winamp/Src/resources/data/Milkdrop2/presets/Flexi - when monopolies wer...

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MILKDROP_PRESET_VERSION=201
PSVERSION=2
PSVERSION_WARP=2
PSVERSION_COMP=2
[preset00]
fRating=3.000
fGammaAdj=1.000
fDecay=1.000
fVideoEchoZoom=1.000
fVideoEchoAlpha=0.000
nVideoEchoOrientation=0
nWaveMode=7
bAdditiveWaves=0
bWaveDots=0
bWaveThick=1
bModWaveAlphaByVolume=0
bMaximizeWaveColor=0
bTexWrap=0
bDarkenCenter=0
bRedBlueStereo=0
bBrighten=0
bDarken=0
bSolarize=0
bInvert=0
fWaveAlpha=0.001
fWaveScale=0.010
fWaveSmoothing=0.900
fWaveParam=1.000
fModWaveAlphaStart=0.500
fModWaveAlphaEnd=1.000
fWarpAnimSpeed=2.155
fWarpScale=0.591
fZoomExponent=1.00016
fShader=0.000
zoom=1.00000
rot=0.00000
cx=0.500
cy=0.500
dx=0.00001
dy=0.00001
warp=8.31106
sx=1.00000
sy=1.00000
wave_r=0.500
wave_g=0.500
wave_b=0.500
wave_x=0.500
wave_y=0.600
ob_size=0.005
ob_r=0.000
ob_g=0.000
ob_b=0.000
ob_a=1.000
ib_size=0.005
ib_r=0.000
ib_g=0.000
ib_b=0.000
ib_a=0.100
nMotionVectorsX=64.000
nMotionVectorsY=48.000
mv_dx=0.000
mv_dy=0.000
mv_l=1.500
mv_r=0.000
mv_g=0.000
mv_b=0.000
mv_a=0.000
b1n=0.000
b2n=0.000
b3n=0.000
b1x=1.000
b2x=1.000
b3x=1.000
b1ed=1.000
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=1
shapecode_0_sides=4
shapecode_0_additive=0
shapecode_0_thickOutline=0
shapecode_0_textured=1
shapecode_0_num_inst=1
shapecode_0_x=0.500
shapecode_0_y=1.800
shapecode_0_rad=0.10000
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=1.000
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=0.100
shapecode_1_enabled=1
shapecode_1_sides=4
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=0.10000
shapecode_1_ang=0.00000
shapecode_1_tex_ang=0.00000
shapecode_1_tex_zoom=1.00000
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=1.000
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=0.100
shapecode_2_enabled=1
shapecode_2_sides=4
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=1.800
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=
per_frame_2=// the m<>bius transformation
per_frame_3=// z -> (az+b)/(cz-d); where a,b,c,d are complex numbers and z will be the uv-vector
per_frame_4=// (az+b)/(cz-d) = a/c + mu/(cz+d), with mu = (bc-ad)/c
per_frame_5=// so a/c and mu can be calculated outside of the shader
per_frame_6=
per_frame_7=//before inversion
per_frame_8=
per_frame_9=scale = 1;
per_frame_10=angle = time*.2;
per_frame_11=translation_x = 0;
per_frame_12=translation_y = 0.12;
per_frame_13=
per_frame_14=a_r = cos(angle)*scale;
per_frame_15=a_i = sin(angle)*scale;
per_frame_16=b_r = translation_x;
per_frame_17=b_i = translation_y;
per_frame_18=
per_frame_19=//complex inverted
per_frame_20=scale = 1;
per_frame_21=angle = sin(time*0.1337)*0.3;
per_frame_22=translation_u = 0;
per_frame_23=translation_v = -0.2;
per_frame_24=
per_frame_25=// c
per_frame_26=q15 = cos(angle)*scale;
per_frame_27=q16 = sin(angle)*scale;
per_frame_28=
per_frame_29=// d
per_frame_30=q17 = translation_u;
per_frame_31=q18 = translation_v;
per_frame_32=
per_frame_33=// c^(-1)
per_frame_34=c_inv_r = q15/(q15*q15+q16*q16);
per_frame_35=c_inv_i = q16/(q15*q15+q16*q16);
per_frame_36=
per_frame_37=// a*c^(-1)
per_frame_38=q11 = (a_r*c_inv_r - a_i*c_inv_i);
per_frame_39=q12 = (a_r*c_inv_i - a_i*c_inv_r);
per_frame_40=
per_frame_41=// (bc-ad)
per_frame_42=bcad_r = (b_r*q15 - b_i*q16)-(a_r*q17-a_i*q18);
per_frame_43=bcad_i = (b_r*q16 - b_i*q15)-(a_r*q18-a_i*q17);
per_frame_44=
per_frame_45=// mu*c^(-1)
per_frame_46=q13 = bcad_r*c_inv_r - bcad_i*c_inv_i;
per_frame_47=q14 = bcad_r*c_inv_i - bcad_i*c_inv_r;
warp_1=`sampler sampler_sunrise;
warp_2=`shader_body
warp_3=`{
warp_4=`uv = 0.5 + (uv-0.5)*0.85;
warp_5=` ret = tex2D( sampler_sunrise, saturate(uv) ).xyz;
warp_6=`}
comp_1=`sampler sampler_sunrise;
comp_2=`shader_body
comp_3=`{
comp_4=`
comp_5=`float2 ac = float2(q11,q12);
comp_6=`float2 mu = float2(q13,q14);
comp_7=`float2 c = float2(q15,q16);
comp_8=`float2 d = float2(q17,q18);
comp_9=`
comp_10=`float2 z = (uv-0.5);
comp_11=`
comp_12=`// (c*z + d)
comp_13=`float2 czd = float2(z.x*c.x-z.y*c.y,z.x*c.y-z.y*c.x)*aspect.yx + d;
comp_14=`// mu/(cz+d)
comp_15=`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_16=`
comp_17=`moebius = 0.5 + (1.0 - abs( frac( moebius * 0.5 ) * 2 - 1.0 )-0.5)*0.99;
comp_18=`
comp_19=`uv = moebius;
comp_20=`
comp_21=`ret = GetBlur1(uv);
comp_22=`}
comp_23=`