winamp/Src/resources/data/Milkdrop2/presets/Krash + Geiss + martin - War Machine (Stahl's ultimate Mash Mix).milk
2024-09-24 14:54:57 +02:00

299 lines
7.5 KiB
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MILKDROP_PRESET_VERSION=201
PSVERSION=2
PSVERSION_WARP=2
PSVERSION_COMP=2
[preset00]
fRating=2.000000
fGammaAdj=1.900
fDecay=1.000
fVideoEchoZoom=1.000
fVideoEchoAlpha=0.000
nVideoEchoOrientation=0
nWaveMode=0
bAdditiveWaves=0
bWaveDots=0
bWaveThick=1
bModWaveAlphaByVolume=1
bMaximizeWaveColor=0
bTexWrap=1
bDarkenCenter=0
bRedBlueStereo=0
bBrighten=0
bDarken=0
bSolarize=0
bInvert=0
fWaveAlpha=1.000
fWaveScale=1.348
fWaveSmoothing=0.750
fWaveParam=-0.500
fModWaveAlphaStart=0.750
fModWaveAlphaEnd=0.950
fWarpAnimSpeed=1.000
fWarpScale=1.000
fZoomExponent=1.00000
fShader=0.000
zoom=0.99990
rot=0.10000
cx=0.500
cy=0.500
dx=0.00000
dy=0.00000
warp=1.00000
sx=1.00000
sy=1.00000
wave_r=1.000
wave_g=1.000
wave_b=1.000
wave_x=0.500
wave_y=0.500
ob_size=0.010
ob_r=0.000
ob_g=0.000
ob_b=0.000
ob_a=0.100
ib_size=0.500
ib_r=0.000
ib_g=0.000
ib_b=0.000
ib_a=0.000
nMotionVectorsX=12.000
nMotionVectorsY=9.000
mv_dx=0.000
mv_dy=0.000
mv_l=0.900
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=0
wavecode_0_bDrawThick=0
wavecode_0_bAdditive=0
wavecode_0_scaling=1.00000
wavecode_0_smoothing=0.50000
wavecode_0_r=1.000
wavecode_0_g=1.000
wavecode_0_b=1.000
wavecode_0_a=1.000
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=34
shapecode_0_additive=1
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=0.33004
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=1.000
shapecode_0_b=1.000
shapecode_0_a=0.020
shapecode_0_r2=1.000
shapecode_0_g2=1.000
shapecode_0_b2=1.000
shapecode_0_a2=0.010
shapecode_0_border_r=1.000
shapecode_0_border_g=1.000
shapecode_0_border_b=1.000
shapecode_0_border_a=1.000
shape_0_per_frame1=x = .5 + .25*cos(time);
shape_0_per_frame2=y = .5 + .25*sin(time);
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=warp=0;
per_frame_2=wave_r = wave_r + 0.45*(0.5*sin(time*0.701)+ 0.3*cos(time*0.438));
per_frame_3=wave_b = wave_b - 0.4*(0.5*sin(time*4.782)+0.5*cos(time*0.522));
per_frame_4=wave_g = wave_g + 0.4*sin(time*1.731);
per_frame_5=ob_r = above(bass_att,bass)*(bass_att-bass)*4;
per_frame_6=volume = 0.3*(bass+mid+att);
per_frame_7=beatrate = equal(beatrate,0) + (1-equal(beatrate,0))*(below(volume,0.01) + (1-below(volume,0.01))*beatrate);
per_frame_8=lastbeat = lastbeat + equal(lastbeat,0)*time;
per_frame_9=meanbass_att = 0.1*(meanbass_att*9 + bass_att);
per_frame_10=peakbass_att = max(bass_att,peakbass_att);
per_frame_11=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_12=beatrate = max(if(beat,if(below(time-lastbeat,2*beatrate),0.1*(beatrate*9 + time - lastbeat),beatrate),beatrate),0.1);
per_frame_13=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_14=lastbeat = beat*time + (1-beat)*lastbeat;
per_frame_15=peakbass_att = max(peakbass_att,1.1*meanbass_att);
per_frame_16=beatcounter = beatcounter + beat;
per_frame_17=mode = if(beat*equal(beatcounter%2,0),1-mode,mode);
per_frame_18=mode2 = if(beat,(mode2 + rand(7) + 1)%8,mode2);
per_frame_19=mode3 = if(beat,(mode3 + rand(7) + 1)%8,mode3);
per_frame_20=q1 = 2*mode-1;
per_frame_21=q2 = mode2 + 2;
per_frame_22=q3 = 1/q2;
per_frame_23=q4 = mode3 + 2;
per_frame_24=q5 = 1/q4;
per_frame_25=wave_x = (rand(q2)+0.5)*q3;
per_frame_26=wave_y = (rand(q4)+0.5)*q5;
per_frame_27=decay = decay - 0.1*equal(frame%50,0);
per_pixel_1=cx = ((0&(x*q2-0.5))+0.5)*q3;
per_pixel_2=cy = ((0&(y*q4-0.5))+0.5)*q5;
per_pixel_3=rot = rot*pow(-1,(0&(x*q2-0.5)) + (0&(y*q4-0.5)))*q1;
warp_1=`shader_body
warp_2=`{
warp_3=` ret = tex2D( sampler_main, uv ).xyz;
warp_4=`
warp_5=` // ERROR DIFFUSION DITHER - looks great
warp_6=` float2 dither_uv = uv_orig*texsize.xy*texsize_noise_lq.zw + rand_frame.xy;
warp_7=` ret += (tex2D(sampler_noise_lq, dither_uv).xyz-0.5)/256.0*3;
warp_8=`
warp_9=` // darken over time
warp_10=` //ret -= 0.004;
warp_11=` //ret *= 0.99;
warp_12=` //ret *= 0.97 + 0.03*saturate( length(uv - uv_orig)*200 ); // center only
warp_13=` ret = frac(ret - 0.005);
warp_14=`}
warp_15=`
comp_1=`sampler sampler_rand00;
comp_2=`
comp_3=`shader_body
comp_4=`{
comp_5=`
comp_6=`float2 uv1 = uv-.5;
comp_7=`
comp_8=`float3 ret1 = tex2D(sampler_main, uv) +tex2D(sampler_main, 1-uv)*0;
comp_9=`
comp_10=`
comp_11=`float2 hor = float2 (texsize.z,0);
comp_12=`float2 ver = float2 (0,texsize.w);
comp_13=`float dx = GetPixel (uv-hor) - GetPixel (uv+hor);
comp_14=`float dy = GetPixel (uv-ver) - GetPixel (uv+ver);
comp_15=`float2 dz = float2 (dx,dy);
comp_16=`
comp_17=`uv1 = .3*cos(uv1*2+1.7) -2*dz;;
comp_18=`float3 dots = saturate(.03/length(uv1));
comp_19=`
comp_20=`
comp_21=`ret1 = (-ret1/4) + 6*dots*(-0.08+ret1);
comp_22=`
comp_23=`ret = ret1;
comp_24=`
comp_25=` float2 texc = 0.4 + 0.6*ret.xy;
comp_26=` ret = tex2D(sampler_rand00, texc) * lum(ret) * 3;
comp_27=`
comp_28=`
comp_29=`}