winamp/Src/resources/data/Milkdrop2/presets/affected/martin - ludicrous speed.milk
2024-09-24 14:54:57 +02:00

464 lines
13 KiB
Plaintext

MILKDROP_PRESET_VERSION=201
PSVERSION=3
PSVERSION_WARP=3
PSVERSION_COMP=3
[preset00]
fRating=3.000000
fGammaAdj=1.980001
fDecay=0.500000
fVideoEchoZoom=0.999998
fVideoEchoAlpha=0.500000
nVideoEchoOrientation=3
nWaveMode=6
bAdditiveWaves=1
bWaveDots=0
bWaveThick=1
bModWaveAlphaByVolume=1
bMaximizeWaveColor=0
bTexWrap=1
bDarkenCenter=0
bRedBlueStereo=0
bBrighten=0
bDarken=1
bSolarize=0
bInvert=0
fWaveAlpha=0.311600
fWaveScale=1.228910
fWaveSmoothing=0.000000
fWaveParam=0.200000
fModWaveAlphaStart=0.710000
fModWaveAlphaEnd=1.300000
fWarpAnimSpeed=1.459500
fWarpScale=2.006700
fZoomExponent=1.000000
fShader=0.000000
zoom=0.999900
rot=0.000000
cx=0.500000
cy=0.500000
dx=0.000000
dy=0.000000
warp=0.010000
sx=0.999900
sy=1.000000
wave_r=0.000000
wave_g=0.000000
wave_b=0.000000
wave_x=0.500000
wave_y=0.500000
ob_size=0.010000
ob_r=1.000000
ob_g=1.000000
ob_b=1.000000
ob_a=0.000000
ib_size=0.000000
ib_r=0.250000
ib_g=0.250000
ib_b=0.250000
ib_a=0.500000
nMotionVectorsX=64.000000
nMotionVectorsY=48.000000
mv_dx=0.000000
mv_dy=0.000000
mv_l=0.000000
mv_r=1.000000
mv_g=1.000000
mv_b=0.499900
mv_a=0.000000
b1n=0.000000
b2n=0.000000
b3n=0.000000
b1x=1.000000
b2x=1.000000
b3x=1.000000
b1ed=0.000000
wavecode_0_enabled=1
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=0.891519
wavecode_0_smoothing=0.820000
wavecode_0_r=1.000000
wavecode_0_g=1.000000
wavecode_0_b=1.000000
wavecode_0_a=0.600000
wave_0_per_frame1=t1 = 1*cos(time/3);
wave_0_per_frame2=t2 = 1*sin(time/7);
wave_0_per_frame3=
wave_0_per_frame4=vol = mid_att + treb_att;
wave_0_per_frame5=vol_m = vol_m*0.999+vol*0.001;
wave_0_per_frame6=exc = above (vol, vol_m*1.1);
wave_0_per_frame7=
wave_0_per_frame8=pulse = 0.95*pulse + 0.05*exc;
wave_0_per_frame9=winkel = winkel + pulse/3;
wave_0_per_frame10=t3 = winkel;
wave_0_per_frame11=
wave_0_per_frame12=
wave_0_per_frame13=
wave_0_per_point1= //Alle Funktionen muessen rel. zu t_rel sein
wave_0_per_point2=
wave_0_per_point3=
wave_0_per_point4=t_abs = sample;
wave_0_per_point5=t_rel = sample-time/6;
wave_0_per_point6=ampl = sin(t_abs*3)-0.0;
wave_0_per_point7=
wave_0_per_point8=ox = 3*sin (time) + ampl*(sin (t_rel*267)) ;
wave_0_per_point9=oy = 3*cos (time) + ampl*(cos (t_rel*277)) ;
wave_0_per_point10=oz = 0*cos (t_rel*time/23)+t_abs*4 ;
wave_0_per_point11=
wave_0_per_point12=
wave_0_per_point13=r = sqr(sin(t_rel*3.4));
wave_0_per_point14=g = sqr(sin(t_rel*2.3));
wave_0_per_point15=b = sqr (cos(t_rel*.9));
wave_0_per_point16=
wave_0_per_point17=a= 0.2*(cos(t_abs*1 )) + q26/16 ;
wave_0_per_point18=
wave_0_per_point19=xang = t2+t3/3;
wave_0_per_point20=yang = t1*t2-t3/4;
wave_0_per_point21=zang = t3;
wave_0_per_point22=fov = 0.2;
wave_0_per_point23=
wave_0_per_point24=monitor = t2;
wave_0_per_point25=
wave_0_per_point26=// Rotation um x,y,z
wave_0_per_point27=
wave_0_per_point28=mx = ox*cos(zang) - oy*sin(zang);
wave_0_per_point29=my = ox*sin(zang) + oy*cos(zang);
wave_0_per_point30=
wave_0_per_point31=ox = mx;
wave_0_per_point32=oy = my;
wave_0_per_point33=mx = ox*cos(yang) + oz*sin(yang);
wave_0_per_point34=mz = - ox*sin(yang) + oz*cos(yang);
wave_0_per_point35=ox = mx;
wave_0_per_point36=oz = mz;
wave_0_per_point37=my = oy*cos(xang) - oz*sin(xang);
wave_0_per_point38=mz = oy*sin(xang) + oz*cos(xang);
wave_0_per_point39=oy = my;
wave_0_per_point40=oz = mz;
wave_0_per_point41=
wave_0_per_point42=oz = oz - 6;
wave_0_per_point43=x = ox*fov/oz +0.5;
wave_0_per_point44=//x = (x-.5)*0.75 + 0.5;
wave_0_per_point45=y = oy*fov/oz + 0.5;
wave_0_per_point46=
wavecode_1_enabled=1
wavecode_1_samples=232
wavecode_1_sep=0
wavecode_1_bSpectrum=0
wavecode_1_bUseDots=1
wavecode_1_bDrawThick=0
wavecode_1_bAdditive=1
wavecode_1_scaling=0.891519
wavecode_1_smoothing=0.820000
wavecode_1_r=1.000000
wavecode_1_g=1.000000
wavecode_1_b=1.000000
wavecode_1_a=0.100000
wave_1_per_frame1=t1 = 2*sin(time/15);
wave_1_per_frame2=t2 = 2*sin(time/11);
wave_1_per_frame3=monitor = time;
wave_1_per_point1=
wave_1_per_point2=t_abs = sample;
wave_1_per_point3=t_rel = sample-time/5;
wave_1_per_point4=ampl = time;
wave_1_per_point5=
wave_1_per_point6=ox = ampl*10*sin (t_abs*68);
wave_1_per_point7=oy = ampl*10*cos (t_abs*28);
wave_1_per_point8=oz = ampl*10*cos (t_abs*128);
wave_1_per_point9=
wave_1_per_point10=
wave_1_per_point11=r = sin(t_abs*1335)+1;
wave_1_per_point12=g = sin(t_abs*1783)+1 ;
wave_1_per_point13=b = rand(5)/5 ;
wave_1_per_point14=
wave_1_per_point15=a=0.5+0.25 * sin(t_rel*15);
wave_1_per_point16=xang = t1 ;
wave_1_per_point17=yang = t1;
wave_1_per_point18=zang = t1;
wave_1_per_point19=fov = 0.12;
wave_1_per_point20=
wave_1_per_point21=
wave_1_per_point22=// Rotation um x,y,z
wave_1_per_point23=
wave_1_per_point24=mx = ox*cos(zang) - oy*sin(zang);
wave_1_per_point25=my = ox*sin(zang) + oy*cos(zang);
wave_1_per_point26=
wave_1_per_point27=ox = mx;
wave_1_per_point28=oy = my;
wave_1_per_point29=mx = ox*cos(yang) + oz*sin(yang);
wave_1_per_point30=mz = - ox*sin(yang) + oz*cos(yang);
wave_1_per_point31=ox = mx;
wave_1_per_point32=oz = mz;
wave_1_per_point33=my = oy*cos(xang) - oz*sin(xang);
wave_1_per_point34=mz = oy*sin(xang) + oz*cos(xang);
wave_1_per_point35=oy = my;
wave_1_per_point36=oz = mz;
wave_1_per_point37=
wave_1_per_point38=oz = oz - 6;
wave_1_per_point39=x = ox*fov/oz +0.5;
wave_1_per_point40=//x = (x-.5)*0.75 + 0.5;
wave_1_per_point41=y = oy*fov/oz + 0.5;
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=0.891519
wavecode_2_smoothing=0.820000
wavecode_2_r=1.000000
wavecode_2_g=1.000000
wavecode_2_b=1.000000
wavecode_2_a=0.100000
wave_2_per_point1=ampl = time - int(time);
wave_2_per_point2=aml = ampl/2;
wave_2_per_point3=x = .5 + ampl * sin(sample*230);
wave_2_per_point4=y = .5 + ampl * cos(sample*230);
wave_2_per_point5=a = .03;
wavecode_3_enabled=0
wavecode_3_samples=512
wavecode_3_sep=0
wavecode_3_bSpectrum=1
wavecode_3_bUseDots=1
wavecode_3_bDrawThick=0
wavecode_3_bAdditive=0
wavecode_3_scaling=1.000000
wavecode_3_smoothing=0.500000
wavecode_3_r=1.000000
wavecode_3_g=1.000000
wavecode_3_b=1.000000
wavecode_3_a=1.000000
shapecode_0_enabled=1
shapecode_0_sides=100
shapecode_0_additive=0
shapecode_0_thickOutline=0
shapecode_0_textured=1
shapecode_0_x=0.499900
shapecode_0_y=0.500000
shapecode_0_rad=0.143922
shapecode_0_ang=0.000000
shapecode_0_tex_ang=0.000000
shapecode_0_tex_zoom=4.574821
shapecode_0_r=1.000000
shapecode_0_g=1.000000
shapecode_0_b=1.000000
shapecode_0_a=0.900000
shapecode_0_r2=0.840000
shapecode_0_g2=0.930000
shapecode_0_b2=1.000000
shapecode_0_a2=0.000000
shapecode_0_border_r=0.800000
shapecode_0_border_g=0.000000
shapecode_0_border_b=1.000000
shapecode_0_border_a=0.400000
shape_0_per_frame1=textured = bnot(q24);
shape_0_per_frame2=rad = .2*max(sin(time/9)-.6,0);
shape_0_per_frame3=x = .5 + .01 * sin(time/2); //slightly off-center
shape_0_per_frame4=
shape_0_per_frame5=border_r = .4 * (1.5+sin(time/18));
shape_0_per_frame6=border_g = .4 * (1.5+sin(time/38));
shape_0_per_frame7=border_b = .4 * (1.5+sin(time/28));
shapecode_1_enabled=1
shapecode_1_sides=63
shapecode_1_additive=1
shapecode_1_thickOutline=0
shapecode_1_textured=0
shapecode_1_x=0.500000
shapecode_1_y=0.500000
shapecode_1_rad=1.998625
shapecode_1_ang=0.000000
shapecode_1_tex_ang=0.000000
shapecode_1_tex_zoom=0.499805
shapecode_1_r=1.000000
shapecode_1_g=1.000000
shapecode_1_b=1.000000
shapecode_1_a=0.100000
shapecode_1_r2=1.000000
shapecode_1_g2=1.000000
shapecode_1_b2=1.000000
shapecode_1_a2=0.600000
shapecode_1_border_r=0.500000
shapecode_1_border_g=0.500000
shapecode_1_border_b=0.500000
shapecode_1_border_a=0.000000
shape_1_per_frame1=
shape_1_per_frame2=trel = time/2+q20;
shape_1_per_frame3=
shape_1_per_frame4=x = .5+sin(trel);
shape_1_per_frame5=y = .5+cos(trel*1.3 +q28/3);
shape_1_per_frame6=rad = .03;
shape_1_per_frame7=a = q26/4+.2; a2 = 0;
shape_1_per_frame8=a = 1;
shapecode_2_enabled=0
shapecode_2_sides=63
shapecode_2_additive=0
shapecode_2_thickOutline=0
shapecode_2_textured=1
shapecode_2_x=0.123000
shapecode_2_y=0.000000
shapecode_2_rad=0.273185
shapecode_2_ang=0.000000
shapecode_2_tex_ang=0.000000
shapecode_2_tex_zoom=0.499805
shapecode_2_r=1.000000
shapecode_2_g=1.000000
shapecode_2_b=1.000000
shapecode_2_a=1.000000
shapecode_2_r2=1.000000
shapecode_2_g2=1.000000
shapecode_2_b2=1.000000
shapecode_2_a2=0.000000
shapecode_2_border_r=0.500000
shapecode_2_border_g=0.500000
shapecode_2_border_b=0.500000
shapecode_2_border_a=0.000000
shapecode_3_enabled=0
shapecode_3_sides=63
shapecode_3_additive=0
shapecode_3_thickOutline=0
shapecode_3_textured=1
shapecode_3_x=0.500000
shapecode_3_y=1.000000
shapecode_3_rad=0.548217
shapecode_3_ang=0.000000
shapecode_3_tex_ang=0.000000
shapecode_3_tex_zoom=0.499805
shapecode_3_r=1.000000
shapecode_3_g=1.000000
shapecode_3_b=1.000000
shapecode_3_a=1.000000
shapecode_3_r2=1.000000
shapecode_3_g2=1.000000
shapecode_3_b2=1.000000
shapecode_3_a2=0.000000
shapecode_3_border_r=0.500000
shapecode_3_border_g=0.500000
shapecode_3_border_b=0.500000
shapecode_3_border_a=0.000000
per_frame_init_1=index4 = rand(12); p1 = 0;
per_frame_1=dec_med = pow (0.9, 30/fps);
per_frame_2=dec_slow = pow (0.99, 30/fps);
per_frame_3=beat = max (max (bass, mid), treb);
per_frame_4=avg = avg*dec_slow + beat*(1-dec_slow);
per_frame_5=is_beat = above(beat, .5+avg+peak) * above (time, t0+.2);
per_frame_6=t0 = is_beat*time + (1-is_beat)*t0;
per_frame_7=peak = is_beat * beat + (1-is_beat)*peak*dec_med;
per_frame_8=index = (index + is_beat) %8;
per_frame_9=index2 = (index2 + is_beat*bnot(index))%4;
per_frame_10=index3 = (index3 + is_beat*bnot(index)*bnot(index2))%3;
per_frame_11=index4 = (index4 + is_beat*bnot(index)*bnot(index2)*bnot(index3))%8;
per_frame_12=monitor = index4;
per_frame_13=
per_frame_14=q20 = avg;
per_frame_15=q21 = beat;
per_frame_16=q22 = peak;
per_frame_17=q23 = index;
per_frame_18=q24 = is_beat;
per_frame_19=q26 = bass + mid + treb;
per_frame_20=
per_frame_21=//k1 = is_beat*bnot(index)*bnot(index2);
per_frame_22=
per_frame_23=k1 = is_beat*equal(index,0);
per_frame_24=p1 = k1*(p1+1) + (1-k1)*p1;
per_frame_25=p2 = dec_med * p2+ (1-dec_med)*p1;
per_frame_26=rott = p2 * 3.14159265359/2;
per_frame_27=
per_frame_28=q27 = 8-index;
per_frame_29=q28 = index3;
per_frame_30=q29 = index4;
per_frame_31=
per_frame_32=stop = equal (index,4);
per_frame_33=stop2 = .9 * stop2 + .1 * stop;
per_frame_34=accel = stop - stop2;
per_frame_35=
per_frame_36=//movez = movez + .01*(2+ q21)*30/fps;
per_frame_37=movez = movez + .01*4*30/fps;
per_frame_38=q30 = movez;
per_frame_39=
per_frame_40=q1 = cos(rott);
per_frame_41=q2 = sin(rott);
per_frame_42=q3 = -q2;
per_frame_43=q4 = q1;
per_frame_44=
per_frame_45=zoom = 1.0;
per_frame_46=q32 = pow(0.996, 30/fps); //fade
warp_1=`shader_body {
warp_2=`float corr = texsize.xy*texsize_noise_lq.zw;
warp_3=`float2 arg;
warp_4=`
warp_5=`int k2 = int(q29); //index4
warp_6=`int k1 = k2%4;
warp_7=`float clp = 8;
warp_8=`
warp_9=`float3 noiseVal =.03*(tex2D(sampler_noise_lq, uv*.3+.01*rand_frame));
warp_10=`
warp_11=`float2 zz = (uv-.5) *texsize.xy *.015*q27;
warp_12=`zz *= aspect.zw;
warp_13=`zz =mul(zz,float2x2(_qa));
warp_14=`
warp_15=`//zz = zz * cos(1/rad*8);
warp_16=`/// {zz = 5*(zz.xy+zz.yx);} //evtl,
warp_17=`
warp_18=`if (k1==0) {arg = clamp(tan(zz),-clp,clp);}
warp_19=`else if (k1==1) {arg = clamp(tan(zz) / cos(zz.yx),-clp,clp);}
warp_20=`else if (k1==2) {arg = clamp(exp((zz.yx)),-clp,clp) ;}
warp_21=`else if (k1==3) {arg = clamp(sin(2*zz.yx),-clp,clp) ;}
warp_22=`
warp_23=`//float2 arg = (k1==0)*h1 + (k1==1)*h2 + (k1==2)*h3 + (k1==3)*h4;
warp_24=`
warp_25=`//arg *= (zz+0.1);
warp_26=`if (k2 >= 4) {arg -= length(zz)/4;} //ja
warp_27=`
warp_28=`//arg = atan(arg.yx*8);//ja, aber flimmer
warp_29=`//if (k2>=8) {arg = pow(arg,3);} // ja aber ohne das vorige
warp_30=`//g *= aspect.xy * cos(16*(.5-rad)*ang); //ok
warp_31=`uv += arg*texsize.zw* (1+ 4 * q28);
warp_32=`
warp_33=`float3 crisp = tex2D(sampler_main,uv);
warp_34=`
warp_35=`ret = q32*crisp + noiseVal*.8-.03;
warp_36=`}
comp_1=`float3 ret1, neu, blur;
comp_2=`
comp_3=`shader_body
comp_4=`{
comp_5=`float2 uv2;
comp_6=`float ang2, c, s;
comp_7=`uv -= 0.5;
comp_8=`uv *= aspect.xy;
comp_9=`
comp_10=`float2 tmp = uv;
comp_11=`float dist = 1;
comp_12=`float inten = 1;
comp_13=`float mask = 0;
comp_14=`ret1 = 0;
comp_15=`int anz = 4;
comp_16=`float n = 1;
comp_17=`uv = mul(uv,float2x2(_qa));
comp_18=`//uv +=.3*q1;
comp_19=`while (n <= anz) {
comp_20=` ang2 = 6.28*n/anz;
comp_21=` c = cos(ang2);
comp_22=` s = sin(ang2);
comp_23=` uv2.x = uv.x*c - uv.y*s;
comp_24=` uv2.y = uv.x*s + uv.y*c;
comp_25=` uv2 *= aspect.yx;
comp_26=` dist = 1-frac(1.0/anz*n+q30); //evtl sqrt !
comp_27=` inten = pow(dist,.3)*(1-dist)*2;
comp_28=` float2 uv3 = 2*uv2*dist+.5;
comp_29=` neu = GetPixel (uv3);
comp_30=` blur = GetBlur2 (uv3);
comp_31=` neu += blur;
comp_32=` ret1 = ret1*.9+neu*inten;
comp_33=`n++;
comp_34=`}
comp_35=`
comp_36=`
comp_37=`ret = ret1 + .5*float3(0,0,.3)*rad ;
comp_38=`
comp_39=`}