winamp/Src/resources/data/Milkdrop2/presets/martin - night cathedral.milk

524 lines
15 KiB
Plaintext

MILKDROP_PRESET_VERSION=201
PSVERSION=3
PSVERSION_WARP=2
PSVERSION_COMP=3
[preset00]
fRating=5.000000
fGammaAdj=1.980001
fDecay=0.500000
fVideoEchoZoom=0.999998
fVideoEchoAlpha=0.500000
nVideoEchoOrientation=3
nWaveMode=6
bAdditiveWaves=1
bWaveDots=0
bWaveThick=1
bModWaveAlphaByVolume=1
bMaximizeWaveColor=0
bTexWrap=0
bDarkenCenter=0
bRedBlueStereo=0
bBrighten=0
bDarken=1
bSolarize=0
bInvert=0
fWaveAlpha=0.001000
fWaveScale=2.103075
fWaveSmoothing=0.540000
fWaveParam=0.380000
fModWaveAlphaStart=0.810000
fModWaveAlphaEnd=1.400000
fWarpAnimSpeed=1.459500
fWarpScale=2.006700
fZoomExponent=1.000000
fShader=0.000000
zoom=0.999900
rot=0.000000
cx=0.500000
cy=0.500000
dx=0.000000
dy=0.000000
warp=0.010000
sx=0.999900
sy=1.000000
wave_r=0.000000
wave_g=0.000000
wave_b=0.000000
wave_x=0.500000
wave_y=0.500000
ob_size=0.000000
ob_r=0.000000
ob_g=0.000000
ob_b=1.000000
ob_a=0.300000
ib_size=0.260000
ib_r=0.250000
ib_g=0.250000
ib_b=0.250000
ib_a=0.000000
nMotionVectorsX=64.000000
nMotionVectorsY=48.000000
mv_dx=0.000000
mv_dy=0.000000
mv_l=1.850000
mv_r=0.499900
mv_g=0.499900
mv_b=0.499900
mv_a=0.000000
b1n=0.000000
b2n=0.000000
b3n=0.000000
b1x=1.000000
b2x=1.000000
b3x=1.000000
b1ed=0.000000
wavecode_0_enabled=1
wavecode_0_samples=128
wavecode_0_sep=0
wavecode_0_bSpectrum=0
wavecode_0_bUseDots=0
wavecode_0_bDrawThick=0
wavecode_0_bAdditive=1
wavecode_0_scaling=0.891519
wavecode_0_smoothing=0.000000
wavecode_0_r=1.000000
wavecode_0_g=0.000000
wavecode_0_b=0.000000
wavecode_0_a=1.000000
wave_0_init1=t1 = 1 + (rand(101)*.01 - rand(101)*.01)*.3;
wave_0_init2=t2 = 1 + (rand(101)*.01 - rand(101)*.01)*.3;
wave_0_init3=t3 = 1 + (rand(101)*.01 - rand(101)*.01)*.3;
wave_0_init4=t4 = 1 + (rand(101)*.01 - rand(101)*.01)*.3;
wave_0_init5=t5 = 1 + (rand(101)*.01 - rand(101)*.01)*.3;
wave_0_init6=t6 = 1 + (rand(101)*.01 - rand(101)*.01)*.3;
wave_0_init7=t7 = 1 + (rand(101)*.01 - rand(101)*.01)*.3;
wave_0_init8=t8 = 1 + (rand(101)*.01 - rand(101)*.01)*.3;
wave_0_init9=
wave_0_per_point1=x = .45+sample/10 ;
wave_0_per_point2=y = .5+ value2*.01;
wave_0_per_point3=
wave_0_per_point4=a = 1*q24*((q27+1)%2);
wave_0_per_point5=//a = min(1, a / (4*abs(x/2-1)));
wave_0_per_point6=r = .5+.5*sin(time/5);
wave_0_per_point7=g = .5+.5*sin(time/6);
wave_0_per_point8=b = .5+.5*sin(time/13);
wavecode_1_enabled=1
wavecode_1_samples=128
wavecode_1_sep=0
wavecode_1_bSpectrum=0
wavecode_1_bUseDots=0
wavecode_1_bDrawThick=1
wavecode_1_bAdditive=0
wavecode_1_scaling=0.891519
wavecode_1_smoothing=0.000000
wavecode_1_r=0.000000
wavecode_1_g=0.000000
wavecode_1_b=1.000000
wavecode_1_a=0.100000
wave_1_init1=t
wave_1_per_point1=y = .45+sample/10 ;
wave_1_per_point2=x = .5+ value2*0.01;
wave_1_per_point3=
wave_1_per_point4=a = 1*q24*(q27%2);
wave_1_per_point5=//a = min(1, a / (4*abs(y/2-1)));
wave_1_per_point6=
wave_1_per_point7=r = .5+.5*sin(time/7);
wave_1_per_point8=g = .5+.5*sin(time/9);
wave_1_per_point9=b = .5+.5*sin(time/11);
wavecode_2_enabled=0
wavecode_2_samples=512
wavecode_2_sep=0
wavecode_2_bSpectrum=0
wavecode_2_bUseDots=0
wavecode_2_bDrawThick=1
wavecode_2_bAdditive=0
wavecode_2_scaling=0.891519
wavecode_2_smoothing=0.820000
wavecode_2_r=1.000000
wavecode_2_g=1.000000
wavecode_2_b=1.000000
wavecode_2_a=0.100000
wavecode_3_enabled=0
wavecode_3_samples=512
wavecode_3_sep=0
wavecode_3_bSpectrum=1
wavecode_3_bUseDots=1
wavecode_3_bDrawThick=0
wavecode_3_bAdditive=0
wavecode_3_scaling=1.000000
wavecode_3_smoothing=0.500000
wavecode_3_r=1.000000
wavecode_3_g=1.000000
wavecode_3_b=1.000000
wavecode_3_a=1.000000
wave_3_per_point1=ra = .8;
wave_3_per_point2=rb = .5;
wave_3_per_point3=pib = 6.28318530718;
wave_3_per_point4=
wave_3_per_point5=
wave_3_per_point6=tic = min(time-tin,.1);
wave_3_per_point7=tin = if(equal(sample,0),time,tin);
wave_3_per_point8=
wave_3_per_point9=mod = 1.5 + .5*sin(time*.15);
wave_3_per_point10=med = 1.5 + .5*sin(time*.134);
wave_3_per_point11=med = 5;
wave_3_per_point12=amod = 3;
wave_3_per_point13=
wave_3_per_point14=vr = rand(10001)*.0001;
wave_3_per_point15=rb = rb + rand(10001)*.0001*.1;
wave_3_per_point16=
wave_3_per_point17=a = vr;
wave_3_per_point18=
wave_3_per_point19=sa = vr*pib*.5;
wave_3_per_point20=sp = sa*mod + q1*1.3;
wave_3_per_point21=sam = sa*med - q1*.219;
wave_3_per_point22=
wave_3_per_point23=ox = ra*sin(sam*pib);
wave_3_per_point24=oy = ra*cos(sam*pib);
wave_3_per_point25=ox = ox + rb*-cos(sp)*sin(sam*pib);
wave_3_per_point26=oz = rb*-sin(sp);
wave_3_per_point27=oy = oy + rb*-cos(sp)*cos(sam*pib);
wave_3_per_point28=
wave_3_per_point29=
wave_3_per_point30=xang = time*.132;
wave_3_per_point31=xang = q2;
wave_3_per_point32=yang = time*.153;
wave_3_per_point33=yang = q3;
wave_3_per_point34=zang = time*.110;
wave_3_per_point35=zang = q4;
wave_3_per_point36=fov = 0.6 + 0.2*sin(time);
wave_3_per_point37=fov = .5;
wave_3_per_point38=
wave_3_per_point39=mx = ox*cos(zang) - oy*sin(zang);
wave_3_per_point40=my = ox*sin(zang) + oy*cos(zang);
wave_3_per_point41=ox = mx;
wave_3_per_point42=oy = my;
wave_3_per_point43=mx = ox*cos(yang) + oz*sin(yang);
wave_3_per_point44=mz = - ox*sin(yang) + oz*cos(yang);
wave_3_per_point45=ox = mx;
wave_3_per_point46=oz = mz;
wave_3_per_point47=my = oy*cos(xang) - oz*sin(xang);
wave_3_per_point48=mz = oy*sin(xang) + oz*cos(xang);
wave_3_per_point49=oy = my;
wave_3_per_point50=oz = mz;
wave_3_per_point51=
wave_3_per_point52=oz = oz - 2;
wave_3_per_point53=x = ox*fov/oz + 0.5;
wave_3_per_point54=x = (x-.5)*0.75 + 0.5;
wave_3_per_point55=y = oy*fov/oz + 0.5;
wave_3_per_point56=
shapecode_0_enabled=0
shapecode_0_sides=18
shapecode_0_additive=0
shapecode_0_thickOutline=0
shapecode_0_textured=1
shapecode_0_x=0.500000
shapecode_0_y=0.500000
shapecode_0_rad=0.154155
shapecode_0_ang=0.000000
shapecode_0_tex_ang=3.769911
shapecode_0_tex_zoom=5.277839
shapecode_0_r=1.000000
shapecode_0_g=1.000000
shapecode_0_b=1.000000
shapecode_0_a=0.700000
shapecode_0_r2=1.000000
shapecode_0_g2=1.000000
shapecode_0_b2=1.000000
shapecode_0_a2=0.000000
shapecode_0_border_r=1.000000
shapecode_0_border_g=1.000000
shapecode_0_border_b=0.000000
shapecode_0_border_a=0.000000
shape_0_per_frame1=tex_ang = 3+2*q1;
shapecode_1_enabled=0
shapecode_1_sides=32
shapecode_1_additive=0
shapecode_1_thickOutline=0
shapecode_1_textured=0
shapecode_1_x=0.500000
shapecode_1_y=0.500000
shapecode_1_rad=0.068920
shapecode_1_ang=0.000000
shapecode_1_tex_ang=0.000000
shapecode_1_tex_zoom=1.831505
shapecode_1_r=1.000000
shapecode_1_g=1.000000
shapecode_1_b=1.000000
shapecode_1_a=0.900000
shapecode_1_r2=0.000000
shapecode_1_g2=0.000000
shapecode_1_b2=0.000000
shapecode_1_a2=0.000000
shapecode_1_border_r=0.500000
shapecode_1_border_g=0.500000
shapecode_1_border_b=0.500000
shapecode_1_border_a=0.000000
shape_1_per_frame1=a = q24/2; a2 = 0;
shape_1_per_frame2=
shape_1_per_frame3=r = rand(10)/10;
shape_1_per_frame4=g = rand(10)/10;
shape_1_per_frame5=b = rand(10)/10;
shape_1_per_frame6=
shape_1_per_frame7=rad = .06*q22;
shapecode_2_enabled=0
shapecode_2_sides=63
shapecode_2_additive=0
shapecode_2_thickOutline=0
shapecode_2_textured=0
shapecode_2_x=0.123000
shapecode_2_y=0.000000
shapecode_2_rad=0.273185
shapecode_2_ang=0.000000
shapecode_2_tex_ang=0.000000
shapecode_2_tex_zoom=0.499805
shapecode_2_r=1.000000
shapecode_2_g=1.000000
shapecode_2_b=1.000000
shapecode_2_a=1.000000
shapecode_2_r2=1.000000
shapecode_2_g2=1.000000
shapecode_2_b2=1.000000
shapecode_2_a2=0.000000
shapecode_2_border_r=0.500000
shapecode_2_border_g=0.500000
shapecode_2_border_b=0.500000
shapecode_2_border_a=0.000000
shape_2_per_frame1=x = .5 + .1* sin (time*73);
shape_2_per_frame2=y = .5 + .1* sin (time*23);
shape_2_per_frame3=
shape_2_per_frame4=r = 0; g = 0; b = 0;
shape_2_per_frame5=r2 = 1; g2 = 1; b2 = 1;
shape_2_per_frame6=
shape_2_per_frame7=rad = mid_att/100;
shape_2_per_frame8=a = .7;
shape_2_per_frame9=a2 = a;
shapecode_3_enabled=0
shapecode_3_sides=4
shapecode_3_additive=0
shapecode_3_thickOutline=0
shapecode_3_textured=0
shapecode_3_x=0.500000
shapecode_3_y=0.510000
shapecode_3_rad=0.198688
shapecode_3_ang=0.000000
shapecode_3_tex_ang=1.005310
shapecode_3_tex_zoom=0.499805
shapecode_3_r=1.000000
shapecode_3_g=0.400000
shapecode_3_b=0.000000
shapecode_3_a=0.700000
shapecode_3_r2=1.000000
shapecode_3_g2=1.000000
shapecode_3_b2=1.000000
shapecode_3_a2=0.000000
shapecode_3_border_r=0.500000
shapecode_3_border_g=0.500000
shapecode_3_border_b=0.500000
shapecode_3_border_a=0.000000
shape_3_per_frame1=x = 0.05 + rand(900)/1000;
shape_3_per_frame2=y = 0.05 + rand(900)/1000;
shape_3_per_frame3=
per_frame_init_1=prox = 1;
per_frame_1=dec_med = pow (0.8, 30/fps);
per_frame_2=dec_slow = pow (0.95, 30/fps);
per_frame_3=//dec_xlow = pow (0.999, 30/fps);
per_frame_4=beat = max (max (bass, mid), treb);
per_frame_5=avg = avg*dec_slow + beat*(1-dec_slow);
per_frame_6=is_beat = above(beat, .2+avg+peak) * above (time, t0+.2);
per_frame_7=t0 = is_beat*time + (1-is_beat)*t0;
per_frame_8=peak = is_beat * beat + (1-is_beat)*peak*dec_med;
per_frame_9=index = (index + is_beat) %16;
per_frame_10=index2 = (index2 + is_beat*bnot(index))%4;
per_frame_11=
per_frame_12=q22 = peak;
per_frame_13=q24 = is_beat;
per_frame_14=q26 = bass_att + mid_att + treb_att;
per_frame_15=vol = vol*dec_med + (1-dec_med)*q26;
per_frame_16=q27 = index + 1;
per_frame_17=q28 = index2 +1;
per_frame_18=q28 = 4+4*sin(time/13);
per_frame_19=
per_frame_20=
per_frame_21=//****tunnel viewpoint x,y
per_frame_22=vtrig = is_beat * bnot(index%4);
per_frame_23=vx = vx * bnot(vtrig) + vtrig * (rand(100)/100-.5);
per_frame_24=vy = vy * bnot(vtrig) + vtrig * (rand(100)/100-.5);
per_frame_25=vx = vx* below(index%15,7); //###
per_frame_26=vy = vy* below(index%15,7);
per_frame_27=q5 = vx*20;
per_frame_28=q6 = vy*20;
per_frame_29=
per_frame_30=//***tunnel width
per_frame_31=q21 = (1+sin(time/12))/16+.03;
per_frame_32=
per_frame_33=
per_frame_34=//****tunnel rotation
per_frame_35=rota = rota +.01*below(index%16,8)/fps*30;
per_frame_36=rota1 = rota1*dec_med + (1-dec_med)*rota;
per_frame_37=q7 = rota1/4;
per_frame_38=
per_frame_39=//****tunnel speed
per_frame_40=movez = movez + .01/(.1+abs(vx)+abs(vy))/fps;
per_frame_41=q8 = movez * (q21*.01+1);
per_frame_42=//dyn. Aenderung von q21 bewirkt auch Richt.wechsel
per_frame_43=
per_frame_44=//***********************
per_frame_45=trig1= q24*bnot(index%12);
per_frame_46=trig2= q24*bnot((index+4)%12);
per_frame_47=trig3= q24*bnot((index+8)%12);
per_frame_48=trel = trel + vol/fps;
per_frame_49=z0 = 2/q21;
per_frame_50=hx = 4;
per_frame_51=hy = 4;
per_frame_52=
per_frame_53=p1z = z0;
per_frame_54=q9 = 1*hx/(p1z);
per_frame_55=q10 = 0*hy/(p1z);
per_frame_56=q11 = p1z;
per_frame_57=q12 = .1+.02*q26*bnot((index+2)%3)*p1z*exp(-p1z/100);
per_frame_58=
per_frame_59=p2z = z0;
per_frame_60=q13 = -.5*hx/(p2z);
per_frame_61=q14 = .87*hy/(p2z);
per_frame_62=q15 = p2z;
per_frame_63=q16 = .1+.02*q26*bnot((index+2)%3)*p2z*exp(-p2z/100);
per_frame_64=
per_frame_65=
per_frame_66=p3z = z0;
per_frame_67=q17 = -.5*hx/(p3z);
per_frame_68=q18 = -.87*hy/(p3z);
per_frame_69=q19 = p3z;
per_frame_70=q20 = .1+.02*q26*bnot((index+2)%3)*p3z*exp(-p3z/100);
per_frame_71=
per_frame_72=zoom = 1.2 + sin(time/17)*.3;
warp_1=`float3 color, mus;
warp_2=`float dx,dy;
warp_3=`shader_body {
warp_4=`
warp_5=`float2 uv1 = (uv-.5);// * aspect.xy;
warp_6=`
warp_7=`float2 uv6 = uv1;
warp_8=`float z = 12*(1+rand_preset)*length((abs(uv1.x)-abs(uv1.y)));
warp_9=`float2 d = normalize(uv1);
warp_10=`float2 rs = clamp(tan(z)*d,-4,4);
warp_11=`uv1 -= rs/40;
warp_12=`
warp_13=`uv6 = .4*cos(uv1*8);
warp_14=`mus = .002/(length(uv6.y+uv6.x));
warp_15=`mus *= (1+roam_cos);
warp_16=`
warp_17=`float3 crisp= tex2D(sampler_main,uv1*(1-q28/12+.4*z)+.5);
warp_18=`
warp_19=`float3 ret1 = crisp + mus;
warp_20=`
warp_21=`ret = (ret1*.99-.025);
warp_22=`
warp_23=`}
comp_1=`sampler sampler_pw_noise_lq;
comp_2=`
comp_3=`float k1, k2, mask1, mask2, mask3, mask4,
comp_4=` rad1, rad2, rad3, rad4;
comp_5=`float2 rs, rss, rss0, rs0, uv2, uv3,uv4,
comp_6=` rsk1,rsk2,rsk3,rsk4, uvo, dz1, dz2, dz3, dz4,
comp_7=` Kugel1, Kugel2, Kugel3,Ring, tmp;
comp_8=`float3 noise, ret1, cathed, sky, fire;
comp_9=`
comp_10=`shader_body {
comp_11=`uvo = uv*aspect.xy;
comp_12=`uv = uv - .1*float2(q5,q6);
comp_13=`float2 uv1 = (uv-.5)*aspect.xy;
comp_14=`
comp_15=`//Kugel1
comp_16=`rsk1 = (uv1 + float2 (q9,q10)) ;
comp_17=`dz1 = normalize(rsk1);
comp_18=`rad1 = q11*length (rsk1) ;
comp_19=`uv4 = sin(-rad1)*dz1;
comp_20=`mask1 = saturate(7-10*rad1);
comp_21=`Kugel1 = uv4*mask1;
comp_22=`
comp_23=`//Kugel2
comp_24=`rsk2 = (uv1 + float2 (q13,q14)) ;
comp_25=`dz2 = normalize(rsk2);
comp_26=`rad2 = q15*length (rsk2) ;
comp_27=`uv4 = sin(-rad2)*dz2;
comp_28=`mask2 = saturate(7-10*rad2);
comp_29=`Kugel2 = uv4*mask2;
comp_30=`
comp_31=`//Kugel3
comp_32=`rsk3 = (uv1 + float2 (q17,q18)) ;
comp_33=`dz3 = normalize(rsk3);
comp_34=`rad3 = q19*length (rsk3) ;
comp_35=`uv4 = sin(-rad3)*dz3;
comp_36=`mask3 = saturate(7-10*rad3);
comp_37=`Kugel3 = uv4*mask3;
comp_38=`
comp_39=`//Ring
comp_40=`rsk4 = float2(length(uv1)-.22,0) ;
comp_41=`dz4 = normalize(rsk4);
comp_42=`rad4 = q19*length (rsk4) ;
comp_43=`uv4 = sin(-rad4)*dz4;
comp_44=`mask4 = saturate(3-10*rad4);
comp_45=`Ring = uv4*mask4*0;
comp_46=`
comp_47=`float2 dz = (Kugel2 + Kugel1 + Kugel3 + Ring)*.2;
comp_48=`
comp_49=`//******************** STARS
comp_50=`uv1 -= dz;
comp_51=`rss0.x = atan2(uv1.x, uv1.y)/3.1416;
comp_52=`rss0.y = .015/(length (uv1));
comp_53=`
comp_54=`rss = float2 (rss0.x,rss0.y+time/4);
comp_55=`rss = mul(rss,float2x2(.7,.7,-.7,.7));
comp_56=`float noise = (tex2D(sampler_pw_noise_lq,rss/32)-.9 >= 0);
comp_57=`tmp = abs(frac(rss*8)-.5);
comp_58=`float3 dots = saturate(.04/length(tmp)) *noise;
comp_59=`
comp_60=`dots *= saturate(.2/abs(rss0.y));
comp_61=`dots = saturate(lum(dots)*lum(dots)*1);
comp_62=`k1 = lum(dots);
comp_63=`dots= k1*float3(1,k1*.8,k1*k1/3) ;
comp_64=`
comp_65=`//*************************
comp_66=`float z = .2/(length(uv1)+q21);
comp_67=`uv2.y = z + q8;
comp_68=`uv2.x = rss0.x +q7;
comp_69=`uv3 =frac(uv2*2);
comp_70=`cathed = tex2D (sampler_main,uv3)/z;
comp_71=`float cmask = saturate(1-32*GetBlur1(uv3));
comp_72=`
comp_73=`dz1 = normalize(mul(dz1,float2x2(-q9,q10,-q10,-q9)))+.5;
comp_74=`dz2 = normalize(mul(dz2,float2x2(-q13,q14,-q14,-q13)))+.5;
comp_75=`dz3 = normalize(mul(dz3,float2x2(-q17,q18,-q18,-q17)))+.5;
comp_76=`
comp_77=`float3 mod = 1*float3(.7,.3,1)* sin(time/7);
comp_78=`float3 blk = (dz1.x/rad1 + dz2.x/rad2 + dz3.x/rad3) *mod;
comp_79=`blk = saturate(blk);
comp_80=`
comp_81=`//Feuer:
comp_82=`float feu = .1+q22;
comp_83=`fire = saturate(.03*feu/length (uv1)*
comp_84=` (lum(GetBlur2(uv3-float2(0,0))))) ;
comp_85=`
comp_86=`//Tasaechl. Feuer; Problem: uv1 passt nicht zu uv3
comp_87=`float2 uvf = uv1+.0;
comp_88=`fire += saturate(.001*feu/length (uvf)*
comp_89=` (lum(tex2D (sampler_main,uvf+.5)))-.01)
comp_90=`* (1/length(uvf));
comp_91=`
comp_92=`k1 = lum(fire);
comp_93=`fire = k1*float3(1,k1,k1*k1/3) ;
comp_94=`
comp_95=`float2 uvs = 32*uvo;
comp_96=`float3 smask = (tex2D (sampler_pw_noise_lq,uvs/256)).g-.9;
comp_97=`float stars = saturate(.3/length(abs(frac(uvs)-.5))*smask);
comp_98=`
comp_99=`float3 moon = saturate (.02/length(uvo-.2));
comp_100=`sky = stars*stars * saturate(1-4*moon) + moon ;
comp_101=`
comp_102=`ret += sky*(cmask);
comp_103=`ret += fire+dots;
comp_104=`
comp_105=`ret += saturate(.0+moon+blk)*cathed + blk;
comp_106=`}