winamp/Src/resources/data/Milkdrop2/presets/Stahlregen & Aderrasi + Flexi + Rovastar - Fractal Twist (A feat. hexcollie).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=4.500000
fGammaAdj=1.000
fDecay=1.000
fVideoEchoZoom=2.000
fVideoEchoAlpha=0.000
nVideoEchoOrientation=0
nWaveMode=7
bAdditiveWaves=0
bWaveDots=0
bWaveThick=0
bModWaveAlphaByVolume=0
bMaximizeWaveColor=1
bTexWrap=0
bDarkenCenter=0
bRedBlueStereo=0
bBrighten=0
bDarken=0
bSolarize=0
bInvert=0
fWaveAlpha=0.001
fWaveScale=0.640
fWaveSmoothing=0.270
fWaveParam=0.000
fModWaveAlphaStart=0.750
fModWaveAlphaEnd=0.950
fWarpAnimSpeed=9.861
fWarpScale=16.217
fZoomExponent=1.50374
fShader=0.000
zoom=1.00000
rot=0.00000
cx=0.500
cy=0.500
dx=0.00000
dy=0.00000
warp=1.00000
sx=1.00000
sy=1.00000
wave_r=0.500
wave_g=0.500
wave_b=0.500
wave_x=0.500
wave_y=0.960
ob_size=0.020
ob_r=1.000
ob_g=1.000
ob_b=1.000
ob_a=1.000
ib_size=0.000
ib_r=1.000
ib_g=0.750
ib_b=0.750
ib_a=1.000
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=0.250
wavecode_0_enabled=0
wavecode_0_samples=512
wavecode_0_sep=0
wavecode_0_bSpectrum=0
wavecode_0_bUseDots=1
wavecode_0_bDrawThick=0
wavecode_0_bAdditive=0
wavecode_0_scaling=0.44665
wavecode_0_smoothing=0.50000
wavecode_0_r=0.000
wavecode_0_g=0.200
wavecode_0_b=1.000
wavecode_0_a=1.000
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=1
wavecode_1_scaling=2.02310
wavecode_1_smoothing=0.00000
wavecode_1_r=0.000
wavecode_1_g=0.000
wavecode_1_b=1.000
wavecode_1_a=1.000
wave_1_init1=t2 = 0;
wave_1_init2=t3 = 0;
wave_1_init3=t4 = 0;
wave_1_init4=cl = 0;
wave_1_per_frame1=t8 = 1;
wave_1_per_point1=//d3 = if(equal(t8,1),t4,d3);
wave_1_per_point2=//d2 = if(equal(t8,1),t3,d2);
wave_1_per_point3=//d1 = if(equal(t8,1),t2,d1);
wave_1_per_point4=//d = if(equal(t8,1),t1,d);
wave_1_per_point5=t3 = t3*0.6 + (value1)*1;
wave_1_per_point6=t2 = t2*0.7 + t3*0.2;
wave_1_per_point7=t1 = t1*0.8 + t2*0.1;
wave_1_per_point8=d = d*0.9 + t1*0.2;
wave_1_per_point9=
wave_1_per_point10=y = 0.5 + d*sample*(1-sample);
wave_1_per_point11=x = .2 + sample*0.6;
wave_1_per_point12=t8 = 0;
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=32
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=0.20000
shapecode_0_ang=0.00000
shapecode_0_tex_ang=0.00000
shapecode_0_tex_zoom=1.00000
shapecode_0_r=1.000
shapecode_0_g=0.000
shapecode_0_b=0.400
shapecode_0_a=0.500
shapecode_0_r2=0.000
shapecode_0_g2=1.000
shapecode_0_b2=0.000
shapecode_0_a2=0.200
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=ang = time*0.4;;
shape_0_per_frame2=x = 0.5 + 0.3*cos(time*1.23) + 0.03*cos(time*0.7);
shape_0_per_frame3=y = 0.5 + 0.3*sin(time*1.43) + 0.03*sin(time*0.7);
shape_0_per_frame4=r =0.5 + 0.5*sin(q8*0.613 + 1);
shape_0_per_frame5=g = 0.5 + 0.5*sin(q8*0.763 + 2);
shape_0_per_frame6=b = 0.5 + 0.5*sin(q8*0.771 + 5);
shape_0_per_frame7=r2 = 0.5 + 0.5*sin(q8*0.635 + 4);
shape_0_per_frame8=g2 = 0.5 + 0.5*sin(q8*0.616+ 1);
shape_0_per_frame9=b2 = 0.5 + 0.5*sin(q8*0.538 + 3);
shapecode_1_enabled=1
shapecode_1_sides=32
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=0.20000
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=0.500
shapecode_1_r2=0.000
shapecode_1_g2=1.000
shapecode_1_b2=0.000
shapecode_1_a2=0.200
shapecode_1_border_r=1.000
shapecode_1_border_g=1.000
shapecode_1_border_b=1.000
shapecode_1_border_a=0.100
shape_1_per_frame1=ang = time*0.4;;
shape_1_per_frame2=x = 0.5 + 0.3*cos(time*1.104) + 0.03*cos(time*0.7);
shape_1_per_frame3=y = 0.5 + 0.3*sin(time*1.27) + 0.03*sin(time*0.7);
shape_1_per_frame4=r =0.5 + 0.5*sin(q8*0.613 + 1);
shape_1_per_frame5=g = 0.5 + 0.5*sin(q8*0.763 + 2);
shape_1_per_frame6=b = 0.5 + 0.5*sin(q8*0.771 + 5);
shape_1_per_frame7=r2 = 0.5 + 0.5*sin(q8*0.635 + 4);
shape_1_per_frame8=g2 = 0.5 + 0.5*sin(q8*0.616+ 1);
shape_1_per_frame9=b2 = 0.5 + 0.5*sin(q8*0.538 + 3);
shapecode_2_enabled=1
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=0.20000
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=0.500
shapecode_2_r2=0.000
shapecode_2_g2=1.000
shapecode_2_b2=0.000
shapecode_2_a2=0.200
shapecode_2_border_r=1.000
shapecode_2_border_g=1.000
shapecode_2_border_b=1.000
shapecode_2_border_a=0.100
shape_2_per_frame1=ang = time*0.4;;
shape_2_per_frame2=x = 0.5 + 0.3*cos(time*1.23) + 0.03*cos(time*0.9);
shape_2_per_frame3=y = 0.5 + 0.3*sin(time*1.18) + 0.03*sin(time*0.9);
shape_2_per_frame4=r =0.5 + 0.5*sin(q8*0.413 + 1);
shape_2_per_frame5=g = 0.5 + 0.5*sin(q8*0.363 + 2);
shape_2_per_frame6=b = 0.5 + 0.5*sin(q8*0.871 + 5);
shape_2_per_frame7=r2 = 0.5 + 0.5*sin(q8*0.835 + 4);
shape_2_per_frame8=g2 = 0.5 + 0.5*sin(q8*0.686+ 1);
shape_2_per_frame9=b2 = 0.5 + 0.5*sin(q8*0.938 + 3);
shape_2_per_frame10=sides = 360;
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=warp = 0;
per_frame_2=volume = 0.3*(bass+mid+att);
per_frame_3=xamptarg = if(equal(frame%15,0),min(0.25*volume*bass_att,0.5),xamptarg);
per_frame_4=xamp = xamp + 0.5*(xamptarg-xamp);
per_frame_5=xdir = if(above(abs(xpos),xamp),-sign(xpos),if(below(abs(xspeed),0.1),2*above(xpos,0)-1,xdir));
per_frame_6=xspeed = xspeed + xdir*xamp - xpos - xspeed*0.055*below(abs(xpos),xamp);
per_frame_7=xpos = xpos + 0.001*xspeed;
per_frame_8=yamptarg = if(equal(frame%15,0),min(0.15*volume*treb_att,0.5),yamptarg);
per_frame_9=yamp = yamp + 0.5*(yamptarg-yamp);
per_frame_10=ydir = if(above(abs(ypos),yamp),-sign(ypos),if(below(abs(yspeed),0.1),2*above(ypos,0)-1,ydir));
per_frame_11=yspeed = yspeed + ydir*yamp - ypos - yspeed*0.055*below(abs(ypos),yamp);
per_frame_12=ypos = ypos + 0.001*yspeed;
per_frame_13=beatrate = equal(beatrate,0) + (1-equal(beatrate,0))*(below(volume,0.01) + (1-below(volume,0.01))*beatrate);
per_frame_14=lastbeat = lastbeat + equal(lastbeat,0)*time;
per_frame_15=meanbass_att = 0.1*(meanbass_att*9 + bass_att);
per_frame_16=peakbass_att = max(bass_att,peakbass_att);
per_frame_17=beat = above(volume,0.8)*below(peakbass_att - bass_att, 0.05*peakbass_att)*above(time - lastbeat, 0.1 + 0.5*(beatrate - 0.1));
per_frame_18=beatrate = max(if(beat,if(below(time-lastbeat,2*beatrate),0.1*(beatrate*9 + time - lastbeat),beatrate),beatrate),0.1);
per_frame_19=peakbass_att = beat*bass_att + (1-beat)*peakbass_att*(above(time - lastbeat, 2*beatrate)*0.95 + (1-above(time - lastbeat, 2*beatrate))*0.995);
per_frame_20=lastbeat = beat*time + (1-beat)*lastbeat;
per_frame_21=peakbass_att = max(peakbass_att,1.1*meanbass_att);
per_frame_22=q1 = wave_x;
per_frame_23=q2 = 1-wave_y;
per_frame_24=q2 = ypos+0.5;
per_frame_25=
per_frame_26=movement =movement + 0.4*(((bass+bass_att + 0.1*pow((bass+0.6*bass_att+0.2*treb_att),3)))/fps);
per_frame_27=movement = if(above(movement,10000), 0, movement);
per_frame_28=rot =1*sin(movement);
per_frame_29=cx = wave_x;
per_frame_30=cy = y_pos+0.5;
per_frame_31=
per_frame_32=q8 = movement;
per_frame_33=
per_frame_34=
per_frame_35=db = db*0.8 + bass*0.2; //dampening the bass value
per_frame_36=dt = dt*0.8 + treb*0.2;
per_frame_37=dm = dm*0.8 + mid*0.2;
per_frame_38=vol = (db+dt+dm)*.2;
per_frame_39=vol = vol*vol;
per_frame_40=vtime = vtime + .03*vol;
per_frame_41=monitor = vtime;
per_frame_42=
per_frame_43=wave_r = 0.5 + 0.5*sin(1.6*vtime);
per_frame_44=wave_g = 0.5 + 0.5*sin(4.1*vtime);
per_frame_45=wave_b = -1 + (1-wave_r + 1-wave_g);
per_frame_46=warp = 2;
per_frame_47=
per_frame_48=ob_r = ob_r+wave_b*above(sin(0.1*vtime),0);
per_frame_49=ob_b = ob_b+wave_g*above(sin(0.1*vtime),0);
per_frame_50=ob_g = ob_g+wave_r*above(sin(0.1*vtime),0);
per_frame_51=ob_r = ob_r+wave_g*below(sin(0.1*vtime),0);
per_frame_52=ob_b = ob_b+wave_r*below(sin(0.1*vtime),0);
per_frame_53=ob_g = ob_g+wave_b*below(sin(0.1*vtime),0);
per_pixel_1=myy = x-q1;
per_pixel_2=myx = y-q2+0.1;
per_pixel_3=dx = 3*sin(q8*0.675)*(2*myx*myy);
per_pixel_4=dy = 3*sin(q8*0.675)*((myx*myx) - (myy*myy));
warp_1=`shader_body
warp_2=`{
warp_3=`
warp_4=`float2 zoom = 2.9;
warp_5=`float2 cntr = float2(-0,-0);
warp_6=`float2 c = float2(0,2); // complex constant
warp_7=`
warp_8=` float2 my_uv = (uv-0.5-cntr)*zoom; // center and scale dx/dy pane
warp_9=` float2 u2 = float2(my_uv.x*my_uv.x - my_uv.y*my_uv.y, 2*my_uv.x*my_uv.y); //complex squaring of u
warp_10=` float2 cu2 = float2(u2.x*c.x - u2.y*c.y, u2.x*c.y + c.x*u2.y); // complex multiplication by c
warp_11=` float denom = 1/((cu2.x+1)*(cu2.x+1)+cu2.y*cu2.y);
warp_12=` my_uv = float2(u2.x*(cu2.x+1)+u2.y*cu2.y,u2.y*(cu2.x+1)-u2.x*cu2.y)*denom; // complex division u^2/(1+c*u^2)
warp_13=`
warp_14=`zoom = 1.84+(bass-treb)*0.0;
warp_15=`cntr = float2(0,0);
warp_16=`c = float2(0.2806,0.4508);
warp_17=`
warp_18=` float2 my_uv2 = (uv_orig-0.5-cntr)*zoom; // using uv_orig here - no contortion to the nice julia island
warp_19=` my_uv2 = float2(my_uv2.x*my_uv2.x - my_uv2.y*my_uv2.y, 2*my_uv2.x*my_uv2.y) + c; // u -> u^2 + c
warp_20=`
warp_21=`ret.z = tex2D( sampler_fw_main, my_uv - floor(my_uv) ).z*0.9- 0.04;
warp_22=`ret.x = tex2D( sampler_fc_main, my_uv2).x - 0.008;
warp_23=`
warp_24=` my_uv = lerp(my_uv,my_uv2,0.8); // linear interpolation between the two solutions
warp_25=`
warp_26=`ret.y = tex2D( sampler_fw_main, my_uv - floor(my_uv) ).y*0.9- 0.004;
warp_27=`
warp_28=`}
comp_1=`sampler sampler_manyfish;
comp_2=`shader_body
comp_3=`{
comp_4=` float2 d = texsize.zw*2;
comp_5=` float3 dx = ( GetBlur1(uv+float2(1,0)*d)-GetBlur1(uv-float2(1,0)*d) );
comp_6=` float3 dy = ( GetBlur1(uv+float2(0,1)*d)-GetBlur1(uv-float2(0,1)*d) );
comp_7=`
comp_8=` float2 uv_dz = uv + float2(dy.z,-dx.z)*texsize.zw*64;
comp_9=` float2 uv_dy = uv - float2(dy.z,-dx.z)*texsize.zw*32;
comp_10=`
comp_11=`ret = GetPixel(uv).y*0.2;
comp_12=`ret = lerp(float3(0.2,0.2,0),float3(0.6,0.6,0),GetBlur3(uv_dz).y*8);
comp_13=`ret = lerp(ret,float3(1,1,1),GetBlur1(uv_dz).y*6);
comp_14=`ret = lerp(ret,float3(0,0,0),GetPixel(uv_dz).y*2);
comp_15=`
comp_16=`ret = lerp(ret,float3(0,1,0),GetBlur2(uv).z*1.2);
comp_17=`ret = lerp(ret,float3(0,0,-3),GetPixel(uv).z);
comp_18=`
comp_19=`ret = lerp(ret,float3(1.4,0,0),GetBlur1(uv_dy).x*2);
comp_20=`ret = lerp(ret,0,GetPixel(uv_dy).x*2);
comp_21=`
comp_22=`}
comp_23=`