winamp/Src/resources/data/Milkdrop2/presets/Flexi - working with infini...

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MILKDROP_PRESET_VERSION=201
PSVERSION=2
PSVERSION_WARP=2
PSVERSION_COMP=2
[preset00]
fRating=5.000
fGammaAdj=1.000
fDecay=1.000
fVideoEchoZoom=1.000
fVideoEchoAlpha=0.500
nVideoEchoOrientation=1
nWaveMode=5
bAdditiveWaves=1
bWaveDots=0
bWaveThick=0
bModWaveAlphaByVolume=0
bMaximizeWaveColor=1
bTexWrap=1
bDarkenCenter=0
bRedBlueStereo=0
bBrighten=0
bDarken=0
bSolarize=0
bInvert=0
fWaveAlpha=0.000
fWaveScale=0.900
fWaveSmoothing=0.630
fWaveParam=1.000
fModWaveAlphaStart=2.000
fModWaveAlphaEnd=2.000
fWarpAnimSpeed=2.007
fWarpScale=1.341
fZoomExponent=4.40100
fShader=0.000
zoom=1.01100
rot=0.00300
cx=0.500
cy=0.500
dx=0.00000
dy=0.00000
warp=0.00000
sx=1.00000
sy=1.00000
wave_r=0.650
wave_g=0.650
wave_b=0.650
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=0.000
ib_r=0.250
ib_g=0.250
ib_b=0.250
ib_a=0.000
nMotionVectorsX=0.000
nMotionVectorsY=48.000
mv_dx=-0.941
mv_dy=0.426
mv_l=5.000
mv_r=0.316
mv_g=0.078
mv_b=0.942
mv_a=0.000
b1n=0.000
b2n=0.000
b3n=0.000
b1x=1.000
b2x=1.000
b3x=1.000
b1ed=0.000
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=1.000
wavecode_0_g=0.000
wavecode_0_b=0.000
wavecode_0_a=1.000
wave_0_per_frame1=q1 = below(rand(100),10 + 20*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=sb = equal(ita,0)*19 + equal(ita,1)*5 + equal(ita,2)*5 + equal(ita,3)*11;
wave_0_per_point15=sa = equal(ita,0)*7 + equal(ita,1)*15 + equal(ita,3)*2 + equal(ita,4)*1 + equal(ita,5)*3 + equal(ita,6)*11;
wave_0_per_point16=si = equal(ita,0)*6 + equal(ita,1)*9 + equal(ita,2)*14 + equal(ita,3)*5;
wave_0_per_point17=sc = equal(ita,0)*5 + equal(ita,1)*1 + equal(ita,2)*19 + equal(ita,3)*25;
wave_0_per_point18=sd = equal(ita,0)*9 + equal(ita,1)*14 + equal(ita,3)*20 + equal(ita,4)*9 + equal(ita,5)*13 + equal(ita,6)*5;
wave_0_per_point19=sf = equal(ita,0)*19 + equal(ita,1)*5 + equal(ita,2)*5;
wave_0_per_point20=sg = equal(ita,0)*20 + equal(ita,1)*18 + equal(ita,2)*21 + equal(ita,3)*20 + equal(ita,4)*8;
wave_0_per_point21=sh = equal(ita,0)*20 + equal(ita,1)*15 + equal(ita,3)*6 + equal(ita,4)*5 + equal(ita,5)*5 + equal(ita,6)*12;
wave_0_per_point22=se = equal(ita,0)*10 + equal(ita,1)*21 + equal(ita,2)*19 + equal(ita,3)*20;
wave_0_per_point23=sj = equal(ita,0)*15 + equal(ita,1)*14 + equal(ita,2)*3 + equal(ita,3)*5;
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=0.570
shapecode_0_y=0.410
shapecode_0_rad=0.09234
shapecode_0_ang=0.00000
shapecode_0_tex_ang=0.00000
shapecode_0_tex_zoom=0.73458
shapecode_0_r=0.000
shapecode_0_g=1.000
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
shape_0_init1=vx = 0
shapecode_1_enabled=1
shapecode_1_sides=100
shapecode_1_additive=1
shapecode_1_thickOutline=1
shapecode_1_textured=0
shapecode_1_num_inst=10
shapecode_1_x=0.570
shapecode_1_y=0.410
shapecode_1_rad=0.02293
shapecode_1_ang=0.00000
shapecode_1_tex_ang=0.00000
shapecode_1_tex_zoom=0.73458
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=0.000
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=0.000
shape_1_init1=vx = 0
shape_1_per_frame1=x = rand(1000)/1000;
shape_1_per_frame2=y = rand(1000)/1000;
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=zoom = 1;
per_frame_2=warp = 0.04;
per_frame_3=rot = 0;
per_frame_4=//before inversion
per_frame_5=scale = 3;
per_frame_6=angle = time*.01;
per_frame_7=translation_x = 0;
per_frame_8=translation_y = 0.02;
per_frame_9=
per_frame_10=//complex inverted
per_frame_11=iscale = 0.2;
per_frame_12=iangle = sin(time*0.1337)*0.3;
per_frame_13=itranslation_u = 0;
per_frame_14=itranslation_v = 0;
per_frame_15=
per_frame_16=
per_frame_17=// the m<>bius transformation
per_frame_18=// z -> (az+b)/(cz-d); where a,b,c,d are complex numbers and z will be the uv-vector
per_frame_19=// (az+b)/(cz-d) = a/c + mu/(cz+d), with mu = (bc-ad)/c
per_frame_20=// so a/c and mu can be calculated outside of the shader
per_frame_21=
per_frame_22=a_r = cos(angle)*scale;
per_frame_23=a_i = sin(angle)*scale;
per_frame_24=b_r = translation_x;
per_frame_25=b_i = translation_y;
per_frame_26=
per_frame_27=c_r = -cos(iangle)*iscale;
per_frame_28=c_i = -sin(iangle)*iscale;
per_frame_29=d_r = itranslation_u;
per_frame_30=d_i = itranslation_v;
per_frame_31=
per_frame_32=// c^(-1)
per_frame_33=c_inv_r = c_r/(c_r*c_r+c_i*c_i);
per_frame_34=c_inv_i = c_i/(c_r*c_r+c_i*c_i);
per_frame_35=
per_frame_36=// a*c^(-1)
per_frame_37=ac_r = (a_r*c_inv_r - a_i*c_inv_i);
per_frame_38=ac_i = (a_r*c_inv_i - a_i*c_inv_r);
per_frame_39=
per_frame_40=// (bc-ad)
per_frame_41=bcad_r = (b_r*c_r - b_i*c_i)-(a_r*d_r-a_i*d_i);
per_frame_42=bcad_i = (b_r*c_i - b_i*c_r)-(a_r*d_i-a_i*d_r);
per_frame_43=
per_frame_44=// mu*c^(-1)
per_frame_45=mu_r = bcad_r*c_inv_r - bcad_i*c_inv_i;
per_frame_46=mu_i = bcad_r*c_inv_i - bcad_i*c_inv_r;
per_frame_47=
per_frame_48=q1 = ac_r;
per_frame_49=q2 = ac_i;
per_frame_50=q3 = mu_r;
per_frame_51=q4 = mu_i;
per_frame_52=
per_frame_53=q5 = c_r;
per_frame_54=q6 = c_i;
per_frame_55=q7 = d_r;
per_frame_56=q8 = d_i;
warp_1=`sampler sampler_cells;
warp_2=`
warp_3=`shader_body
warp_4=`{
warp_5=`
warp_6=` float2 d = texsize.zw*12;
warp_7=` float3 dx = ( GetBlur3(uv + float2(1,0)*d) - GetBlur3(uv-float2(1,0)*d) );
warp_8=` float3 dy = ( GetBlur3(uv + float2(0,1)*d) - GetBlur3(uv-float2(0,1)*d) );
warp_9=` float2 my_uv = uv + float2(dx.x,dy.x)*texsize.zw*48;
warp_10=`
warp_11=`
warp_12=`
warp_13=` ret.x = tex2D( sampler_fc_main, my_uv).x;
warp_14=`
warp_15=`
warp_16=` ret.x += (ret - GetBlur3(uv-floor(uv))).x*0.01 - 0.004;
warp_17=`float2 zoom = 1.75;
warp_18=`float2 c = float2(0.4,0.74);
warp_19=`
warp_20=` float2 my_uv2 = (uv_orig-0.5)*zoom;
warp_21=` my_uv2 = float2(my_uv2.x*my_uv2.x - my_uv2.y*my_uv2.y, 2*my_uv2.x*my_uv2.y) + c; // u -> u^2 + c
warp_22=`
warp_23=`
warp_24=` d = texsize.zw*8;
warp_25=` float2 uv_d = my_uv2;
warp_26=` dx = ( GetBlur1(uv_d+float2(1,0)*d)-GetBlur1(uv_d-float2(1,0)*d) );
warp_27=` dy = ( GetBlur1(uv_d+float2(0,1)*d)-GetBlur1(uv_d-float2(0,1)*d) );
warp_28=` float2 uv_y = uv_d+float2(dx.y,dy.y)*texsize.zw*4;
warp_29=`
warp_30=`ret.y = tex2D( sampler_fc_main, uv_y).y;
warp_31=`
warp_32=`ret.z = max( GetPixel(uv).y, GetPixel(uv + float2(1,1)*texsize.zw*3).z-0.004);
warp_33=`
warp_34=`}
comp_1=`float a,b,c;
comp_2=`shader_body
comp_3=`{
comp_4=`
comp_5=`//uv = 0.5 + (uv-0.5)*float2(0.75,-0.9) - float2(0,0.05);
comp_6=`float2 ac = float2(q1,q2);
comp_7=`float2 mu = float2(q3,q4);
comp_8=`float2 c = float2(q5,q6);
comp_9=`float2 d = float2(q7,q8);
comp_10=`
comp_11=`float2 z = (uv-0.5);
comp_12=`
comp_13=`// (c*z + d)
comp_14=`float2 czd = float2(z.x*c.x-z.y*c.y,z.x*c.y-z.y*c.x)*aspect.yx + d;
comp_15=`// mu/(cz+d)
comp_16=`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_17=`
comp_18=`moebius = 0.5 + (1.0 - abs( frac( moebius * 0.5 ) * 2 - 1.0 )-0.5)*0.9;
comp_19=`
comp_20=`uv = moebius;
comp_21=`
comp_22=`ret = pow(lerp(GetBlur3(uv),GetPixel(uv),0.6)*1.2-0.1,4).yxz*float3(2,0.5,1.4);
comp_23=`ret.yz -= ret.zx;
comp_24=`}