winamp/Src/resources/data/Milkdrop2/presets/Geiss - Tokamak Plus 4.milk

291 lines
6.5 KiB
Plaintext
Raw Normal View History

2024-09-24 12:54:57 +00:00
MILKDROP_PRESET_VERSION=201
PSVERSION=2
PSVERSION_WARP=2
PSVERSION_COMP=2
[preset00]
fRating=3.000000
fGammaAdj=1.993
fDecay=0.980
fVideoEchoZoom=2.0
fVideoEchoAlpha=0.0
nVideoEchoOrientation=0
nWaveMode=1
bAdditiveWaves=0
bWaveDots=0
bWaveThick=0
bModWaveAlphaByVolume=1
bMaximizeWaveColor=0
bTexWrap=1
bDarkenCenter=0
bRedBlueStereo=0
bBrighten=0
bDarken=0
bSolarize=0
bInvert=0
fWaveAlpha=0.101
fWaveScale=1.326
fWaveSmoothing=0.7
fWaveParam=0.540
fModWaveAlphaStart=0.750
fModWaveAlphaEnd=0.950
fWarpAnimSpeed=1.0
fWarpScale=1.331
fZoomExponent=1.0
fShader=0.0
zoom=0.95400
rot=0.0
cx=0.5
cy=0.5
dx=0.0
dy=0.0
warp=0.23944
sx=0.99967
sy=0.99990
wave_r=0.510
wave_g=0.8
wave_b=1.0
wave_x=0.5
wave_y=0.5
ob_size=0.010
ob_r=0.0
ob_g=0.0
ob_b=0.0
ob_a=0.0
ib_size=0.010
ib_r=0.250
ib_g=0.250
ib_b=0.250
ib_a=0.0
nMotionVectorsX=12.0
nMotionVectorsY=9.0
mv_dx=0.0
mv_dy=0.0
mv_l=0.9
mv_r=1.0
mv_g=1.0
mv_b=1.0
mv_a=0.0
b1n=0.0
b2n=0.0
b3n=0.0
b1x=1.0
b2x=1.0
b3x=1.0
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=1.0
wavecode_0_smoothing=0.5
wavecode_0_r=1.0
wavecode_0_g=1.0
wavecode_0_b=1.0
wavecode_0_a=1.0
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=1.0
wavecode_1_smoothing=0.5
wavecode_1_r=1.0
wavecode_1_g=1.0
wavecode_1_b=1.0
wavecode_1_a=1.0
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=1.0
wavecode_2_smoothing=0.5
wavecode_2_r=1.0
wavecode_2_g=1.0
wavecode_2_b=1.0
wavecode_2_a=1.0
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=1.0
wavecode_3_smoothing=0.5
wavecode_3_r=1.0
wavecode_3_g=1.0
wavecode_3_b=1.0
wavecode_3_a=1.0
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=0.5
shapecode_0_y=0.5
shapecode_0_rad=0.1
shapecode_0_ang=0.0
shapecode_0_tex_ang=0.0
shapecode_0_tex_zoom=1.0
shapecode_0_r=1.0
shapecode_0_g=0.0
shapecode_0_b=0.0
shapecode_0_a=1.0
shapecode_0_r2=0.0
shapecode_0_g2=1.0
shapecode_0_b2=0.0
shapecode_0_a2=0.0
shapecode_0_border_r=1.0
shapecode_0_border_g=1.0
shapecode_0_border_b=1.0
shapecode_0_border_a=0.1
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=0.5
shapecode_1_y=0.5
shapecode_1_rad=0.1
shapecode_1_ang=0.0
shapecode_1_tex_ang=0.0
shapecode_1_tex_zoom=1.0
shapecode_1_r=1.0
shapecode_1_g=0.0
shapecode_1_b=0.0
shapecode_1_a=1.0
shapecode_1_r2=0.0
shapecode_1_g2=1.0
shapecode_1_b2=0.0
shapecode_1_a2=0.0
shapecode_1_border_r=1.0
shapecode_1_border_g=1.0
shapecode_1_border_b=1.0
shapecode_1_border_a=0.1
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=0.5
shapecode_2_y=0.5
shapecode_2_rad=0.1
shapecode_2_ang=0.0
shapecode_2_tex_ang=0.0
shapecode_2_tex_zoom=1.0
shapecode_2_r=1.0
shapecode_2_g=0.0
shapecode_2_b=0.0
shapecode_2_a=1.0
shapecode_2_r2=0.0
shapecode_2_g2=1.0
shapecode_2_b2=0.0
shapecode_2_a2=0.0
shapecode_2_border_r=1.0
shapecode_2_border_g=1.0
shapecode_2_border_b=1.0
shapecode_2_border_a=0.1
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=0.5
shapecode_3_y=0.5
shapecode_3_rad=0.1
shapecode_3_ang=0.0
shapecode_3_tex_ang=0.0
shapecode_3_tex_zoom=1.0
shapecode_3_r=1.0
shapecode_3_g=0.0
shapecode_3_b=0.0
shapecode_3_a=1.0
shapecode_3_r2=0.0
shapecode_3_g2=1.0
shapecode_3_b2=0.0
shapecode_3_a2=0.0
shapecode_3_border_r=1.0
shapecode_3_border_g=1.0
shapecode_3_border_b=1.0
shapecode_3_border_a=0.1
per_frame_1=t2 = time*3;
per_frame_2=wave_r = wave_r + 0.2*( 0.60*sin(0.980*t2) + 0.40*sin(1.047*t2) );
per_frame_3=wave_g = wave_g + 0.2*( 0.60*sin(0.835*t2) + 0.40*sin(1.081*t2) );
per_frame_4=wave_b = wave_b + 0.2*( 0.60*sin(0.814*t2) + 0.40*sin(1.011*t2) );
per_frame_5=q1 = (cx*2-1) + 0.6*( 0.60*sin(0.374*time) + 0.40*sin(0.294*time) );
per_frame_6=q2 = (cy*2-1) + 0.6*( 0.60*sin(0.393*time) + 0.40*sin(0.223*time) );
per_frame_7=rot = rot + 0.03*cos(time*0.571+3);
per_frame_8=dx = dx + 0.1*cos(time*0.492+1);
per_frame_9=dy = dy + 0.1*cos(time*0.439+2);
per_frame_10=//zoom = zoom + 0.01*cos(time*0.671+5);
per_pixel_1=du = (x*2-1) - q1;
per_pixel_2=dv = (y*2-1) - q2;
per_pixel_3=dist = sqrt(du*du+dv*dv);
per_pixel_4=ang2 = atan2(du,dv) + time*0.15;
per_pixel_5=mult = 0.65*sin(dist*0.05);
per_pixel_6=dx = mult*sin(ang2*2-1.5);
per_pixel_7=dy = mult*cos(ang2*2-1.5);
warp_1=`shader_body
warp_2=`{
warp_3=` // sample previous frame
warp_4=` ret = tex2D( sampler_main, uv ).xyz;
warp_5=`
warp_6=` // motion blur:
warp_7=` // 'v' points exactly one pixel, in the direction of motion
warp_8=` float2 v = normalize(uv-uv_orig)*texsize.zw;
warp_9=` float3 s;
warp_10=` ret = max(ret, tex2D(sampler_main, uv+v*-1)*0.90);
warp_11=` ret = max(ret, tex2D(sampler_main, uv+v* 1)*0.97);
warp_12=` ret = max(ret, tex2D(sampler_main, uv+v* 2)*0.97);
warp_13=` ret = max(ret, tex2D(sampler_main, uv+v* 3)*0.90);
warp_14=`
warp_15=` // darken over time
warp_16=` ret *= 0.92;
warp_17=`
warp_18=` // add noise
warp_19=` //float2 uv_noise = uv*texsize_noise_lq.zw*texsize.xy + rand_frame.xy;
warp_20=` //ret += (tex2D(sampler_noise_lq, uv_noise)*2-1)*0.02;
warp_21=`}
comp_1=`shader_body
comp_2=`{
comp_3=` float2 uv2, uv3;
comp_4=` float ang2, c, s;
comp_5=`
comp_6=` uv -= 0.5;
comp_7=` uv *= aspect.xy;
comp_8=`
comp_9=` ang2 = 6.28*0.333;
comp_10=` c = cos(ang2);
comp_11=` s = sin(ang2);
comp_12=` uv2.x = uv.x*c - uv.y*s;
comp_13=` uv2.y = uv.x*s + uv.y*c;
comp_14=`
comp_15=` ang2 = 6.28*0.667;
comp_16=` c = cos(ang2);
comp_17=` s = sin(ang2);
comp_18=` uv3.x = uv.x*c - uv.y*s;
comp_19=` uv3.y = uv.x*s + uv.y*c;
comp_20=`
comp_21=` ret = tex2D(sampler_main, uv + 0.5).xyz;
comp_22=` ret = max(ret, tex2D(sampler_main,uv2 + 0.5).xyz);
comp_23=` ret = max(ret, tex2D(sampler_main,uv3 + 0.5).xyz);
comp_24=`
comp_25=` ret *= 1.3;
comp_26=` ret *= hue_shader*4-2;
comp_27=`
comp_28=`}
comp_29=`
comp_30=`