winamp/Src/resources/data/Milkdrop2/presets/Rovastar - Destiny Star (Starbrust Mix).milk

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2024-09-24 12:54:57 +00:00
[preset00]
fRating=2.000000
fGammaAdj=1.000000
fDecay=1.000000
fVideoEchoZoom=0.999514
fVideoEchoAlpha=0.500000
nVideoEchoOrientation=1
nWaveMode=7
bAdditiveWaves=1
bWaveDots=0
bWaveThick=0
bModWaveAlphaByVolume=0
bMaximizeWaveColor=0
bTexWrap=1
bDarkenCenter=0
bRedBlueStereo=0
bBrighten=0
bDarken=0
bSolarize=0
bInvert=0
fWaveAlpha=100.000000
fWaveScale=0.591236
fWaveSmoothing=0.000000
fWaveParam=1.000000
fModWaveAlphaStart=0.710000
fModWaveAlphaEnd=1.300000
fWarpAnimSpeed=1.000000
fWarpScale=1.331000
fZoomExponent=0.218587
fShader=0.000000
zoom=0.961268
rot=0.000000
cx=0.500000
cy=2.000000
dx=0.000000
dy=0.000000
warp=0.010000
sx=1.000000
sy=1.000000
wave_r=0.400000
wave_g=1.000000
wave_b=0.600000
wave_x=0.500000
wave_y=1.000000
ob_size=0.005000
ob_r=1.000000
ob_g=1.000000
ob_b=0.410000
ob_a=1.000000
ib_size=0.005000
ib_r=0.000000
ib_g=0.000000
ib_b=0.000000
ib_a=1.000000
nMotionVectorsX=12.799995
nMotionVectorsY=2.879900
mv_dx=0.000000
mv_dy=0.000000
mv_l=3.000000
mv_r=0.000000
mv_g=0.700000
mv_b=1.000000
mv_a=0.400000
per_frame_1=mv_r=0.5 +0.5*sin(time*1.23);
per_frame_2=mv_b=0.5 + 0.5*sin(time*1.26);
per_frame_3=mv_g=0.5+ 0.5*sin(time*1.19);
per_frame_4=wave_g=wave_g*+.20*sin(time*.13);
per_frame_5=wave_r=wave_r+.13*sin(time);
per_frame_6=wave_b=wave_b*sin(time);
per_frame_7=wave_x=wave_x-.5*sin(time*.13);
per_frame_8=ob_a = if(above(mid+treb,2.6),1,0);
per_frame_9=ob_r = 0.5 + 0.4*sin(time*2.87);
per_frame_10=ob_b = 0.5 + 0.4*sin(time*2.914);
per_frame_11=ob_g = 0.5 + 0.4*sin(time*2.768);
per_frame_12=mv_y = 3.25;
per_frame_13=q8 =oldq8+ 0.005*(pow(1.2*bass+0.4*bass_att+0.1*treb+0.1*treb_att+0.1*mid+0.1*mid_att,6)/fps);
per_frame_14=oldq8 = q8;
per_frame_15=q7 =0.005*(pow(1.2*bass+0.4*bass_att+0.1*treb+0.1*treb_att+0.1*mid+0.1*mid_att,6)/fps);
per_frame_16=zoom=zoom+0.028*(q7) -0.05;
per_frame_17=//rot=rot+0.10*sin(time);
per_pixel_1=rot=0.05*sin(q8)*rad;
per_pixel_2=q1 = sin((1000+sin(q8))/y)/200;
per_pixel_3=q2 = cos((1000+sin(q8))/x)/200;
per_pixel_4=rot = rot+q1*100*q2;