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

393 lines
9.8 KiB
Plaintext

MILKDROP_PRESET_VERSION=201
PSVERSION=3
PSVERSION_WARP=3
PSVERSION_COMP=3
[preset00]
fRating=4.000000
fGammaAdj=1.980001
fDecay=0.500000
fVideoEchoZoom=0.999998
fVideoEchoAlpha=0.500000
nVideoEchoOrientation=3
nWaveMode=5
bAdditiveWaves=0
bWaveDots=1
bWaveThick=1
bModWaveAlphaByVolume=0
bMaximizeWaveColor=0
bTexWrap=1
bDarkenCenter=0
bRedBlueStereo=0
bBrighten=0
bDarken=1
bSolarize=0
bInvert=0
fWaveAlpha=0.001000
fWaveScale=5.552000
fWaveSmoothing=0.504000
fWaveParam=-1.000000
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=1.000000
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=0.260000
ib_r=0.250000
ib_g=0.250000
ib_b=0.250000
ib_a=0.000000
nMotionVectorsX=64.000000
nMotionVectorsY=48.000000
mv_dx=0.000000
mv_dy=0.000000
mv_l=0.850000
mv_r=0.500000
mv_g=0.500000
mv_b=0.500000
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=0
wavecode_0_samples=512
wavecode_0_sep=0
wavecode_0_bSpectrum=1
wavecode_0_bUseDots=1
wavecode_0_bDrawThick=1
wavecode_0_bAdditive=1
wavecode_0_scaling=0.503300
wavecode_0_smoothing=0.500000
wavecode_0_r=1.000000
wavecode_0_g=0.600000
wavecode_0_b=0.400000
wavecode_0_a=1.000000
wave_0_per_point1=
wave_0_per_point2=x0 = .5 + .4 * sin(time/2);
wave_0_per_point3=
wave_0_per_point4=angle = rand(1000)/1000*6.28;
wave_0_per_point5=rad = rand(1000)/1000;
wave_0_per_point6=rad = rad * rad;
wave_0_per_point7=
wave_0_per_point8=x = x0 + .1*rad*sin(angle);
wave_0_per_point9=y = .5 + .1*rad*cos(angle);
wave_0_per_point10= a = 1-rad;
wavecode_1_enabled=0
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=1.000000
wavecode_1_smoothing=0.500000
wavecode_1_r=1.000000
wavecode_1_g=1.000000
wavecode_1_b=1.000000
wavecode_1_a=1.000000
wave_1_per_frame1=trel = q11-.0;
wave_1_per_frame2=t1 = int(trel);
wave_1_per_frame3=t2 = trel - int(trel);
wavecode_2_enabled=0
wavecode_2_samples=512
wavecode_2_sep=0
wavecode_2_bSpectrum=0
wavecode_2_bUseDots=0
wavecode_2_bDrawThick=1
wavecode_2_bAdditive=0
wavecode_2_scaling=1.000000
wavecode_2_smoothing=0.500000
wavecode_2_r=1.000000
wavecode_2_g=1.000000
wavecode_2_b=1.000000
wavecode_2_a=1.000000
wave_2_per_frame1=trel = q11-.33;
wave_2_per_frame2=t1 = int(trel);
wave_2_per_frame3=t2 = trel - int(trel);
wavecode_3_enabled=0
wavecode_3_samples=512
wavecode_3_sep=0
wavecode_3_bSpectrum=0
wavecode_3_bUseDots=0
wavecode_3_bDrawThick=1
wavecode_3_bAdditive=1
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
wave_3_per_frame1=trel = q11-.66;
wave_3_per_frame2=t1 = int(trel);
wave_3_per_frame3=t2 = trel - int(trel);
shapecode_0_enabled=0
shapecode_0_sides=100
shapecode_0_additive=0
shapecode_0_thickOutline=0
shapecode_0_textured=1
shapecode_0_x=0.800000
shapecode_0_y=0.500000
shapecode_0_rad=0.242435
shapecode_0_ang=0.000000
shapecode_0_tex_ang=1.884956
shapecode_0_tex_zoom=1.728514
shapecode_0_r=0.800000
shapecode_0_g=1.000000
shapecode_0_b=0.500000
shapecode_0_a=0.600000
shapecode_0_r2=0.900000
shapecode_0_g2=0.900000
shapecode_0_b2=1.000000
shapecode_0_a2=0.300000
shapecode_0_border_r=1.000000
shapecode_0_border_g=1.000000
shapecode_0_border_b=1.000000
shapecode_0_border_a=0.000000
shapecode_1_enabled=0
shapecode_1_sides=100
shapecode_1_additive=0
shapecode_1_thickOutline=0
shapecode_1_textured=1
shapecode_1_x=0.130000
shapecode_1_y=0.190000
shapecode_1_rad=0.110450
shapecode_1_ang=0.000000
shapecode_1_tex_ang=3.141590
shapecode_1_tex_zoom=1.711049
shapecode_1_r=1.000000
shapecode_1_g=0.000000
shapecode_1_b=1.000000
shapecode_1_a=1.000000
shapecode_1_r2=1.000000
shapecode_1_g2=1.000000
shapecode_1_b2=1.000000
shapecode_1_a2=1.000000
shapecode_1_border_r=1.000000
shapecode_1_border_g=1.000000
shapecode_1_border_b=1.000000
shapecode_1_border_a=0.000000
shapecode_2_enabled=0
shapecode_2_sides=5
shapecode_2_additive=1
shapecode_2_thickOutline=0
shapecode_2_textured=0
shapecode_2_x=0.900000
shapecode_2_y=0.500000
shapecode_2_rad=0.226130
shapecode_2_ang=0.000000
shapecode_2_tex_ang=0.000000
shapecode_2_tex_zoom=1.000000
shapecode_2_r=1.000000
shapecode_2_g=0.200000
shapecode_2_b=0.200000
shapecode_2_a=1.000000
shapecode_2_r2=0.000000
shapecode_2_g2=0.000000
shapecode_2_b2=0.000000
shapecode_2_a2=0.000000
shapecode_2_border_r=1.000000
shapecode_2_border_g=1.000000
shapecode_2_border_b=0.000000
shapecode_2_border_a=0.000000
shapecode_3_enabled=0
shapecode_3_sides=36
shapecode_3_additive=1
shapecode_3_thickOutline=0
shapecode_3_textured=0
shapecode_3_x=0.500000
shapecode_3_y=0.500000
shapecode_3_rad=0.187170
shapecode_3_ang=0.000000
shapecode_3_tex_ang=0.000000
shapecode_3_tex_zoom=1.000000
shapecode_3_r=0.000000
shapecode_3_g=0.020000
shapecode_3_b=0.000000
shapecode_3_a=1.000000
shapecode_3_r2=0.000000
shapecode_3_g2=0.000000
shapecode_3_b2=0.000000
shapecode_3_a2=0.000000
shapecode_3_border_r=1.000000
shapecode_3_border_g=1.000000
shapecode_3_border_b=1.000000
shapecode_3_border_a=0.000000
per_frame_init_1=vol = 0; p1 = 0;
per_frame_init_2=vx = .2; vy = -0.1;
per_frame_init_3=kx = 0; ky = 0;
per_frame_init_4=
per_frame_1=dec_med = pow (0.96, 30/fps);
per_frame_2=dec_slow = pow (0.98, 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))%2;
per_frame_10=index3 = (index3 + is_beat*bnot(index) * bnot(index2))%2;
per_frame_11=
per_frame_12=q20 = avg;
per_frame_13=q21 = beat;
per_frame_14=q22 = peak;
per_frame_15=q23 = index;
per_frame_16=q24 = is_beat;
per_frame_17=
per_frame_18=vol = bass_att + treb_att;
per_frame_19=v2 = v2 * dec_slow + vol * (1-dec_slow) ;
per_frame_20=q26 = max(atan (vol - v2*.8),.3);
per_frame_21=
per_frame_22=q27 = index + 1;
per_frame_23=
per_frame_24=sw = sw*dec_med + (1-dec_med)*(index2%2);
per_frame_25=q28 = sw;
per_frame_26=
per_frame_27=k1 = is_beat*bnot(index);
per_frame_28=k2 = is_beat*bnot(index);
per_frame_29=
per_frame_30=p1 = k1*(p1+1) + (1-k1)*p1;
per_frame_31=p2 = dec_slow * p2+ (1-dec_slow)*p1;
per_frame_32=rott = p2 * 3.1416/2;
per_frame_33=monitor = k1;
per_frame_34=q1 = cos(rott);
per_frame_35=q2 = sin(rott);
per_frame_36=q3 = -q2;
per_frame_37=q4 = q1;
per_frame_38=
per_frame_39=
per_frame_40=q5 = cos(time/6);
per_frame_41=q6 = -sin(time/6);
per_frame_42=q7 = -q6;
per_frame_43=q8 = q5;
per_frame_44=
per_frame_45=zoom = 1;
per_frame_46=rot = -0;
per_frame_47=
per_frame_48=movez = movez + .006*(q1+1.1)*30/fps;
per_frame_49=q29 = movez;
per_frame_50=rota = rota + .003*(2-q1)*30/fps;
per_frame_51=q30 = rota;
per_frame_52=q31 = 2 + 16*abs(cos(time/18));
per_frame_53=q32 = cos(time/23)/4;
per_frame_54=
per_frame_55=
per_frame_56=
warp_1=`float3 mus;
warp_2=`float2 rs, uv1, uv6, uv7, uv8;
warp_3=`float dx,dy;
warp_4=`shader_body {
warp_5=`uv = uv_orig;
warp_6=`uv1 = (uv-.5) * aspect.xy;
warp_7=`
warp_8=`//BACKGROUND
warp_9=`float z = 16*length(uv1)+time;
warp_10=`float2 uvn =normalize(uv1);
warp_11=`rs = clamp(tan(z)*uvn,-5,5)/2;
warp_12=`
warp_13=`//CRYSTAL
warp_14=`float mult = q31;
warp_15=`uv7 = sin(uv1*mult);
warp_16=`uv8 = uv7;
warp_17=`float dist = length(uv8);
warp_18=`dist *= (abs(uv1.x) + abs(uv1.y))+ q32;
warp_19=`
warp_20=`float ang2 = atan2 (uv8.y,uv8.x);
warp_21=`ang2 = .1*floor (16* ang2);
warp_22=`float2 dir = .5*uv8+float2 (cos(ang2), sin(ang2));
warp_23=`
warp_24=`
warp_25=`z = (1-cos(8*dist));
warp_26=`z = saturate (z);
warp_27=`
warp_28=`//ADD
warp_29=`float mask = (z >= .5); //momentan beliebig
warp_30=`rs = q28*rs + (1-q28)*rs.yx;
warp_31=`uv += (1-mask)*.03*(rs.yx) + .5*mask*z*normalize(dir);
warp_32=`
warp_33=`//ZENTRALSTRAHL
warp_34=`uv6 = mul (uv1,float2x2(_qb));
warp_35=`mus = abs(0.01/(sqrt(uv6.x)+.001))*(rad+.2);
warp_36=`
warp_37=`//DOTS
warp_38=`float2 uv2 = .7*uv1+.3*sin(uv1*16+4*float2 (q5,q6));
warp_39=`uv2 *= .2;
warp_40=`float3 dots = q26*saturate(.001/(length(uv2)));
warp_41=`float3 blur = GetBlur1(frac(uv));
warp_42=`float3 crisp= GetPixel(uv);
warp_43=`float3 diff = (crisp) - .5*blur;
warp_44=`float3 ret1 = crisp + mus + dots;
warp_45=`
warp_46=`float3 mod = tex2D (sampler_noise_lq,.5*uv+time*.01)-.2;
warp_47=`mod = 1 - mod*diff;
warp_48=`
warp_49=`ret = (1-mask)*ret1*mod + mask*ret1*mod;
warp_50=`ret = ret *.98- .03;
warp_51=`
warp_52=`}
comp_1=`float3 ret1, neu, crisp, blur;
comp_2=`float2 uv2, uv3;
comp_3=`
comp_4=`shader_body
comp_5=`{
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 = 3;
comp_16=`float n = 0;
comp_17=`float t_rel = q29;
comp_18=`while (n <= anz) {
comp_19=` ang2 = 6.28*n/anz+q30;
comp_20=` c = cos(ang2);
comp_21=` s = sin(ang2);
comp_22=` uv2.x = uv.x*c - uv.y*s;
comp_23=` uv2.y = uv.x*s + uv.y*c;
comp_24=` uv2*= aspect.yx;
comp_25=`
comp_26=` dist = 1-frac(n/anz+t_rel); //evtl sqrt !
comp_27=`
comp_28=` inten = 4*dist*(1-dist*dist);
comp_29=` uv3 = 3*uv2*dist + 0.5+.0*float2(q5,q6);
comp_30=` crisp = GetPixel(uv3);
comp_31=` blur = GetBlur1(frac(uv3)) * float3 (.8,.9,1);
comp_32=` ret1 = max(ret1,(crisp+blur)*inten);
comp_33=`n++;
comp_34=`}
comp_35=`
comp_36=`
comp_37=`float3 ret1 = ret1 ;
comp_38=`//ret1 = GetPixel(.5+uv_orig*aspect.yx*1.2);
comp_39=`
comp_40=`
comp_41=`ret = ret1-.1;
comp_42=`
comp_43=`}