winamp/Src/resources/data/Milkdrop2/presets/cope - the drain to heaven.milk
2024-09-24 14:54:57 +02:00

294 lines
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MILKDROP_PRESET_VERSION=201
PSVERSION=2
PSVERSION_WARP=2
PSVERSION_COMP=2
[preset00]
fRating=3.000
fGammaAdj=1.140
fDecay=1.000
fVideoEchoZoom=1.000
fVideoEchoAlpha=0.000
nVideoEchoOrientation=0
nWaveMode=6
bAdditiveWaves=0
bWaveDots=0
bWaveThick=1
bModWaveAlphaByVolume=0
bMaximizeWaveColor=0
bTexWrap=0
bDarkenCenter=0
bRedBlueStereo=0
bBrighten=0
bDarken=1
bSolarize=0
bInvert=0
fWaveAlpha=1.170
fWaveScale=0.797
fWaveSmoothing=0.000
fWaveParam=0.000
fModWaveAlphaStart=0.710
fModWaveAlphaEnd=1.300
fWarpAnimSpeed=1.000
fWarpScale=1.331
fZoomExponent=0.99950
fShader=0.000
zoom=0.99980
rot=0.02000
cx=0.500
cy=0.500
dx=0.00000
dy=-0.00800
warp=0.01000
sx=1.00980
sy=1.00000
wave_r=0.500
wave_g=0.500
wave_b=0.500
wave_x=0.900
wave_y=0.500
ob_size=0.005
ob_r=0.000
ob_g=0.000
ob_b=0.000
ob_a=0.800
ib_size=0.000
ib_r=0.000
ib_g=0.000
ib_b=0.000
ib_a=1.000
nMotionVectorsX=44.800
nMotionVectorsY=38.400
mv_dx=0.000
mv_dy=0.000
mv_l=5.000
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=1
wavecode_0_bDrawThick=0
wavecode_0_bAdditive=0
wavecode_0_scaling=1.00000
wavecode_0_smoothing=0.50000
wavecode_0_r=0.200
wavecode_0_g=0.700
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=33
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=0.000
shapecode_0_rad=0.11039
shapecode_0_ang=3.40540
shapecode_0_tex_ang=0.00000
shapecode_0_tex_zoom=1.00000
shapecode_0_r=0.000
shapecode_0_g=0.000
shapecode_0_b=0.000
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=0.000
shapecode_0_border_b=0.000
shapecode_0_border_a=0.000
shape_0_per_frame1=//ang = ang + time*2;
shape_0_per_frame2=
shape_0_per_frame3=//x = x + 0.4*sin(time);
shape_0_per_frame4=//y = y + 0.4*sin(-time*1.4);
shapecode_1_enabled=0
shapecode_1_sides=34
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=0.450
shapecode_1_rad=1.62175
shapecode_1_ang=0.00000
shapecode_1_tex_ang=0.00000
shapecode_1_tex_zoom=1.00000
shapecode_1_r=0.000
shapecode_1_g=0.000
shapecode_1_b=0.000
shapecode_1_a=0.050
shapecode_1_r2=0.000
shapecode_1_g2=0.000
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=0.000
shapecode_2_enabled=0
shapecode_2_sides=54
shapecode_2_additive=0
shapecode_2_thickOutline=0
shapecode_2_textured=0
shapecode_2_num_inst=1
shapecode_2_x=0.000
shapecode_2_y=0.600
shapecode_2_rad=0.13478
shapecode_2_ang=0.00000
shapecode_2_tex_ang=0.00000
shapecode_2_tex_zoom=1.00000
shapecode_2_r=0.700
shapecode_2_g=0.600
shapecode_2_b=0.700
shapecode_2_a=1.000
shapecode_2_r2=0.600
shapecode_2_g2=0.600
shapecode_2_b2=0.600
shapecode_2_a2=1.000
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=//r = r + 0.3*(0.6*sin(time*1.87) + 0.4*sin(1.98*time));
shape_2_per_frame2=//b = b + 0.3*(0.6*sin(time*1.3434) + 0.4*sin(1.78*time));
shape_2_per_frame3=//g = g + 0.3*(0.6*sin(time*1.9887) + 0.4*sin(1.6*time));
shape_2_per_frame4=r=0;
shape_2_per_frame5=b=0;
shape_2_per_frame6=g=0;
shape_2_per_frame7=r2=r;
shape_2_per_frame8=b2=b;
shape_2_per_frame9=g2=g;
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=0.000
shapecode_3_y=0.200
shapecode_3_rad=0.20068
shapecode_3_ang=0.00000
shapecode_3_tex_ang=0.00000
shapecode_3_tex_zoom=1.00000
shapecode_3_r=0.000
shapecode_3_g=0.000
shapecode_3_b=0.000
shapecode_3_a=1.000
shapecode_3_r2=0.000
shapecode_3_g2=0.000
shapecode_3_b2=0.000
shapecode_3_a2=1.000
shapecode_3_border_r=1.000
shapecode_3_border_g=1.000
shapecode_3_border_b=1.000
shapecode_3_border_a=0.000
per_frame_1=wave_r = wave_r + 0.3*sin(vol*50);
per_frame_2=wave_b = wave_b + 0.3*sin(vol*20);
per_frame_3=wave_g = wave_g + 0.5*sin(vol*35);
per_frame_4=
per_frame_5=
per_frame_6=q8=wave_r;
per_frame_7=q7=wave_b;
per_frame_8=q6=wave_g;
per_frame_9=
per_frame_10=wr = 0.5+0.4*(0.6*sin(time*1.1) + 0.4*sin(0.8*time));
per_frame_11=wb = 0.5+0.4*(0.6*sin(time*1.6) + 0.4*sin(0.5*time));
per_frame_12=wg = 0.5+0.4*(0.6*sin(time*1.34) + 0.4*sin(0.4*time));
per_frame_13=
per_frame_14=monitor=wg;
per_frame_15=q10=wr;
per_frame_16=q11=wb;
per_frame_17=q12=wg;
per_frame_18=q18 = 0.007*sin(time*0.1);
per_frame_19=q17 = -0.007*sin(time*0.254);
per_frame_20=q2=bass_thresh;
per_frame_21=
per_frame_22=vol=(bass+mid+treb)*0.25;
per_frame_23=vol=vol*vol;
per_frame_24=q3=vol;
per_frame_25=
per_frame_26=warp=0;
warp_1=`shader_body
warp_2=`{
warp_3=`
warp_4=`
warp_5=` float3 rc = GetPixel(uv)+GetBlur1(uv);//+GetPixel(uv);
warp_6=` uv = uv-float2(0,1);
warp_7=` float2 ruv = 0.5 + (uv-0.5)*(1+(rc.y*0.03));
warp_8=`
warp_9=` ruv = frac(float2(ruv.x+pow(rc.x,0), ruv.y+pow(rc.x, 0.005)));
warp_10=`
warp_11=` float3 noise3 = tex2D(sampler_noise_lq, uv_orig*texsize.xy*texsize_noise_lq.zw+rand_frame.xy);
warp_12=` noise3 *= frac(q15);
warp_13=` noise3 = lerp(noise3, float3(0,0,0), frac(q3*0.5));
warp_14=`
warp_15=` ret = tex2D(sampler_main, float2(ruv.x, ruv.y)).xyz;
warp_16=`
warp_17=` float3 noise2 = lerp(noise3,float3(q10,q11,q12), ret.x);
warp_18=`
warp_19=` ret += saturate(cross((ret), (noise2)));
warp_20=` ret *= 1;
warp_21=`
warp_22=`
warp_23=`}
comp_1=`shader_body
comp_2=`{
comp_3=` ret = tex2D(sampler_main, uv).xyz;
comp_4=` //ret += GetBlur1(uv);
comp_5=` ret += GetBlur2(uv);
comp_6=` ret = ret;
comp_7=`
comp_8=` ret *= 1.00; //gamma
comp_9=`}