winamp/Src/resources/data/Milkdrop2/presets/Flexi - fractal jellyfish [...

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MILKDROP_PRESET_VERSION=201
PSVERSION=2
PSVERSION_WARP=2
PSVERSION_COMP=2
[preset00]
fRating=3.000000
fGammaAdj=1.000
fDecay=0.500
fVideoEchoZoom=1.000
fVideoEchoAlpha=0.000
nVideoEchoOrientation=3
nWaveMode=0
bAdditiveWaves=1
bWaveDots=0
bWaveThick=1
bModWaveAlphaByVolume=1
bMaximizeWaveColor=1
bTexWrap=1
bDarkenCenter=0
bRedBlueStereo=0
bBrighten=0
bDarken=0
bSolarize=0
bInvert=0
fWaveAlpha=0.009
fWaveScale=0.983
fWaveSmoothing=0.000
fWaveParam=0.000
fModWaveAlphaStart=1.200
fModWaveAlphaEnd=1.200
fWarpAnimSpeed=0.010
fWarpScale=100.000
fZoomExponent=0.19913
fShader=0.000
zoom=1.00000
rot=0.00000
cx=0.500
cy=0.500
dx=0.00000
dy=0.00000
warp=0.01359
sx=1.00000
sy=1.00000
wave_r=0.000
wave_g=0.000
wave_b=0.040
wave_x=0.500
wave_y=0.500
ob_size=0.005
ob_r=0.000
ob_g=0.000
ob_b=0.000
ob_a=1.000
ib_size=0.500
ib_r=1.000
ib_g=1.000
ib_b=1.000
ib_a=0.000
nMotionVectorsX=64.000
nMotionVectorsY=48.000
mv_dx=0.000
mv_dy=0.000
mv_l=0.850
mv_r=0.500
mv_g=0.500
mv_b=0.500
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=1
wavecode_0_bAdditive=1
wavecode_0_scaling=1.00000
wavecode_0_smoothing=0.50000
wavecode_0_r=0.000
wavecode_0_g=1.000
wavecode_0_b=1.000
wavecode_0_a=1.000
wave_0_per_frame1=q1 = below(rand(100),4 + 10*(treb+mid+bass));
wave_0_per_point1=it = (it + 1)*above(sample,0)*below(it,53);
wave_0_per_point2=ita = (ita + equal(it,0))*above(sample,0);
wave_0_per_point3=
wave_0_per_point4=sw = 1-equal(it,0)*equal(ita,0);
wave_0_per_point5=swi = (equal(lr,9) + equal(lr,5))*equal(it,0)*equal(ita,4);
wave_0_per_point6=xv = if(sw - swi,xv,rand(1001)*.001*.8);
wave_0_per_point7=mx = xv + ita*.025;
wave_0_per_point8=my = if(sw - swi,my,rand(1001)*.001*.975);
wave_0_per_point9=
wave_0_per_point10=sz = .01;
wave_0_per_point11=vx = above(it,1)*below(it,39) + above(it,12)*below(it,28) - equal(it,20) + equal(it,46) + equal(it,51) + equal(it,41) - equal(it,15) - equal(it,25) + equal(it,10) + equal(it,30) - equal(it,4) - equal(it,36);
wave_0_per_point12=vy = above(it,17)*below(it,49) + above(it,22)*below(it,44) - equal(it,33) + equal(it,7) + equal(it,51) + equal(it,15) - equal(it,41) - equal(it,25) + equal(it,4) + equal(it,10) - equal(it,36) - equal(it,30);
wave_0_per_point13=
wave_0_per_point14=sa = equal(ita,0)*13 + equal(ita,1)*9 + equal(ita,2)*12 + equal(ita,3)*11 + equal(ita,4)*4 + equal(ita,5)*18 + equal(ita,6)*15 + equal(ita,7)*16;
wave_0_per_point15=sb = equal(ita,0)*11 + equal(ita,1)*9 + equal(ita,2)*12 + equal(ita,3)*12;
wave_0_per_point16=sc = equal(ita,0)*4 + equal(ita,1)*15 + equal(ita,3)*4 + equal(ita,4)*18 + equal(ita,5)*21 + equal(ita,6)*7 + equal(ita,7)*19;
wave_0_per_point17=sd = equal(ita,0)*12 + equal(ita,1)*15 + equal(ita,2)*22 + equal(ita,3)*5;
wave_0_per_point18=se = equal(ita,0)*8 + equal(ita,1)*1 + equal(ita,2)*20 + equal(ita,3)*5;
wave_0_per_point19=sf = equal(ita,0)*6 + equal(ita,1)*5 + equal(ita,2)*1 + equal(ita,3)*18 + equal(ita,5)*10 + equal(ita,6)*15 + equal(ita,7)*25;
wave_0_per_point20=sg = equal(ita,0)*1 + equal(ita,1)*14 + equal(ita,2)*7 + equal(ita,3)*5 + equal(ita,4)*18;
wave_0_per_point21=sh = equal(ita,0)*19 + equal(ita,1)*21 + equal(ita,2)*18 + equal(ita,3)*16 + equal(ita,4)*18 + equal(ita,5)*9 + equal(ita,6)*19 + equal(ita,7)*5;
wave_0_per_point22=si = equal(ita,0)*8 + equal(ita,1)*1 + equal(ita,2)*16 + equal(ita,3)*16 + equal(ita,4)*25;
wave_0_per_point23=sj = equal(ita,0)*25 + equal(ita,1)*5 + equal(ita,2)*19 + equal(ita,6)*14 + equal(ita,7)*15;
wave_0_per_point24=
wave_0_per_point25=lr = if(sw,lr,rand(10));
wave_0_per_point26=let = equal(lr,0)*sa + equal(lr,1)*sb + equal(lr,2)*sc + equal(lr,3)*sd + equal(lr,4)*se + equal(lr,5)*sf + equal(lr,6)*sg + equal(lr,7)*sh + equal(lr,8)*si + equal(lr,9)*sj;
wave_0_per_point27=
wave_0_per_point28=va = equal(let,23) + equal(let,24) + equal(let,26);
wave_0_per_point29=vb = above(let,0)*below(let,9) + above(let,10)*below(let,19) + equal(let,21) + equal(let,23);
wave_0_per_point30=vc = equal(let,1) + equal(let,2) + equal(let,5) + equal(let,6) + equal(let,8) + equal(let,11) + equal(let,16) + equal(let,18) + equal(let,19);
wave_0_per_point31=vd = above(let,1)*below(let,9) + above(let,10)*below(let,24) - equal(let,20);
wave_0_per_point32=ve = equal(let,13) + equal(let,14) + equal(let,24) + equal(let,25);
wave_0_per_point33=vf = above(let,1)*below(let,8) + equal(let,9) + above(let,14)*below(let,21) + equal(let,26);
wave_0_per_point34=vg = equal(let,1);
wave_0_per_point35=vh = equal(let,9) + equal(let,20);
wave_0_per_point36=vi = above(let,0)*below(let,5) - equal(let,3) + equal(let,18);
wave_0_per_point37=vj = above(let,2)*below(let,8) - equal(let,4) + equal(let,9) + above(let,14)*below(let,21) - equal(let,18) + equal(let,26);
wave_0_per_point38=vk = equal(let,11) + equal(let,13) + above(let,23)*below(let,27);
wave_0_per_point39=vl = equal(let,8) + equal(let,10) + above(let,12)*below(let,18) + above(let,20)*below(let,24);
wave_0_per_point40=vm = equal(let,1) + equal(let,2) + equal(let,8) + equal(let,16) + equal(let,18) + equal(let,19);
wave_0_per_point41=vn = equal(let,1) + equal(let,7) + equal(let,8) + equal(let,10) + above(let,12)*below(let,24) - equal(let,16) - equal(let,18) - equal(let,20) - equal(let,22);
wave_0_per_point42=vo = equal(let,11) + equal(let,14) + equal(let,17) + equal(let,18) + equal(let,23) + equal(let,24);
wave_0_per_point43=vp = equal(let,3) + equal(let,5) + equal(let,7) + equal(let,9) + equal(let,10) + equal(let,12) + equal(let,15) + equal(let,17) + equal(let,19) + equal(let,21) + equal(let,26);
wave_0_per_point44=vq = equal(let,2) + equal(let,4) + equal(let,22);
wave_0_per_point45=vr = equal(let,9) + equal(let,20) + equal(let,25);
wave_0_per_point46=vs = equal(let,22);
wave_0_per_point47=vt = above(let,1)*below(let,13) - equal(let,6) - equal(let,8) - equal(let,11) + equal(let,15) + equal(let,17) + equal(let,19) + equal(let,21) + equal(let,26);
wave_0_per_point48=
wave_0_per_point49=a = if(above(it,51),0,if(above(it,49),va,if(above(it,47),vb,if(above(it,44),vc,if(above(it,42),vd,if(above(it,39),ve, if(above(it,37),vf,if(above(it,34),vg,if(above(it,31),vh,if(above(it,28),vi,if(above(it,26),vj,if(above(it,23),vk, if(above(it,21),vl,if(above(it,18),vm,if(above(it,16),vn,if(above(it,13),vo,if(above(it,11),vp,if(above(it,8),vq, if(above(it,5),vr,if(above(it,2),vs,if(it,vt,0)))))))))))))))))))));
wave_0_per_point50=
wave_0_per_point51=a = a*below(ita,8)*q1;
wave_0_per_point52=
wave_0_per_point53=x = mx + vx*sz*.75;
wave_0_per_point54=y = my + vy*sz*1.5;
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=1
shapecode_0_sides=100
shapecode_0_additive=1
shapecode_0_thickOutline=1
shapecode_0_textured=0
shapecode_0_num_inst=1
shapecode_0_x=0.500
shapecode_0_y=0.500
shapecode_0_rad=0.86644
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=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=1.000
shapecode_0_border_a=0.000
shapecode_1_enabled=0
shapecode_1_sides=5
shapecode_1_additive=0
shapecode_1_thickOutline=0
shapecode_1_textured=1
shapecode_1_num_inst=1
shapecode_1_x=0.500
shapecode_1_y=0.500
shapecode_1_rad=0.98600
shapecode_1_ang=0.00000
shapecode_1_tex_ang=3.14159
shapecode_1_tex_zoom=0.99979
shapecode_1_r=1.000
shapecode_1_g=1.000
shapecode_1_b=1.000
shapecode_1_a=1.000
shapecode_1_r2=1.000
shapecode_1_g2=1.000
shapecode_1_b2=1.000
shapecode_1_a2=1.000
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=ang =sin(time/65) ;// ang + (bass*.2) + (time*.4);
shapecode_2_enabled=0
shapecode_2_sides=100
shapecode_2_additive=0
shapecode_2_thickOutline=0
shapecode_2_textured=1
shapecode_2_num_inst=1
shapecode_2_x=0.900
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=1.000
shapecode_2_b=1.000
shapecode_2_a=1.000
shapecode_2_r2=1.000
shapecode_2_g2=1.000
shapecode_2_b2=1.000
shapecode_2_a2=1.000
shapecode_2_border_r=1.000
shapecode_2_border_g=1.000
shapecode_2_border_b=1.000
shapecode_2_border_a=0.100
shape_2_per_frame1=x = sin(time) * .4 + .5;
shape_2_per_frame2=
shape_2_per_frame3=
shape_2_per_frame4=pow( (bass*.15),2);
shapecode_3_enabled=0
shapecode_3_sides=36
shapecode_3_additive=1
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=0.81623
shapecode_3_ang=0.00000
shapecode_3_tex_ang=0.00000
shapecode_3_tex_zoom=1.00000
shapecode_3_r=0.000
shapecode_3_g=0.040
shapecode_3_b=0.000
shapecode_3_a=1.000
shapecode_3_r2=0.000
shapecode_3_g2=0.000
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=0.000
shape_3_per_frame1=x = 1-q1;
shape_3_per_frame2=y = q2;
shape_3_per_frame3=x = 0.5 + (x - 0.5)*0.25;
shape_3_per_frame4=y = 0.5 + (y - 0.5)*0.25;
per_frame_1=//before inversion
per_frame_2=scale = 1;
per_frame_3=angle = time*.2;
per_frame_4=translation_x = 0;
per_frame_5=translation_y = 0.12;
per_frame_6=
per_frame_7=//complex inverted
per_frame_8=iscale = 1;
per_frame_9=iangle = sin(time*0.1337)*0.3;
per_frame_10=itranslation_u = 0;
per_frame_11=itranslation_v = 0.2;
per_frame_12=
per_frame_13=
per_frame_14=// the m<>bius transformation
per_frame_15=// z -> (az+b)/(cz-d); where a,b,c,d are complex numbers and z will be the uv-vector
per_frame_16=// (az+b)/(cz-d) = a/c + mu/(cz+d), with mu = (bc-ad)/c
per_frame_17=// so a/c and mu can be calculated outside of the shader
per_frame_18=
per_frame_19=a_r = cos(angle)*scale;
per_frame_20=a_i = sin(angle)*scale;
per_frame_21=b_r = translation_x;
per_frame_22=b_i = translation_y;
per_frame_23=
per_frame_24=c_r = -cos(iangle)*iscale;
per_frame_25=c_i = -sin(iangle)*iscale;
per_frame_26=d_r = itranslation_u;
per_frame_27=d_i = itranslation_v;
per_frame_28=
per_frame_29=// c^(-1)
per_frame_30=c_inv_r = c_r/(c_r*c_r+c_i*c_i);
per_frame_31=c_inv_i = c_i/(c_r*c_r+c_i*c_i);
per_frame_32=
per_frame_33=// a*c^(-1)
per_frame_34=ac_r = (a_r*c_inv_r - a_i*c_inv_i);
per_frame_35=ac_i = (a_r*c_inv_i - a_i*c_inv_r);
per_frame_36=
per_frame_37=// (bc-ad)
per_frame_38=bcad_r = (b_r*c_r - b_i*c_i)-(a_r*d_r-a_i*d_i);
per_frame_39=bcad_i = (b_r*c_i - b_i*c_r)-(a_r*d_i-a_i*d_r);
per_frame_40=
per_frame_41=// mu*c^(-1)
per_frame_42=mu_r = bcad_r*c_inv_r - bcad_i*c_inv_i;
per_frame_43=mu_i = bcad_r*c_inv_i - bcad_i*c_inv_r;
per_frame_44=
per_frame_45=q1 = ac_r;
per_frame_46=q2 = ac_i;
per_frame_47=q3 = mu_r;
per_frame_48=q4 = mu_i;
per_frame_49=
per_frame_50=q5 = c_r;
per_frame_51=q6 = c_i;
per_frame_52=q7 = d_r;
per_frame_53=q8 = d_i;
per_pixel_1=vx = 0.5+cos(time*0.1)*0.5;
per_pixel_2=vy = 0.5+sin(time*0.1)*0.5;
per_pixel_3=vz = 0;
per_pixel_4=z = 0 - vz;
per_pixel_5=x = x - vx;
per_pixel_6=y = y - vy;
per_pixel_7=
per_pixel_8=d = time*0.1-treb*treb*treb*0.00;
per_pixel_9=xx = sin(d)*x + cos(d)*y;
per_pixel_10=yy = cos(d)*x - sin(d)*y;
per_pixel_11=
per_pixel_12=x = xx;
per_pixel_13=y = yy;
per_pixel_14=
per_pixel_15=
per_pixel_16=x = x + mx;
per_pixel_17=y = y + my;
per_pixel_18=z = z + vz;
per_pixel_19=cx = 0;
per_pixel_20=cy = 0;
per_pixel_21=cz = 0.5+treb*0.0;
per_pixel_22=vx = 0;
per_pixel_23=vy = 0;
per_pixel_24=vz = 0;
per_pixel_25=zoom = 0.33;
per_pixel_26=w = 1/zoom*(1+sqrt(sqr(z-cz) + sqr(x-cx)+sqr(y-cy)));
per_pixel_27=dx = -(x-mx)*w;// + w*(y-my);
per_pixel_28=dy = -(y-my)*w ;// - w*(x-mx);
warp_1=`shader_body
warp_2=`{
warp_3=`float2 uv_m = 1.0 - abs( frac( uv * 0.5 ) * 2.0 - 1.0 ); // Eo.S' mirror code
warp_4=`ret.x = tex2D( sampler_fc_main, uv_m ).x*0.5;
warp_5=`
warp_6=` float2 d = texsize.zw*4;
warp_7=` float2 uv_z = (uv_orig-0.5)*0.996 + 0.5 +float2(0,0)*texsize.zw;
warp_8=` float3 dx = ( GetBlur1(uv_z + float2(1,0)*d) - GetBlur1(uv_z-float2(1,0)*d) );
warp_9=` float3 dy = ( GetBlur1(uv_z + float2(0,1)*d) - GetBlur1(uv_z-float2(0,1)*d) );
warp_10=` uv_z -=float2(dx.z,dy.z)*texsize.zw*2;
warp_11=`
warp_12=`ret.z = max((tex2d(sampler_fc_main,uv_m).x-0.5)*3*saturate(1-length(uv_orig-0.5)*4), tex2d(sampler_fc_main,uv_z).z);
warp_13=`ret.z += (tex2d(sampler_fc_main,uv_z).z - GetBlur1(saturate(uv_z)).z)*0.02;
warp_14=`
warp_15=`float2 uv_y = lerp(uv,uv_orig,1.0004);//(uv_orig-0.5)*1.004 + 0.5;
warp_16=`ret.y =max(tex2d(sampler_fc_main,uv_y).y ,tex2d(sampler_fc_main,uv_y).z)-0.008;
warp_17=`}
comp_1=`shader_body
comp_2=`{
comp_3=`
comp_4=`float2 ac = float2(q1,q2);
comp_5=`float2 mu = float2(q3,q4);
comp_6=`float2 c = float2(q5,q6);
comp_7=`float2 d = float2(q7,q8);
comp_8=`
comp_9=`float2 z = (uv-0.5)*aspect.wz;
comp_10=`
comp_11=`// (c*z + d)
comp_12=`float2 czd = float2(z.x*c.x-z.y*c.y,z.x*c.y-z.y*c.x)*aspect.yx + d;
comp_13=`// mu/(cz+d)
comp_14=`float2 moebius = float2( mu.x*czd.x + mu.y*czd.y , mu.y*czd.x-mu.x*czd.y )/(czd.x*czd.x+czd.y*czd.y) + ac;
comp_15=`
comp_16=`moebius = 0.5 + (1.0 - abs( frac( moebius * 0.5 ) * 2 - 1.0 )-0.5)*0.99;
comp_17=`
comp_18=`uv = moebius;
comp_19=` d = texsize.zw*4;
comp_20=` float1 dx = ( GetBlur1(uv+float2(1,0)*d)-GetBlur1(uv-float2(1,0)*d) ).y;
comp_21=` float1 dy = ( GetBlur1(uv+float2(0,1)*d)-GetBlur1(uv-float2(0,1)*d) ).y;
comp_22=` float2 uv_y = uv-float2(dx,dy)*0.5;
comp_23=`
comp_24=`ret = lerp(tex2D(sampler_fc_main, uv_y).x*pow(hue_shader.zxy,4),
comp_25=` lerp(pow(hue_shader,6)*1.2,pow(hue_shader,8).yzx,GetPixel(uv).z)*1.5,
comp_26=` GetBlur1(uv).y*0.5);
comp_27=`
comp_28=`//ret = tex2D(sampler_fc_main, moebius );
comp_29=`}