winamp/Src/resources/data/Milkdrop2/presets/martin + suksma + fed + goo...

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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=4.000
fGammaAdj=2.000
fDecay=0.990
fVideoEchoZoom=2.000
fVideoEchoAlpha=0.000
nVideoEchoOrientation=0
nWaveMode=0
bAdditiveWaves=0
bWaveDots=1
bWaveThick=1
bModWaveAlphaByVolume=1
bMaximizeWaveColor=0
bTexWrap=0
bDarkenCenter=0
bRedBlueStereo=0
bBrighten=0
bDarken=0
bSolarize=0
bInvert=0
fWaveAlpha=100.000
fWaveScale=28.599
fWaveSmoothing=0.500
fWaveParam=-1.000
fModWaveAlphaStart=0.400
fModWaveAlphaEnd=1.000
fWarpAnimSpeed=100.000
fWarpScale=4.142
fZoomExponent=4.32547
fShader=0.000
zoom=1.04010
rot=0.00000
cx=0.500
cy=0.500
dx=0.00000
dy=0.00000
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=0.500
ob_r=0.010
ob_g=0.000
ob_b=0.000
ob_a=0.000
ib_size=0.260
ib_r=0.250
ib_g=0.250
ib_b=0.250
ib_a=0.000
nMotionVectorsX=12.000
nMotionVectorsY=9.000
mv_dx=0.000
mv_dy=0.000
mv_l=1.500
mv_r=0.000
mv_g=0.000
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=256
wavecode_0_bSpectrum=0
wavecode_0_bUseDots=0
wavecode_0_bDrawThick=0
wavecode_0_bAdditive=0
wavecode_0_scaling=20.35074
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
wave_0_per_frame1=r=r+0.5*sin(treb*1.13);
wave_0_per_frame2=g=g+0.5*sin(bass*1.33);
wave_0_per_frame3=b=b+0.5*sin(mid*1.23);
wavecode_1_enabled=0
wavecode_1_samples=512
wavecode_1_sep=256
wavecode_1_bSpectrum=0
wavecode_1_bUseDots=1
wavecode_1_bDrawThick=0
wavecode_1_bAdditive=0
wavecode_1_scaling=100.00000
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=1
shapecode_0_sides=100
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=0.40031
shapecode_0_ang=0.00000
shapecode_0_tex_ang=0.00000
shapecode_0_tex_zoom=1.00000
shapecode_0_r=0.500
shapecode_0_g=0.500
shapecode_0_b=0.000
shapecode_0_a=1.000
shapecode_0_r2=0.500
shapecode_0_g2=0.000
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=0.500
shapecode_0_border_a=0.000
shape_0_per_frame1=sounds=(bass+treb+mid)/3;
shape_0_per_frame2=
shape_0_per_frame3=rad=rad*sounds*0.6;
shape_0_per_frame4=
shape_0_per_frame5=r=r+sin(bass)*g;
shape_0_per_frame6=g=g+sin(mid)*g;
shape_0_per_frame7=
shape_0_per_frame8=
shape_0_per_frame9=x=x+0.207*cos(time*bass*0.1);
shape_0_per_frame10=y=y+0.207*sin(time*bass*0.1);
shapecode_1_enabled=1
shapecode_1_sides=100
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=0.13465
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=1.000
shapecode_1_g2=1.000
shapecode_1_b2=0.000
shapecode_1_a2=0.300
shapecode_1_border_r=1.000
shapecode_1_border_g=1.000
shapecode_1_border_b=1.000
shapecode_1_border_a=0.000
shape_1_per_frame1=
shape_1_per_frame2=g2=g2+0.09*sin((treb+mid)*1.23);
shape_1_per_frame3=g=g+0.09*cos((bass+mid)*1.37);
shape_1_per_frame4=
shape_1_per_frame5=sounds=(bass+mid+treb)/3;
shape_1_per_frame6=
shape_1_per_frame7=rad=rad*(treb+mid)/3;
shape_1_per_frame8=
shape_1_per_frame9=x=x+0.300*sin(time*bass);
shape_1_per_frame10=y=y+0.317*cos(time*bass);
shapecode_2_enabled=1
shapecode_2_sides=100
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=0.20047
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=1.000
shapecode_2_b=1.000
shapecode_2_a=1.000
shapecode_2_r2=0.500
shapecode_2_g2=0.500
shapecode_2_b2=1.000
shapecode_2_a2=0.000
shapecode_2_border_r=1.000
shapecode_2_border_g=1.000
shapecode_2_border_b=0.500
shapecode_2_border_a=0.000
shape_2_per_frame1=sounds=(bass+treb+mid)/3;
shape_2_per_frame2=att=(bass_att+treb_att+mid_att)/3;
shape_2_per_frame3=att=(bass_att+treb_att+mid_att)/3;
shape_2_per_frame4=r2=r2+(0.25*sin(time*6.28))-bass;
shape_2_per_frame5=g2=g2+(0.25*sin(time*6.28))-bass;
shape_2_per_frame6=
shape_2_per_frame7=rad=rad;
shape_2_per_frame8=x=x+0.217*cos(time*2.3)+sounds*0.1;
shape_2_per_frame9=y=y+0.217*sin((time*3.5)+(sounds*0.3));
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=warp=bass*.2;
per_frame_2=warp=warp+(above(bass,1)*bass*.2);
per_frame_3=
per_frame_4=echo_alpha=(above(bass,1.25)*.9);
per_frame_5=
per_frame_6=//mv_a=(above(bass,1)*bass*.5);
per_frame_7=
per_frame_8=// Awesome beat code by martin!
per_frame_9=dec_med = pow (0.9, 30/fps);
per_frame_10=dec_slow = pow (0.99, 30/fps);
per_frame_11=beat = max (max (bass, mid), treb);
per_frame_12=avg = avg*dec_slow + beat*(1-dec_slow);
per_frame_13=is_beat = above(beat, .5+avg+peak) * above (time, t0+.2);
per_frame_14=t0 = is_beat*time + (1-is_beat)*t0;
per_frame_15=peak = is_beat * beat + (1-is_beat)*peak*dec_med;
per_frame_16=
per_frame_17=FR = if(is_beat,if(above(FR,0),-1,1),FR);
per_frame_18=
per_frame_19=q2=q2+(above(bass,1.3)*sin(time)*.02);
per_frame_20=
per_frame_21=rot=(rot+q2)*FR;
per_frame_22=
per_frame_23=zoom=zoom+(above(bass,1.3)*bass*.03);
per_frame_24=
per_frame_25=sy=sy+(above(treb_att,1.2)*treb_att*.002*sin(time));
per_frame_26=sx=sx+(above(treb_att,1.2)*treb_att*.002*sin(time));
warp_1=`shader_body
warp_2=`{
warp_3=` // sample previous frame
warp_4=` ret.xyz = tex2D( sampler_main, frac(uv) ).xyz;
warp_5=`
warp_6=` // take the difference between the crisp and blurred images,
warp_7=` // then add it back into the image. Creates spots and stripes over time.
warp_8=` float3 b = lerp(GetBlur2(uv),GetBlur1(uv),uv_orig.x);//GetBlur2(uv);
warp_9=` ret.xyz += (ret.xyz - b)*0.3 - 0.04;
warp_10=` ret.xyz *= 0.95;
warp_11=`
warp_12=` // add noise:
warp_13=` float2 dither_uv = uv_orig*texsize.xy*texsize_noise_lq.zw * 0.4 + rand_frame.xy;
warp_14=` ret.xyz += 0.04;//(tex2D(sampler_noise_lq, dither_uv).xyz-0.5)*0.3;
warp_15=`
warp_16=` // desaturate over time, to keep the globs white
warp_17=` ret.xyz = lerp(ret.xyz, lum(ret.xyz), 0.2);
warp_18=`}
comp_1=`shader_body
comp_2=`{
comp_3=`
comp_4=`float2 uv1 = uv-.5;
comp_5=`
comp_6=`float3 ret1 = tex2D(sampler_main, uv) +tex2D(sampler_main, 1-uv)*0;
comp_7=`
comp_8=`
comp_9=`float2 hor = float2 (texsize.z,0);
comp_10=`float2 ver = float2 (0,texsize.w);
comp_11=`float dx = GetPixel (uv-hor) - GetPixel (uv+hor);
comp_12=`float dy = GetPixel (uv-ver) - GetPixel (uv+ver);
comp_13=`float2 dz = float2 (dx,dy);
comp_14=`
comp_15=`uv1 = .3*cos(uv1*2+1.7) -2*dz;;
comp_16=`float3 dots = saturate(.03/length(uv1));
comp_17=`
comp_18=`
comp_19=`ret1 = (-ret1/4) + 6*dots*(-0.08+ret1);
comp_20=`
comp_21=`ret = ret1;
comp_22=`}