winamp/Src/resources/data/Milkdrop2/presets/Flexi + fiShbRaiN - witchcraft [complex terraforming].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=5.000
fGammaAdj=1.280
fDecay=0.800
fVideoEchoZoom=1.000
fVideoEchoAlpha=0.000
nVideoEchoOrientation=3
nWaveMode=7
bAdditiveWaves=1
bWaveDots=0
bWaveThick=0
bModWaveAlphaByVolume=1
bMaximizeWaveColor=0
bTexWrap=1
bDarkenCenter=0
bRedBlueStereo=0
bBrighten=1
bDarken=0
bSolarize=0
bInvert=0
fWaveAlpha=0.001
fWaveScale=1.286
fWaveSmoothing=0.630
fWaveParam=0.000
fModWaveAlphaStart=0.710
fModWaveAlphaEnd=1.300
fWarpAnimSpeed=1.000
fWarpScale=1.000
fZoomExponent=3.04777
fShader=0.000
zoom=1.01730
rot=0.00000
cx=0.500
cy=0.500
dx=0.00000
dy=0.00000
warp=0.01605
sx=1.00000
sy=1.00000
wave_r=1.000
wave_g=0.650
wave_b=0.650
wave_x=0.500
wave_y=0.500
ob_size=0.000
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=0.000
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=0.000
wavecode_0_enabled=1
wavecode_0_samples=512
wavecode_0_sep=0
wavecode_0_bSpectrum=0
wavecode_0_bUseDots=0
wavecode_0_bDrawThick=1
wavecode_0_bAdditive=0
wavecode_0_scaling=1.00000
wavecode_0_smoothing=0.50000
wavecode_0_r=1.000
wavecode_0_g=0.000
wavecode_0_b=0.000
wavecode_0_a=1.000
wave_0_per_point1=ma=ma+(above(bass,1)*3.1415*.01*bass);
wave_0_per_point2=ma=ma-(above(treb,1)*3.1415*.01*treb);
wave_0_per_point3=
wave_0_per_point4=mx=mx+(.0002*cos(ma));
wave_0_per_point5=my=my+(.0002*sin(ma));
wave_0_per_point6=
wave_0_per_point7=mx=if(above(mx,.9),(.9-mx),mx);
wave_0_per_point8=my=if(above(my,.9),(.9-my),my);
wave_0_per_point9=mx=if(below(mx,.1),(.9+mx),mx);
wave_0_per_point10=my=if(below(my,.1),(.9+my),my);
wave_0_per_point11=
wave_0_per_point12=x=mx;
wave_0_per_point13=y=my;
wave_0_per_point14=
wave_0_per_point15=a=(above(bass+mid+treb,.8));
wavecode_1_enabled=1
wavecode_1_samples=512
wavecode_1_sep=0
wavecode_1_bSpectrum=0
wavecode_1_bUseDots=0
wavecode_1_bDrawThick=1
wavecode_1_bAdditive=0
wavecode_1_scaling=1.00000
wavecode_1_smoothing=0.50000
wavecode_1_r=0.000
wavecode_1_g=1.000
wavecode_1_b=0.000
wavecode_1_a=1.000
wave_1_per_point1=ma=ma+(above(bass,1)*3.1415*.05*bass);
wave_1_per_point2=ma=ma-(above(mid,1)*3.1415*.05*mid);
wave_1_per_point3=
wave_1_per_point4=mx=mx+(.0001*cos(ma));
wave_1_per_point5=my=my+(.0001*sin(ma));
wave_1_per_point6=
wave_1_per_point7=mx=if(above(mx,.9),(.9-mx),mx);
wave_1_per_point8=my=if(above(my,.9),(.9-my),my);
wave_1_per_point9=mx=if(below(mx,.1),(.9+mx),mx);
wave_1_per_point10=my=if(below(my,.1),(.9+my),my);
wave_1_per_point11=
wave_1_per_point12=x=mx;
wave_1_per_point13=y=my;
wave_1_per_point14=
wave_1_per_point15=a=(above(bass+mid+treb,.1));
wavecode_2_enabled=1
wavecode_2_samples=512
wavecode_2_sep=0
wavecode_2_bSpectrum=0
wavecode_2_bUseDots=1
wavecode_2_bDrawThick=0
wavecode_2_bAdditive=0
wavecode_2_scaling=1.00000
wavecode_2_smoothing=0.50000
wavecode_2_r=0.000
wavecode_2_g=0.000
wavecode_2_b=1.000
wavecode_2_a=1.000
wave_2_per_point1=ma=ma+(above(mid,1)*3.1415*.01*mid);
wave_2_per_point2=ma=ma-(above(treb,1)*3.1415*.01*treb);
wave_2_per_point3=
wave_2_per_point4=mx=mx+(.0004*cos(ma));
wave_2_per_point5=my=my+(.0004*sin(ma));
wave_2_per_point6=
wave_2_per_point7=mx=if(above(mx,.9),(.9-mx),mx);
wave_2_per_point8=my=if(above(my,.9),(.9-my),my);
wave_2_per_point9=mx=if(below(mx,.1),(.9+mx),mx);
wave_2_per_point10=my=if(below(my,.1),(.9+my),my);
wave_2_per_point11=
wave_2_per_point12=x=mx;
wave_2_per_point13=y=my;
wave_2_per_point14=
wave_2_per_point15=a=(above(bass+mid+treb,.3));
wavecode_3_enabled=1
wavecode_3_samples=512
wavecode_3_sep=0
wavecode_3_bSpectrum=0
wavecode_3_bUseDots=1
wavecode_3_bDrawThick=1
wavecode_3_bAdditive=0
wavecode_3_scaling=1.00000
wavecode_3_smoothing=0.50000
wavecode_3_r=0.000
wavecode_3_g=0.000
wavecode_3_b=0.000
wavecode_3_a=1.000
wave_3_per_point1=ma=ma+(above(bass,.5)*3.1415*.02*bass);
wave_3_per_point2=ma=ma-(above(treb,.5)*3.1415*.02*treb);
wave_3_per_point3=
wave_3_per_point4=mx=mx+(.0008*cos(ma));
wave_3_per_point5=my=my+(.0008*sin(ma));
wave_3_per_point6=
wave_3_per_point7=mx=if(above(mx,.9),(.9-mx),mx);
wave_3_per_point8=my=if(above(my,.9),(.9-my),my);
wave_3_per_point9=mx=if(below(mx,.1),(.9+mx),mx);
wave_3_per_point10=my=if(below(my,.1),(.9+my),my);
wave_3_per_point11=
wave_3_per_point12=x=mx;
wave_3_per_point13=y=my;
wave_3_per_point14=
wave_3_per_point15=a=(above(bass+mid+treb,.2));
shapecode_0_enabled=0
shapecode_0_sides=5
shapecode_0_additive=1
shapecode_0_thickOutline=0
shapecode_0_textured=0
shapecode_0_num_inst=2
shapecode_0_x=0.490
shapecode_0_y=0.500
shapecode_0_rad=0.11589
shapecode_0_ang=0.00000
shapecode_0_tex_ang=0.00000
shapecode_0_tex_zoom=4.36077
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=0.000
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=0.000
shape_0_per_frame1=x = rand(1000)/1000;
shape_0_per_frame2=y = rand(1000)/1000;
shape_0_per_frame3=ang = rand(150)/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=zoom = 1;
per_frame_2=// the m<>bius transformation
per_frame_3=// z -> (az+b)/(cz-d); where a,b,c,d are complex numbers and z will be the uv-vector
per_frame_4=// (az+b)/(cz-d) = a/c + mu/(cz+d), with mu = (bc-ad)/c
per_frame_5=// so a/c and mu can be calculated outside of the shader
per_frame_6=
per_frame_7=//before inversion
per_frame_8=
per_frame_9=scale = 0.5 + bass_att*0.02-treb_att*0.01;
per_frame_10=angle = time*0.1;
per_frame_11=translation_x = 0;
per_frame_12=translation_y = 0.04;
per_frame_13=
per_frame_14=a_r = cos(angle)*scale;
per_frame_15=a_i = sin(angle)*scale;
per_frame_16=b_r = translation_x;
per_frame_17=b_i = translation_y;
per_frame_18=
per_frame_19=//complex inverted
per_frame_20=scale = 1;
per_frame_21=angle = sin(time*0.4)*0.2;
per_frame_22=translation_u = 0;
per_frame_23=translation_v = -0.2;
per_frame_24=
per_frame_25=// c
per_frame_26=q15 = cos(angle)*scale;
per_frame_27=q16 = sin(angle)*scale;
per_frame_28=
per_frame_29=// d
per_frame_30=q17 = translation_u;
per_frame_31=q18 = translation_v;
per_frame_32=
per_frame_33=// c^(-1)
per_frame_34=c_inv_r = q15/(q15*q15+q16*q16);
per_frame_35=c_inv_i = q16/(q15*q15+q16*q16);
per_frame_36=
per_frame_37=// a*c^(-1)
per_frame_38=q11 = (a_r*c_inv_r - a_i*c_inv_i);
per_frame_39=q12 = (a_r*c_inv_i - a_i*c_inv_r);
per_frame_40=
per_frame_41=// (bc-ad)
per_frame_42=bcad_r = (b_r*q15 - b_i*q16)-(a_r*q17-a_i*q18);
per_frame_43=bcad_i = (b_r*q16 - b_i*q15)-(a_r*q18-a_i*q17);
per_frame_44=
per_frame_45=// mu*c^(-1)
per_frame_46=q13 = bcad_r*c_inv_r - bcad_i*c_inv_i;
per_frame_47=q14 = bcad_r*c_inv_i - bcad_i*c_inv_r;
warp_1=`shader_body
warp_2=`{
warp_3=`uv = lerp(uv_orig,uv,0.2);
warp_4=` float2 d = texsize.zw * 2;
warp_5=` float3 dx = ( GetBlur1(uv + float2(1,0)*d) - GetBlur1(uv-float2(1,0)*d) );
warp_6=` float3 dy = ( GetBlur1(uv + float2(0,1)*d) - GetBlur1(uv-float2(0,1)*d) );
warp_7=`
warp_8=`ret.x = tex2d(sampler_fc_main, uv + float2(dx.x,dy.x)*texsize.zw*4).x;
warp_9=`ret.y = tex2d(sampler_fc_main, uv + float2(dx.y,dy.y)*texsize.zw*4).y;
warp_10=`ret.z = tex2d(sampler_fc_main, uv + float2(dx.z,dy.z)*texsize.zw*4).z;
warp_11=`
warp_12=`ret -= (ret.yzx + ret.zxy)*0.16 + 0.002;
warp_13=`float2 dither_uv = uv_orig*texsize.xy*texsize_noise_lq.zw * 1.2 + rand_frame.xy;
warp_14=`ret += (tex2D(sampler_noise_lq, dither_uv).xyz-0.5) *0.04;
warp_15=`
warp_16=`}
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 = lerp(float3(0.8,0.6,0.5)*tex2D(sampler_fc_main, uv).x,
comp_31=` lerp(float3(0.6,1.2,0),float3(-1,0.8,-1),GetPixel(uv).z),
comp_32=` GetPixel(uv).y*0.4);
comp_33=`ret = lerp(ret,float3(0,0.15,0.3),GetPixel(uv).z*(1-GetPixel(uv).y)*2);
comp_34=`}