsize.xy *q26;
warp_12=`
warp_13=`if (q25 ==1) {zz *= (abs(uv1.y)/abs(uv1.x));}
warp_14=`else if (q25==2) {zz *= (abs(uv1.y)-abs(uv1.x));}
warp_15=`
warp_16=`
warp_17=`float2 h1 = clamp(tan(zz),-20,20);
warp_18=`
warp_19=`uv.xy += h1*texsize.zw * 4;
warp_20=`
warp_21=`float3 crisp1 = tex2D(sampler_main,uv) + dots;
warp_22=`float blur = GetBlur2 (uv);
warp_23=`ret = .95*crisp1+noiseVal-.02 - .06*blur;
warp_24=`
warp_25=`
warp_26=`}
comp_1=`float3 ret1, neu, blur;
comp_2=`
comp_3=`shader_body
comp_4=`{
comp_5=`float2 uv2;
comp_6=`float ang2, c, s;
comp_7=`uv -= 0.5;
comp_8=`uv *= aspect.xy;
comp_9=`
comp_10=`float2 tmp = uv;
comp_11=`float dist = 1;
comp_12=`float inten = 1;
comp_13=`float mask = 0;
comp_14=`ret1 = 0;
comp_15=`int anz = 4;
comp_16=`float n = 1;
comp_17=`//uv = mul(uv,float2x2(_qa));
comp_18=`while (n <= anz) {
comp_19=` ang2 = 6.28*n/anz + q5 * (n-1);
comp_20=` c = cos(ang2);
comp_21=` s = sin(ang2);
comp_22=` uv2.x = uv.x*c - uv.y*s;
comp_23=` uv2.y = uv.x*s + uv.y*c;
comp_24=` uv2 *= aspect.yx;
comp_25=` dist = 1-frac(.25 *n+q29); //evtl sqrt !
comp_26=` dist = dist*dist;
comp_27=` inten = pow(dist,.2)*(1-dist)*2;
comp_28=` float2 uv3 = 3*uv2*dist + .5 + .5*(1-0.5*q28)* float2(q18,q19);;
comp_29=` neu = GetPixel (uv3);
comp_30=` blur = GetBlur1 (frac(uv3));
comp_31=` neu += blur;
comp_32=` ret1 = ret1*.9+neu*inten;
comp_33=`
comp_34=`n++;
comp_35=`}
comp_36=`
comp_37=`uv2 = .5*cos(uv*16);
comp_38=`float3 dots = saturate(.04/length(uv2)) * float3 (1,.7,0);
comp_39=`
comp_40=`
comp_41=`ret = ret1*.7 + dots * q31;
comp_42=`float3 pol = q17 * saturate (pow(.5/(1+uv.x-4*(frac(time*3))),2));
comp_43=`ret += pol*float3 (0,0,.7);
comp_44=`
comp_45=`}