winamp/Src/resources/data/Milkdrop2/presets/Geiss - Skin Dots Multi-lay...

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MILKDROP_PRESET_VERSION=201
PSVERSION=2
PSVERSION_WARP=2
PSVERSION_COMP=2
[preset00]
fRating=3.000000
fGammaAdj=1.0
fDecay=1.0
fVideoEchoZoom=2.0
fVideoEchoAlpha=0.0
nVideoEchoOrientation=0
nWaveMode=0
bAdditiveWaves=0
bWaveDots=0
bWaveThick=0
bModWaveAlphaByVolume=1
bMaximizeWaveColor=1
bTexWrap=1
bDarkenCenter=0
bRedBlueStereo=0
bBrighten=0
bDarken=0
bSolarize=0
bInvert=0
fWaveAlpha=0.207218
fWaveScale=0.397108
fWaveSmoothing=0.0
fWaveParam=0.240000
fModWaveAlphaStart=0.750000
fModWaveAlphaEnd=1.170000
fWarpAnimSpeed=0.451118
fWarpScale=3.039840
fZoomExponent=2.194764
fShader=0.0
zoom=1.029709
rot=0.0
cx=0.5
cy=0.5
dx=0.0
dy=0.0
warp=0.098617
sx=1.0
sy=1.0
wave_r=1.0
wave_g=0.999999
wave_b=1.0
wave_x=0.5
wave_y=0.5
ob_size=0.010000
ob_r=0.0
ob_g=0.0
ob_b=0.0
ob_a=0.0
ib_size=0.010000
ib_r=0.25
ib_g=0.25
ib_b=0.25
ib_a=0.0
nMotionVectorsX=64.0
nMotionVectorsY=48.0
mv_dx=0.0
mv_dy=0.0
mv_l=0.0
mv_r=0.350000
mv_g=0.350000
mv_b=0.350000
mv_a=0.0
b1n=0.0
b2n=0.0
b3n=0.0
b1x=1.0
b2x=1.0
b3x=1.0
b1ed=0.25
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_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_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_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_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=wave_r = wave_r + 0.350*( 0.60*sin(0.980*time) + 0.40*sin(1.047*time) );
per_frame_2=wave_g = wave_g + 0.350*( 0.60*sin(0.835*time) + 0.40*sin(1.081*time) );
per_frame_3=wave_b = wave_b + 0.350*( 0.60*sin(0.814*time) + 0.40*sin(1.011*time) );
per_frame_4=cx = cx + 0.110*( 0.60*sin(0.374*time) + 0.40*sin(0.294*time) );
per_frame_5=cy = cy + 0.110*( 0.60*sin(0.393*time) + 0.40*sin(0.223*time) );
per_frame_6=decay = decay - 0.01*equal(frame%20,0);
per_frame_7=//zoom = 1;
per_frame_8=//warp = 0;
per_frame_9=zoom = zoom + 0.7*(0.01*cos(time*0.317+1) + 0.01*cos(time*0.1132+4));
per_frame_10=rot = rot + 0.5*(0.01*cos(time*0.214+3) + 0.01*cos(time*0.2732+2));
per_frame_11=wave_mystery = time*0.05;
per_frame_12=//zoom = zoom + (max(1, bass_att)-1)*0.01;
per_frame_13=
per_frame_14=rot = rot + min(0.3,pow(max(0,bass_att-1),2)*0.2);
per_pixel_1=zoom = zoom + 0.005*cos(ang*5 + time*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=` // 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=` ret += (ret - GetBlur2(uv))*0.3;
warp_9=` ret *= 0.9;
warp_10=`
warp_11=` // add noise:
warp_12=` float2 dither_uv = uv_orig*texsize.xy*texsize_noise_lq.zw * 0.4 + rand_frame.xy;
warp_13=` ret += (tex2D(sampler_noise_lq, dither_uv).xyz-0.5)/256.0 * 112;
warp_14=`
warp_15=` // desaturate over time, to keep the globs white
warp_16=` //ret = lerp(ret, lum(ret), 0.2);
warp_17=`}
comp_1=`shader_body
comp_2=`{
comp_3=` ret = tex2D(sampler_main, (uv-0.5)*0.6+0.5).zzz;
comp_4=`
comp_5=` float crisp, blur;
comp_6=` float2 uv2;
comp_7=`
comp_8=` float shadow_offset = 0.0;
comp_9=` float shadow_str = 1.15;
comp_10=`
comp_11=` uv2 = (uv-0.5)*0.8+0.5;
comp_12=` crisp = tex2D(sampler_main, uv2).y;
comp_13=` // add drop shadow:
comp_14=` blur = GetBlur1(uv2 + shadow_offset).y;
comp_15=` ret *= (1-blur*shadow_str);
comp_16=` ret = max(ret, crisp.xxx);
comp_17=`
comp_18=` uv2 = uv;
comp_19=` crisp = tex2D(sampler_main, uv2).x;
comp_20=` // add drop shadow:
comp_21=` blur = GetBlur1(uv2 + shadow_offset).x;
comp_22=` ret *= (1-blur*shadow_str);
comp_23=` ret = max(ret, crisp.xxx);
comp_24=`}