winamp/Src/resources/data/Milkdrop2/presets/Stahlregen & Flexi + Geiss - Liquidity (Dynamic Swirls).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=5.000000
fGammaAdj=1.000
fDecay=0.955
fVideoEchoZoom=0.997
fVideoEchoAlpha=0.500
nVideoEchoOrientation=1
nWaveMode=7
bAdditiveWaves=1
bWaveDots=0
bWaveThick=0
bModWaveAlphaByVolume=1
bMaximizeWaveColor=0
bTexWrap=1
bDarkenCenter=0
bRedBlueStereo=0
bBrighten=0
bDarken=0
bSolarize=0
bInvert=0
fWaveAlpha=0.619
fWaveScale=0.628
fWaveSmoothing=0.900
fWaveParam=1.000
fModWaveAlphaStart=0.710
fModWaveAlphaEnd=1.300
fWarpAnimSpeed=1.000
fWarpScale=1.331
fZoomExponent=1.00000
fShader=1.000
zoom=1.00796
rot=0.02000
cx=0.500
cy=0.500
dx=0.00000
dy=0.00000
warp=0.00016
sx=0.99967
sy=0.99990
wave_r=0.650
wave_g=0.650
wave_b=0.650
wave_x=0.500
wave_y=1.000
ob_size=0.010
ob_r=0.000
ob_g=0.000
ob_b=0.000
ob_a=0.000
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=5.000
mv_r=1.000
mv_g=1.000
mv_b=1.000
mv_a=0.050
b1n=0.000
b2n=0.000
b3n=0.000
b1x=1.000
b2x=1.000
b3x=1.000
b1ed=0.250
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=1
wavecode_0_scaling=2.02310
wavecode_0_smoothing=0.00000
wavecode_0_r=0.000
wavecode_0_g=1.000
wavecode_0_b=0.000
wavecode_0_a=1.000
wave_0_init1=t2 = 0;
wave_0_init2=t3 = 0;
wave_0_init3=t4 = 0;
wave_0_init4=cl = 0;
wave_0_per_frame1=//Thanks to flexi for this waveform!
wave_0_per_frame2=
wave_0_per_frame3=t8 = 1;
wave_0_per_frame4=r=r + 0.620 * sin (0.777 * time);
wave_0_per_frame5=b=b + 0.225 * sin (0.443 * time);
wave_0_per_frame6=g=g + 0.111 * sin (0.883 * time);
wave_0_per_point1=//d3 = if(equal(t8,1),t4,d3);
wave_0_per_point2=//d2 = if(equal(t8,1),t3,d2);
wave_0_per_point3=//d1 = if(equal(t8,1),t2,d1);
wave_0_per_point4=//d = if(equal(t8,1),t1,d);
wave_0_per_point5=t3 = t3*0.6 + (value1)*1;
wave_0_per_point6=t2 = t2*0.7 + t3*0.2;
wave_0_per_point7=t1 = t1*0.8 + t2*0.1;
wave_0_per_point8=d = d*0.9 + t1*0.2;
wave_0_per_point9=
wave_0_per_point10=y = 0.5 + d*sample*(1-sample);
wave_0_per_point11=x = -0.05 + sample*1.1;
wave_0_per_point12=t8 = 0;
wavecode_1_enabled=0
wavecode_1_samples=512
wavecode_1_sep=0
wavecode_1_bSpectrum=0
wavecode_1_bUseDots=0
wavecode_1_bDrawThick=0
wavecode_1_bAdditive=0
wavecode_1_scaling=1.00000
wavecode_1_smoothing=0.50000
wavecode_1_r=1.000
wavecode_1_g=1.000
wavecode_1_b=1.000
wavecode_1_a=1.000
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=0
shapecode_0_sides=4
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=0.10000
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=0.000
shapecode_0_a=1.000
shapecode_0_r2=0.000
shapecode_0_g2=1.000
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=0.100
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=wave_r = wave_r + 0.350*( 0.60*sin(0.980*time) + 0.40*sin(1.047*time) );
per_frame_2=wave_g = wave_g + 0.350*( 0.60*sin(0.835*time) + 0.40*sin(1.081*time) );
per_frame_3=wave_b = wave_b + 0.350*( 0.60*sin(0.814*time) + 0.40*sin(1.011*time) );
per_frame_4=q1 = (cx*2-1) + 0.32*( 0.60*sin(0.374*time) + 0.40*sin(0.294*time) );
per_frame_5=q2 = (cy*2-1) + 0.52*( 0.60*sin(0.393*time) + 0.40*sin(0.223*time) );
per_frame_6=q3 = (cx*2-1) + 0.32*( 0.60*sin(0.174*-time) + 0.40*sin(0.364*time) );
per_frame_7=q4 = (cy*2-1) + 0.52*( 0.60*sin(0.234*time) + 0.40*sin(0.271*-time) );
per_frame_8=decay = decay - 0.01*equal(frame%5,0);
per_pixel_1=du = x*2-1 - q1;
per_pixel_2=dv = y*2-1 - q2;
per_pixel_3=dist = sqrt(du*du+dv*dv);
per_pixel_4=ang2 = atan2(du,dv);
per_pixel_5=mult = 0.012/(dist+0.4);
per_pixel_6=dx = mult*sin(ang2-1.5);
per_pixel_7=dy = mult*cos(ang2-1.5);
per_pixel_8=du = x*2-1 - q3;
per_pixel_9=dv = y*2-1 - q4;
per_pixel_10=dist = sqrt(du*du+dv*dv);
per_pixel_11=ang2 = atan2(du,dv);
per_pixel_12=mult = 0.012/(dist+0.4);
per_pixel_13=dx = dx + mult*sin(ang2+1.5);
per_pixel_14=dy = dy + mult*cos(ang2+1.5);
warp_1=`shader_body
warp_2=`{
warp_3=` // sample previous frame
warp_4=` ret = tex2D( sampler_main, uv ).xyz;
warp_5=`
warp_6=` // this vector points exactly one pixel, in the direction of motion
warp_7=` float2 v = normalize(uv-uv_orig)*texsize.zw;
warp_8=`
warp_9=` float3 s;
warp_10=` ret = max(ret, tex2D(sampler_main, uv+v*2.3));
warp_11=` ret = max(ret, tex2D(sampler_main, uv-v*2.3));
warp_12=`
warp_13=` // darken over time
warp_14=` ret *= 0.97;
warp_15=`
warp_16=` // add noise
warp_17=` //float2 uv_noise = uv*texsize_noise_lq.zw*texsize.xy + rand_frame.xy;
warp_18=` //ret += (tex2D(sampler_noise_lq, uv_noise)*2-1)*0.02;
warp_19=`}
comp_1=`float2 d, uv_y;
comp_2=`float3 dx, dy;
comp_3=`shader_body
comp_4=`{
comp_5=`
comp_6=` d = texsize.zw*4;
comp_7=` dx = ( GetBlur1(uv+float2(1,0)*d)-GetBlur1(uv-float2(1,0)*d) );
comp_8=` dy = ( GetBlur1(uv+float2(0,1)*d)-GetBlur1(uv-float2(0,1)*d) );
comp_9=` uv_y = uv+float2(dx.y,dy.y)*0.4;
comp_10=`
comp_11=`
comp_12=` d = texsize.zw*18;
comp_13=` dx = ( GetBlur1(uv_y+float2(1,0)*d)-GetBlur1(uv_y-float2(1,0)*d) );
comp_14=` dy = ( GetBlur1(uv_y+float2(0,1)*d)-GetBlur1(uv_y-float2(0,1)*d) );
comp_15=`
comp_16=`float base = GetPixel(uv);
comp_17=`float emboss = (-dx + dy + 1);
comp_18=`
comp_19=`ret = base.x*emboss*pow(hue_shader,4);
comp_20=`
comp_21=`ret = lerp(ret,pow(hue_shader.yzx,4), GetBlur1(uv).y*0.5);
comp_22=`//ret = lerp(ret,1,GetPixel(uv).z*(1-GetBlur1(uv).y*2));
comp_23=`ret = lerp(ret,hue_shader.zxy*1.2,GetPixel(uv).z*(1-GetBlur1(uv).y*2));
comp_24=`
comp_25=`}
comp_26=`