winamp/Src/resources/data/Milkdrop2/presets/Geiss - Motion Blur 2 (Stahl's Neon Jelly 2 RMX).milk

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2024-09-24 13:54:57 +01:00
MILKDROP_PRESET_VERSION=201
PSVERSION=2
PSVERSION_WARP=2
PSVERSION_COMP=2
[preset00]
fRating=3.000000
fGammaAdj=1.000
fDecay=0.980
fVideoEchoZoom=2.000
fVideoEchoAlpha=0.000
nVideoEchoOrientation=0
nWaveMode=7
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=8.200
fWaveScale=3.228
fWaveSmoothing=0.900
fWaveParam=0.000
fModWaveAlphaStart=1.050
fModWaveAlphaEnd=1.650
fWarpAnimSpeed=1.000
fWarpScale=1.000
fZoomExponent=1.00000
fShader=0.000
zoom=1.20500
rot=0.00000
cx=0.500
cy=0.500
dx=0.00000
dy=0.00000
warp=0.01605
sx=1.00000
sy=1.00000
wave_r=0.800
wave_g=0.800
wave_b=0.800
wave_x=0.500
wave_y=0.500
ob_size=0.010
ob_r=0.000
ob_g=0.000
ob_b=0.000
ob_a=0.000
ib_size=0.010
ib_r=0.250
ib_g=0.250
ib_b=0.250
ib_a=0.000
nMotionVectorsX=12.000
nMotionVectorsY=9.000
mv_dx=0.000
mv_dy=0.000
mv_l=0.900
mv_r=1.000
mv_g=1.000
mv_b=1.000
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=4
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=0.10000
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=0
shapecode_1_sides=4
shapecode_1_additive=0
shapecode_1_thickOutline=0
shapecode_1_textured=0
shapecode_1_num_inst=1
shapecode_1_x=0.500
shapecode_1_y=0.500
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=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=wave_r = wave_r + 0.300*( 0.90*sin(1.753*time+0) + 0.40*sin(1.315*time+1) );
per_frame_2=wave_g = wave_g + 0.300*( 0.90*sin(2.883*time+3) + 0.40*sin(1.006*time+4) );
per_frame_3=wave_b = wave_b + 0.300*( 0.90*sin(1.393*time+5) + 0.40*sin(2.733*time+2) );
per_frame_4=zoom = zoom + 0.013*( 0.60*sin(0.339*time) + 0.40*sin(0.276*time) );
per_frame_5=rot = rot + 0.040*( 0.60*sin(0.381*time) + 0.40*sin(0.579*time) );
per_frame_6=cx = cx + 0.003*( 0.60*sin(0.471*time) + 0.40*sin(0.297*time) );
per_frame_7=cy = cy + 0.003*( 0.60*sin(0.379*time) + 0.40*sin(0.351*time) );
per_frame_8=dx = dx + 0.003*( 0.60*sin(0.234*time) + 0.40*sin(0.277*time) );
per_frame_9=rot=rot+0.02*(sin(time*2.134)+sin(time*1.7134)+sin(time*2.834));
per_frame_10=dx=dx+0.01*(sin(time*1.134)+sin(time*0.7134)+sin(time*2.334));
per_frame_11=dy=dy+0.01*(sin(time*1.8834)+sin(time*1.0144)+sin(time*1.334));
warp_1=`shader_body
warp_2=`{
warp_3=` // sample previous frame
warp_4=` ret = tex2D( sampler_main, uv ).xyz;
warp_5=`
warp_6=` // this vector points exactly one pixel, in the direction of motion
warp_7=` float2 v = normalize(uv-uv_orig)*texsize.zw;
warp_8=`
warp_9=` float3 s;
warp_10=` ret = max(ret, tex2D(sampler_main, uv+v)*0.97);
warp_11=` ret = max(ret, tex2D(sampler_main, uv-v)*0.97);
warp_12=` ret = max(ret, tex2D(sampler_main, uv+v*2)*0.90);
warp_13=` ret = max(ret, tex2D(sampler_main, uv-v*2)*0.90);
warp_14=`
warp_15=` // darken over time
warp_16=` ret *= 0.95;
warp_17=`
warp_18=` // add noise
warp_19=` //float2 uv_noise = uv*texsize_noise_lq.zw*texsize.xy + rand_frame.xy;
warp_20=` //ret += (tex2D(sampler_noise_lq, uv_noise)*2-1)*0.02;
warp_21=`}
comp_1=`shader_body
comp_2=`{
comp_3=` float2 uv2;
comp_4=`
comp_5=` float4 c = float4(1,0.4,0.15,0.1);
comp_6=`
comp_7=` uv2 = uv + float2(1,0)*texsize.zw;
comp_8=` float gx1 = GetPixel(uv2)*c.x + GetBlur1(uv2)*c.y + GetBlur2(uv2)*c.z + GetBlur3(uv2)*c.w;
comp_9=` uv2 = uv + float2(-1,0)*texsize.zw;
comp_10=` float gx2 = GetPixel(uv2)*c.x + GetBlur1(uv2)*c.y + GetBlur2(uv2)*c.z + GetBlur3(uv2)*c.w;
comp_11=`
comp_12=` uv2 = uv + float2(0,1)*texsize.zw;
comp_13=` float gy1 = GetPixel(uv2)*c.x + GetBlur1(uv2)*c.y + GetBlur2(uv2)*c.z + GetBlur3(uv2)*c.w;
comp_14=` uv2 = uv + float2(0,-1)*texsize.zw;
comp_15=` float gy2 = GetPixel(uv2)*c.x + GetBlur1(uv2)*c.y + GetBlur2(uv2)*c.z + GetBlur3(uv2)*c.w;
comp_16=`
comp_17=` float3 g = normalize(float3(gx1-gx2, gy1-gy2, 0.14));
comp_18=`
comp_19=` ret = 0.5 + 0.5*g;
comp_20=` ret *= saturate(length(ret.xy-0.5)*5);
comp_21=` ret = ret.xxy;
comp_22=` ret += 1.15;
comp_23=` ret *= lerp(ret,ret*(GetBlur3(uv)*0.3-GetBlur1(uv)),pow(hue_shader.xzy,ret));
comp_24=` ret *= ret;
comp_25=`
comp_26=` //ret *= 1.5; //old gamma effect
comp_27=`}