winamp/Src/resources/data/Milkdrop2/presets/flexi - moebius transformat...

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MILKDROP_PRESET_VERSION=201
PSVERSION=2
PSVERSION_WARP=2
PSVERSION_COMP=2
[preset00]
fRating=5.000000
fGammaAdj=1.000
fDecay=0.950
fVideoEchoZoom=0.498
fVideoEchoAlpha=0.000
nVideoEchoOrientation=3
nWaveMode=0
bAdditiveWaves=1
bWaveDots=0
bWaveThick=0
bModWaveAlphaByVolume=0
bMaximizeWaveColor=0
bTexWrap=1
bDarkenCenter=0
bRedBlueStereo=0
bBrighten=0
bDarken=0
bSolarize=0
bInvert=0
fWaveAlpha=0.001
fWaveScale=0.010
fWaveSmoothing=0.630
fWaveParam=-1.000
fModWaveAlphaStart=0.710
fModWaveAlphaEnd=1.300
fWarpAnimSpeed=1.000
fWarpScale=1.331
fZoomExponent=1.00000
fShader=0.000
zoom=13.29089
rot=0.00000
cx=0.500
cy=0.500
dx=-0.28000
dy=-0.32000
warp=0.00909
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=0.000
ob_r=0.000
ob_g=0.000
ob_b=0.000
ob_a=1.000
ib_size=0.000
ib_r=1.000
ib_g=0.000
ib_b=0.000
ib_a=1.000
nMotionVectorsX=12.800
nMotionVectorsY=9.600
mv_dx=0.000
mv_dy=0.000
mv_l=1.000
mv_r=1.000
mv_g=0.910
mv_b=0.710
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=0
wavecode_0_bAdditive=0
wavecode_0_scaling=1.00000
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
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=0
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=0.49138
shapecode_0_ang=0.00000
shapecode_0_tex_ang=0.00000
shapecode_0_tex_zoom=1.00000
shapecode_0_r=0.000
shapecode_0_g=1.000
shapecode_0_b=1.000
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_per_frame1=x=.5;y=.5;
shapecode_1_enabled=0
shapecode_1_sides=24
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=1.800
shapecode_1_rad=0.01120
shapecode_1_ang=0.00000
shapecode_1_tex_ang=0.00000
shapecode_1_tex_zoom=0.81954
shapecode_1_r=1.000
shapecode_1_g=1.000
shapecode_1_b=0.000
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=tex_ang=0.01;
shape_1_per_frame2=x=.5-q4;
shape_1_per_frame3=y=.5-q5;
shapecode_2_enabled=0
shapecode_2_sides=34
shapecode_2_additive=0
shapecode_2_thickOutline=0
shapecode_2_textured=1
shapecode_2_num_inst=1
shapecode_2_x=0.500
shapecode_2_y=0.500
shapecode_2_rad=0.22167
shapecode_2_ang=0.00000
shapecode_2_tex_ang=0.00000
shapecode_2_tex_zoom=0.40839
shapecode_2_r=1.000
shapecode_2_g=1.000
shapecode_2_b=1.000
shapecode_2_a=1.000
shapecode_2_r2=0.000
shapecode_2_g2=0.000
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=0.000
shape_2_per_frame1=x=.5+q4;y=.5+q5;
shape_2_per_frame2=rad=sin(time);;
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_init_1=zoom=1;
per_frame_init_2=xpos=0;
per_frame_init_3=ypos=0;
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 = 0.1;
per_frame_6=
per_frame_7=//complex inverted
per_frame_8=iscale = 1;
per_frame_9=iangle = 0.2;
per_frame_10=itranslation_u = 0;
per_frame_11=itranslation_v = 0;
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_frame_54=
per_frame_55=monitor = bcad_r;
warp_1=`sampler sampler_rand00;
warp_2=`shader_body
warp_3=`{
warp_4=` // sample previous frame
warp_5=` ret = tex2D( sampler_main, uv ).xyz;
warp_6=`
warp_7=` // darken (decay) over time
warp_8=` ret *= 0.95; //or try: ret -= 0.004;
warp_9=`ret = tex2d(sampler_rand00,uv_orig);
warp_10=`}
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=`ret = tex2D(sampler_fc_main, moebius );
comp_19=`}