winamp/Src/resources/data/Milkdrop2/presets/martin - hardcore mix 2.milk

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2024-09-24 12:54:57 +00:00
MILKDROP_PRESET_VERSION=201
PSVERSION=3
PSVERSION_WARP=2
PSVERSION_COMP=3
[preset00]
fRating=5.000000
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=0
bDarkenCenter=0
bRedBlueStereo=0
bBrighten=0
bDarken=1
bSolarize=0
bInvert=0
fWaveAlpha=0.001000
fWaveScale=2.103075
fWaveSmoothing=0.540000
fWaveParam=0.380000
fModWaveAlphaStart=0.810000
fModWaveAlphaEnd=1.400000
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=0.000000
ob_r=0.000000
ob_g=0.000000
ob_b=1.000000
ob_a=0.300000
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=1.850000
mv_r=0.499900
mv_g=0.499900
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=442
wavecode_0_sep=0
wavecode_0_bSpectrum=0
wavecode_0_bUseDots=0
wavecode_0_bDrawThick=1
wavecode_0_bAdditive=1
wavecode_0_scaling=0.891519
wavecode_0_smoothing=0.000000
wavecode_0_r=1.000000
wavecode_0_g=1.000000
wavecode_0_b=1.000000
wavecode_0_a=1.000000
wave_0_per_point1=x = .4+sample*.2 ;
wave_0_per_point2=y = .5+ value2*.01*q22;
wave_0_per_point3=
wave_0_per_point4=a = .5*q24*((q27+1)%2);
wave_0_per_point5=r = 0.2;b=1; g =.6;
wavecode_1_enabled=1
wavecode_1_samples=512
wavecode_1_sep=0
wavecode_1_bSpectrum=0
wavecode_1_bUseDots=0
wavecode_1_bDrawThick=1
wavecode_1_bAdditive=0
wavecode_1_scaling=0.891519
wavecode_1_smoothing=0.000000
wavecode_1_r=1.000000
wavecode_1_g=1.000000
wavecode_1_b=1.000000
wavecode_1_a=0.100000
wave_1_per_point1=y = .4+sample*.2 ;
wave_1_per_point2=x = .5+ value2*.01*q22;
wave_1_per_point3=
wave_1_per_point4=a = .6*q24*((q27)%2);
wave_1_per_point5=r = 0.2;b=1; g =.6;
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=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
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
wave_3_per_point1=ra = .8;
wave_3_per_point2=rb = .5;
wave_3_per_point3=pib = 6.28318530718;
wave_3_per_point4=
wave_3_per_point5=
wave_3_per_point6=tic = min(time-tin,.1);
wave_3_per_point7=tin = if(equal(sample,0),time,tin);
wave_3_per_point8=
wave_3_per_point9=mod = 1.5 + .5*sin(time*.15);
wave_3_per_point10=med = 1.5 + .5*sin(time*.134);
wave_3_per_point11=med = 5;
wave_3_per_point12=amod = 3;
wave_3_per_point13=
wave_3_per_point14=vr = rand(10001)*.0001;
wave_3_per_point15=rb = rb + rand(10001)*.0001*.1;
wave_3_per_point16=
wave_3_per_point17=a = vr;
wave_3_per_point18=
wave_3_per_point19=sa = vr*pib*.5;
wave_3_per_point20=sp = sa*mod + q1*1.3;
wave_3_per_point21=sam = sa*med - q1*.219;
wave_3_per_point22=
wave_3_per_point23=ox = ra*sin(sam*pib);
wave_3_per_point24=oy = ra*cos(sam*pib);
wave_3_per_point25=ox = ox + rb*-cos(sp)*sin(sam*pib);
wave_3_per_point26=oz = rb*-sin(sp);
wave_3_per_point27=oy = oy + rb*-cos(sp)*cos(sam*pib);
wave_3_per_point28=
wave_3_per_point29=
wave_3_per_point30=xang = time*.132;
wave_3_per_point31=xang = q2;
wave_3_per_point32=yang = time*.153;
wave_3_per_point33=yang = q3;
wave_3_per_point34=zang = time*.110;
wave_3_per_point35=zang = q4;
wave_3_per_point36=fov = 0.6 + 0.2*sin(time);
wave_3_per_point37=fov = .5;
wave_3_per_point38=
wave_3_per_point39=mx = ox*cos(zang) - oy*sin(zang);
wave_3_per_point40=my = ox*sin(zang) + oy*cos(zang);
wave_3_per_point41=ox = mx;
wave_3_per_point42=oy = my;
wave_3_per_point43=mx = ox*cos(yang) + oz*sin(yang);
wave_3_per_point44=mz = - ox*sin(yang) + oz*cos(yang);
wave_3_per_point45=ox = mx;
wave_3_per_point46=oz = mz;
wave_3_per_point47=my = oy*cos(xang) - oz*sin(xang);
wave_3_per_point48=mz = oy*sin(xang) + oz*cos(xang);
wave_3_per_point49=oy = my;
wave_3_per_point50=oz = mz;
wave_3_per_point51=
wave_3_per_point52=oz = oz - 2;
wave_3_per_point53=x = ox*fov/oz + 0.5;
wave_3_per_point54=x = (x-.5)*0.75 + 0.5;
wave_3_per_point55=y = oy*fov/oz + 0.5;
wave_3_per_point56=
shapecode_0_enabled=1
shapecode_0_sides=18
shapecode_0_additive=0
shapecode_0_thickOutline=0
shapecode_0_textured=1
shapecode_0_x=0.500000
shapecode_0_y=0.500000
shapecode_0_rad=0.154155
shapecode_0_ang=0.000000
shapecode_0_tex_ang=3.769911
shapecode_0_tex_zoom=5.277839
shapecode_0_r=1.000000
shapecode_0_g=1.000000
shapecode_0_b=1.000000
shapecode_0_a=0.700000
shapecode_0_r2=1.000000
shapecode_0_g2=1.000000
shapecode_0_b2=1.000000
shapecode_0_a2=0.000000
shapecode_0_border_r=1.000000
shapecode_0_border_g=1.000000
shapecode_0_border_b=0.000000
shapecode_0_border_a=0.000000
shape_0_per_frame1=tex_ang = 3+2*q1;
shapecode_1_enabled=1
shapecode_1_sides=32
shapecode_1_additive=0
shapecode_1_thickOutline=0
shapecode_1_textured=0
shapecode_1_x=0.500000
shapecode_1_y=0.500000
shapecode_1_rad=0.068920
shapecode_1_ang=0.000000
shapecode_1_tex_ang=0.000000
shapecode_1_tex_zoom=1.831505
shapecode_1_r=1.000000
shapecode_1_g=1.000000
shapecode_1_b=1.000000
shapecode_1_a=0.900000
shapecode_1_r2=0.000000
shapecode_1_g2=0.000000
shapecode_1_b2=0.000000
shapecode_1_a2=0.000000
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=a = q24/2; a2 = 0;
shape_1_per_frame2=
shape_1_per_frame3=r = rand(10)/10;
shape_1_per_frame4=g = rand(10)/10;
shape_1_per_frame5=b = rand(10)/10;
shape_1_per_frame6=
shape_1_per_frame7=rad = .06*q22;
shapecode_2_enabled=0
shapecode_2_sides=63
shapecode_2_additive=0
shapecode_2_thickOutline=0
shapecode_2_textured=0
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
shape_2_per_frame1=x = .5 + .1* sin (time*73);
shape_2_per_frame2=y = .5 + .1* sin (time*23);
shape_2_per_frame3=
shape_2_per_frame4=r = 0; g = 0; b = 0;
shape_2_per_frame5=r2 = 1; g2 = 1; b2 = 1;
shape_2_per_frame6=
shape_2_per_frame7=rad = mid_att/100;
shape_2_per_frame8=a = .7;
shape_2_per_frame9=a2 = a;
shapecode_3_enabled=1
shapecode_3_sides=4
shapecode_3_additive=0
shapecode_3_thickOutline=0
shapecode_3_textured=0
shapecode_3_x=0.500000
shapecode_3_y=0.510000
shapecode_3_rad=0.198688
shapecode_3_ang=0.000000
shapecode_3_tex_ang=1.005310
shapecode_3_tex_zoom=0.499805
shapecode_3_r=1.000000
shapecode_3_g=0.400000
shapecode_3_b=0.000000
shapecode_3_a=0.700000
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
shape_3_per_frame1=x = 0.05 + rand(900)/1000;
shape_3_per_frame2=y = 0.05 + rand(900)/1000;
shape_3_per_frame3=
per_frame_init_1=prox = 1;
per_frame_1=dec_med = pow (.4, 30/fps);
per_frame_2=dec_slow = pow (0.95, 30/fps);
per_frame_3=//dec_xlow = pow (0.999, 30/fps);
per_frame_4=beat = max (max (bass, mid), treb);
per_frame_5=avg = avg*dec_slow + beat*(1-dec_slow);
per_frame_6=is_beat = above(beat, -.2+avg+peak) * above (time, t0+.1);
per_frame_7=t0 = is_beat*time + (1-is_beat)*t0;
per_frame_8=peak = is_beat * beat + (1-is_beat)*peak*dec_med;
per_frame_9=index = (index + is_beat) %32;
per_frame_10=index2 = (index2 + is_beat*bnot(index))%4;
per_frame_11=index3 = (index2 +index3 + is_beat*bnot(index))%4;
per_frame_12=
per_frame_13=is_beat2 = above (time, t1+.1);
per_frame_14=t1 = is_beat*time + (1-is_beat)*t1;
per_frame_15=q22 = peak;
per_frame_16=q24 = is_beat;
per_frame_17=q26 = bass_att + mid_att + treb_att;
per_frame_18=vol = vol*dec_med + (1-dec_med)*q26;
per_frame_19=q27 = index + 1.5;
per_frame_20=q28 = index2 +1;
per_frame_21=
per_frame_22=p2 = .3*sin(time) + .3*cos(time/3);
per_frame_23=//*****tunnel tilting
per_frame_24=q1 = cos(p2 * 3.1416/4);
per_frame_25=q2 = sin(p2 * 3.1416/4);
per_frame_26=q3 = -q2;
per_frame_27=q4 = q1;
per_frame_28=
per_frame_29=//****tunnel viewpoint x,y
per_frame_30=vtrig = is_beat * bnot(index%2);
per_frame_31=vx = vx * bnot(vtrig) + vtrig * (rand(100)/100-.5);
per_frame_32=vy = vy * bnot(vtrig) + vtrig * (rand(100)/100-.5);
per_frame_33=vz = vz * bnot(vtrig) + vtrig * (rand(100)/100-.5);
per_frame_34=
per_frame_35=vx = vx* below(index%32,24); //###
per_frame_36=vy = vy* above(index%32,16);
per_frame_37=q5 = vx*5;
per_frame_38=q6 = vy*5;
per_frame_39=
per_frame_40=//***tunnel width
per_frame_41=q21 = (1+sin(time))/4+.05;
per_frame_42=
per_frame_43=//**floor proximity
per_frame_44=prox = prox - above(vy,.3)*prox*2;
per_frame_45=q32 = .5 + .2*prox;
per_frame_46=monitor = prox;
per_frame_47=
per_frame_48=//****tunnel rotation
per_frame_49=rota = rota +.02*below(index%16,8)/fps*30;
per_frame_50=rota1 = rota1*dec_med + (1-dec_med)*rota;
per_frame_51=q7 = rota1;
per_frame_52=
per_frame_53=//****tunnel speed
per_frame_54=movez = movez + .8/(1+abs(vx)+abs(vy))/fps;
per_frame_55=q8 = movez * (1+q21/400);
per_frame_56=//dyn. Aenderung von q21 bewirkt auch Richt.wechsel
per_frame_57=
per_frame_58=q15 = -1+8*above(index,26);
per_frame_59=//***********************
per_frame_60=vxs = vxs * dec_med + (1-dec_med)*vx*20;
per_frame_61=vys = vys * dec_med + (1-dec_med)*vy*20;
per_frame_62=vzs = vzs * dec_med + (1-dec_med)*vz*20;
per_frame_63=
per_frame_64=z0 = 20+vzs;
per_frame_65=
per_frame_66=p1z = z0;
per_frame_67=q9 = vxs/(p1z);
per_frame_68=q10 = vys/(p1z);
per_frame_69=q11 = p1z;
per_frame_70=
per_frame_71=q12 = below (index,24);
per_frame_72=q13 = above (index,16);
per_frame_73=
warp_1=`float3 color, mus;
warp_2=`float dx,dy;
warp_3=`shader_body {
warp_4=`
warp_5=`float2 uv1 = (uv-.5);// * aspect.xy;
warp_6=`
warp_7=`float2 uv6 = uv1;
warp_8=`float z = q28*4*length((abs(uv1.x)-abs(uv1.y)));
warp_9=`float2 d = normalize(uv1);
warp_10=`float2 rs = clamp(tan(z)*d,-2,2);
warp_11=`uv1 -= rs/40;
warp_12=`
warp_13=`uv6 = .4*cos(uv1*4+time);
warp_14=`mus = .005/(length(uv6));
warp_15=`
warp_16=`float3 crisp= tex2D(sampler_main,(uv1)*(.95-q28/16+.4*z)+.5);
warp_17=`
warp_18=`float3 ret1 = crisp + mus;
warp_19=`
warp_20=`ret = (ret1*.99-.03);
warp_21=`
warp_22=`}
comp_1=`sampler sampler_pw_noise_lq;
comp_2=`
comp_3=`float k1, k2, mask1, mask2, mask3, rad1, rad2, rad3;
comp_4=`float2 rs, rss, rss0, rs0, uv2, uv3,uv4, rsk, uvo;
comp_5=`float2 dz1, dz2, dz3, Kugel1, Kugel2, Kugel3,tmp;
comp_6=`float3 noise, ret1, ret2, cathed, sky, fire;
comp_7=`
comp_8=`shader_body {
comp_9=`uvo = uv*aspect.xy;
comp_10=`uv = mul(uv*aspect.xy,float2x2(_qa));
comp_11=`uv = uv + -.0- .2*float2(q5,q6);
comp_12=`float2 uv1 = (uv-.5 );//*aspect.xy;
comp_13=`
comp_14=`//Kugel1
comp_15=`rsk = (uv1 + float2 (q9,q10)) ;
comp_16=`dz1 = normalize(rsk);
comp_17=`rad1 = q11*length (rsk) ;
comp_18=`uv4 = tan(rad1)*dz1;
comp_19=`mask1 = saturate(8-8*rad1);
comp_20=`Kugel1 = uv4*mask1*8/q11;
comp_21=`uv1 += Kugel1*.1;
comp_22=`
comp_23=`//Kugel2
comp_24=`rsk = (sin(q27*atan2(uv1.x,uv1.y)/2)) ;
comp_25=`dz2 = normalize(rsk);
comp_26=`rad2 = 1*length (rsk) ;
comp_27=`uv4 = tan(rad2)*dz2;
comp_28=`mask2 = saturate(8-8*rad2);
comp_29=`Kugel2 = uv4*mask2;
comp_30=`
comp_31=`//Kugel3
comp_32=`float argu = length(uv1+q5*uv1.y);
comp_33=`rsk = (sin(.1*(q27-8)/ argu));
comp_34=`//rsk = (sin(.5*q27*atan2(uv1.x,uv1.y))) ;
comp_35=`dz3 = normalize(rsk);
comp_36=`rad3 = 1*length (rsk) ;
comp_37=`uv4 = tan(-rad3)*dz3;
comp_38=`mask3 = saturate(8-8*rad3);
comp_39=`Kugel3 = uv4*mask3;
comp_40=`
comp_41=`float2 dz = (Kugel1 + q12*Kugel2*length(uv1) + q13*Kugel3*argu);
comp_42=`//******************** STARS
comp_43=`rss0.x = atan2(uv1.x, uv1.y)/3.1416;
comp_44=`rss0.y = .01/(length (uv1));
comp_45=`
comp_46=`rss = float2 (rss0.x,rss0.y+time/2)+dz;
comp_47=`rss = mul(rss,float2x2(.7,.7,-.7,.7));
comp_48=`float noise = (tex2D(sampler_pw_noise_lq,rss/32)-.8 >= 0);
comp_49=`tmp = abs(frac(rss*8)-.5);
comp_50=`
comp_51=`//*************************
comp_52=`uv1 -= dz*.5;
comp_53=`float z = .2/(length(uv1)+q21);
comp_54=`uv2.y = z + q8;
comp_55=`uv2.x = rss0.x +q7;
comp_56=`uv3 =frac(uv2);
comp_57=`cathed = tex2D (sampler_main,uv3+.4*dz)*12;
comp_58=`
comp_59=`float mod = (q22+1)/6;
comp_60=`
comp_61=`//Deckenbeleuchtung:
comp_62=`fire = saturate(.05*q22/length (uv1)*
comp_63=` (lum(tex2D (sampler_main,uv3+.0)))) ;
comp_64=`
comp_65=`//Tasaechl. Feuer; Problem: uv1 passt nicht zu uv3
comp_66=`fire += saturate(.02*q22/length (uv1)*
comp_67=` (lum(tex2D (sampler_main,uv1+.5))))/length(uv1);
comp_68=`
comp_69=`k1 = lum(fire);
comp_70=`fire = k1*float3(1,k1*.8,k1*k1/3) ;
comp_71=`
comp_72=`uvo+=dz;
comp_73=`sky = saturate (.02/length(uvo-.3)) * 1;
comp_74=`
comp_75=`float3 dots = saturate(.04/length(tmp)) *noise;
comp_76=`dots *= saturate(.2/abs(rss0.y));
comp_77=`dots = saturate(lum(dots)*lum(dots)*1);
comp_78=`k1 = lum(dots);
comp_79=`dots= k1*float3(1,k1*.8,k1*k1/3) *2 ;
comp_80=`float cmask = saturate(1-16*lum(GetBlur1(frac(uv3))));
comp_81=`ret += sky * cmask;
comp_82=`ret += fire+dots;
comp_83=`
comp_84=`ret += sky*cathed/2;
comp_85=`float dis = length(uv1);
comp_86=`float crot = sin((dis+time)*12);
comp_87=`float3 blk = mod * float3 (crot,1-crot,2-dis)*dis;
comp_88=`blk *= (q12*(1/rad2+q15*mask2)+q13*(1/rad3+q15*mask3))/2 ;
comp_89=`blk += q22/rad1*roam_cos-mask1/4 ;
comp_90=`ret += blk;
comp_91=`
comp_92=`}