winamp/Src/resources/data/Milkdrop2/presets/Goody - The Shakes.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=3.000
fGammaAdj=1.000
fDecay=0.925
fVideoEchoZoom=1.007
fVideoEchoAlpha=0.000
nVideoEchoOrientation=3
nWaveMode=1
bAdditiveWaves=1
bWaveDots=0
bWaveThick=0
bModWaveAlphaByVolume=0
bMaximizeWaveColor=0
bTexWrap=0
bDarkenCenter=0
bRedBlueStereo=0
bBrighten=0
bDarken=0
bSolarize=0
bInvert=0
fWaveAlpha=0.001
fWaveScale=0.591
fWaveSmoothing=0.900
fWaveParam=0.000
fModWaveAlphaStart=0.710
fModWaveAlphaEnd=1.300
fWarpAnimSpeed=1.000
fWarpScale=1.331
fZoomExponent=1.00000
fShader=0.000
zoom=0.99950
rot=0.00000
cx=0.500
cy=0.500
dx=0.02000
dy=0.02000
warp=0.01000
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=0.000
ob_r=0.010
ob_g=0.000
ob_b=0.000
ob_a=0.000
ib_size=0.000
ib_r=0.250
ib_g=0.250
ib_b=0.250
ib_a=0.000
nMotionVectorsX=6.400
nMotionVectorsY=4.800
mv_dx=0.000
mv_dy=0.000
mv_l=5.000
mv_r=1.000
mv_g=1.000
mv_b=0.000
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=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=q1=-1.1*time;
per_frame_2=q2=1.6*time;
per_frame_3=q3=.4*time;
per_frame_4=q4=.2*time;
per_pixel_1=xm = sin(time*.2)*(x-.5) -cos(time*.2)*(y-.5);
per_pixel_2=ym = cos(time*.2)*(x-.5) +sin(time*.2)*(y-.5);
per_pixel_3=
per_pixel_4=dx=dx+.005*cos(ym*18+.1*(time*.11)+.35*treb_att);
per_pixel_5=dy=dy+.005*sin(xm*18+.1*(time*.09)+.35*treb_att);
warp_1=`shader_body
warp_2=`{
warp_3=`float2 uv2=uv;
warp_4=`float3 texm=0;
warp_5=`
warp_6=` // sample previous frame
warp_7=` ret = tex2D( sampler_main, uv ).xyz;
warp_8=`
warp_9=` // mix in code based off of Geiss's original mix code
warp_10=` float pic = tex2D(sampler_noise_hq, uv_orig*aspect.xy*.25+.1*roam_cos+.1*time).xyz;
warp_11=` float lum = lum(pic);
warp_12=` float use_it = abs(lum+.2 - (0.5-roam_cos.xy*0.15));
warp_13=` float LFNoise = tex2D(sampler_noise_hq, pic-(uv.yx*2 + (time*.15)));
warp_14=` use_it = (1-use_it - (8*LFNoise));
warp_15=` float tex = lerp(ret, pic, 1.2*use_it);
warp_16=`
warp_17=`texm=tex;
warp_18=`texm.x*=.8;
warp_19=`texm.y*=.98;
warp_20=`texm.z*=.95;
warp_21=`
warp_22=`ret=texm;
warp_23=`ret*=float3(1.2,1,1.9);
warp_24=`
warp_25=`}
comp_1=`shader_body
comp_2=`{
comp_3=`
comp_4=`//initial textures:
comp_5=`//1. Main image
comp_6=` float3 base=tex2D(sampler_main, uv);
comp_7=`//2. High quality noise sampler
comp_8=` float3 hinoise=tex2D(sampler_noise_hq, uv);
comp_9=`
comp_10=`//declaring modifying vars:
comp_11=`//1. uv movement values
comp_12=` float2 uvmf= uv;
comp_13=` uvmf.x+=q1;
comp_14=` uvmf.y+=q2;
comp_15=` float2 uvms= uv;
comp_16=` uvms.x+=q3;
comp_17=` uvms.y+=q4;
comp_18=`//2. slow moving high quality noise sampler
comp_19=` float mfnoise = tex2D(sampler_noise_hq, uvms);
comp_20=`//3. fast moving low quality noise sampler
comp_21=` float msnoise = tex2D(sampler_noise_lq, uvmf*3);
comp_22=`//2. Perspective UV value
comp_23=` float2 uvp=uv;
comp_24=` uvp.y*=.38;
comp_25=`//3. Blur values
comp_26=` float3 blpi=GetBlur1(uvp);
comp_27=` float3 blpii=GetBlur2(uvp);
comp_28=` float3 blpiii= GetBlur3(uvp);
comp_29=` float3 blmi=GetBlur1(uv);
comp_30=` float3 blmii=GetBlur2(uv);
comp_31=` float3 blmiii=GetBlur3(uv);
comp_32=`
comp_33=`//Perspective modified samplers
comp_34=`//1. Perspective Main
comp_35=` float3 pret=tex2D(sampler_main, uvp);
comp_36=`
comp_37=`//2. Perspective Blurred mod
comp_38=` float3 bret=tex2D(sampler_main, blpi);
comp_39=`
comp_40=`//Color channel noise samplers
comp_41=`
comp_42=`//final return value
comp_43=`float3 fret=(3*blmii-(.5*base)-blmi).xyz;
comp_44=`
comp_45=`ret=1-(fret-.1*(mfnoise));
comp_46=`ret-=.2*(msnoise);
comp_47=`}