winamp/Src/resources/data/Milkdrop2/presets/martin - axon3.milk
2024-09-24 14:54:57 +02:00

365 lines
8.9 KiB
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MILKDROP_PRESET_VERSION=201
PSVERSION=3
PSVERSION_WARP=3
PSVERSION_COMP=3
[preset00]
fRating=2.000000
fGammaAdj=1.980001
fDecay=0.500000
fVideoEchoZoom=0.999998
fVideoEchoAlpha=0.500000
nVideoEchoOrientation=3
nWaveMode=4
bAdditiveWaves=0
bWaveDots=0
bWaveThick=0
bModWaveAlphaByVolume=1
bMaximizeWaveColor=1
bTexWrap=1
bDarkenCenter=0
bRedBlueStereo=0
bBrighten=0
bDarken=1
bSolarize=0
bInvert=0
fWaveAlpha=0.002705
fWaveScale=1.291486
fWaveSmoothing=0.450000
fWaveParam=0.080000
fModWaveAlphaStart=0.000000
fModWaveAlphaEnd=1.320000
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=0.990000
wave_b=1.000000
wave_x=0.500000
wave_y=0.500000
ob_size=0.000000
ob_r=0.000000
ob_g=0.000000
ob_b=0.000000
ob_a=1.000000
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=0.699900
b2x=1.000000
b3x=1.000000
b1ed=0.000000
wavecode_0_enabled=0
wavecode_0_samples=512
wavecode_0_sep=120
wavecode_0_bSpectrum=0
wavecode_0_bUseDots=0
wavecode_0_bDrawThick=0
wavecode_0_bAdditive=1
wavecode_0_scaling=0.891519
wavecode_0_smoothing=0.820000
wavecode_0_r=1.000000
wavecode_0_g=1.000000
wavecode_0_b=1.000000
wavecode_0_a=0.600000
wavecode_1_enabled=0
wavecode_1_samples=512
wavecode_1_sep=0
wavecode_1_bSpectrum=0
wavecode_1_bUseDots=1
wavecode_1_bDrawThick=1
wavecode_1_bAdditive=0
wavecode_1_scaling=0.891519
wavecode_1_smoothing=0.820000
wavecode_1_r=1.000000
wavecode_1_g=1.000000
wavecode_1_b=1.000000
wavecode_1_a=0.100000
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=0.000000
wavecode_2_g=0.200000
wavecode_2_b=0.000000
wavecode_2_a=1.000000
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
shapecode_0_enabled=0
shapecode_0_sides=4
shapecode_0_additive=0
shapecode_0_thickOutline=0
shapecode_0_textured=0
shapecode_0_x=0.500000
shapecode_0_y=0.500000
shapecode_0_rad=0.108525
shapecode_0_ang=0.000000
shapecode_0_tex_ang=1.005310
shapecode_0_tex_zoom=1.531168
shapecode_0_r=0.500000
shapecode_0_g=0.000000
shapecode_0_b=0.900000
shapecode_0_a=1.000000
shapecode_0_r2=0.830000
shapecode_0_g2=0.930000
shapecode_0_b2=0.800000
shapecode_0_a2=1.000000
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=
shape_0_per_frame2=x = .5; y = .5;
shape_0_per_frame3=a = q22/28;
shape_0_per_frame4=a2 = 0;
shape_0_per_frame5=//a = 1;
shapecode_1_enabled=0
shapecode_1_sides=4
shapecode_1_additive=0
shapecode_1_thickOutline=1
shapecode_1_textured=0
shapecode_1_x=0.400000
shapecode_1_y=0.500000
shapecode_1_rad=2.366958
shapecode_1_ang=0.000000
shapecode_1_tex_ang=3.455753
shapecode_1_tex_zoom=0.993053
shapecode_1_r=0.500000
shapecode_1_g=0.000000
shapecode_1_b=1.000000
shapecode_1_a=0.200000
shapecode_1_r2=0.700000
shapecode_1_g2=0.400000
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=a2 =0;a = 0;
shape_1_per_frame2=a = q24/2;
shapecode_2_enabled=1
shapecode_2_sides=44
shapecode_2_additive=0
shapecode_2_thickOutline=0
shapecode_2_textured=0
shapecode_2_x=0.503000
shapecode_2_y=0.500000
shapecode_2_rad=0.038857
shapecode_2_ang=0.000000
shapecode_2_tex_ang=0.000000
shapecode_2_tex_zoom=0.609857
shapecode_2_r=1.000000
shapecode_2_g=0.100000
shapecode_2_b=0.000000
shapecode_2_a=0.900000
shapecode_2_r2=1.000000
shapecode_2_g2=1.000000
shapecode_2_b2=1.000000
shapecode_2_a2=0.000000
shapecode_2_border_r=1.000000
shapecode_2_border_g=1.000000
shapecode_2_border_b=1.000000
shapecode_2_border_a=0.000000
shape_2_per_frame1=x = .5+.5*(rand(100)-50)/100;
shape_2_per_frame2=y = .5+.5*(rand(100)-50)/100;
shape_2_per_frame3=
shape_2_per_frame4=r = rand(4)/3;
shape_2_per_frame5=g = rand(4)/3;
shape_2_per_frame6=b = rand(4)/3;
shape_2_per_frame7=
shape_2_per_frame8=
shape_2_per_frame9=is_beat = above(time, t0+.05);
shape_2_per_frame10=t0 = is_beat*time + (1-is_beat)*t0;
shape_2_per_frame11=
shape_2_per_frame12=
shape_2_per_frame13=a = min(q21 ,.9) * is_beat;
shape_2_per_frame14=rad = a*a/3 ;
shape_2_per_frame15=
shapecode_3_enabled=0
shapecode_3_sides=63
shapecode_3_additive=0
shapecode_3_thickOutline=0
shapecode_3_textured=1
shapecode_3_x=0.500000
shapecode_3_y=1.000000
shapecode_3_rad=0.548217
shapecode_3_ang=0.000000
shapecode_3_tex_ang=0.000000
shapecode_3_tex_zoom=0.499805
shapecode_3_r=1.000000
shapecode_3_g=1.000000
shapecode_3_b=1.000000
shapecode_3_a=1.000000
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
per_frame_1=dec_med = pow (0.9, 30/fps);
per_frame_2=dec_slow = pow (0.99, 30/fps);
per_frame_3=beat = max (max (bass, mid), treb);
per_frame_4=avg = avg*dec_slow + beat*(1-dec_slow);
per_frame_5=is_beat = above(beat, .2+avg+peak) * above (time, t0+.2);
per_frame_6=t0 = is_beat*time + (1-is_beat)*t0;
per_frame_7=peak = is_beat * beat + (1-is_beat)*peak*dec_med;
per_frame_8=index = (index + is_beat) %8;
per_frame_9=index2 = (index2 + is_beat*bnot(index))%4;
per_frame_10=
per_frame_11=q20 = avg;
per_frame_12=q21 = beat;
per_frame_13=q22 = peak;
per_frame_14=q23 = index;
per_frame_15=q24 = is_beat;
per_frame_16=q26 = bass + mid + treb;
per_frame_17=
per_frame_18=//k1 = is_beat*bnot(index)*bnot(index2);
per_frame_19=
per_frame_20=k1 = is_beat*equal(index,0);
per_frame_21=p1 = k1*(p1+1) + (1-k1)*p1;
per_frame_22=p2 = dec_med * p2+ (1-dec_med)*p1;
per_frame_23=rott = p2 * 3.14159265359/4;
per_frame_24=
per_frame_25=q27 = 8-index;
per_frame_26=q28 = index2;
per_frame_27=
per_frame_28=q1 = cos(rott);
per_frame_29=q2 = sin(rott);
per_frame_30=q3 = -q2;
per_frame_31=q4 = q1;
per_frame_32=
per_frame_33=q5 = q1 * bnot(index2);
per_frame_34=
per_pixel_1=
per_pixel_2=cx = .5 + .2*sin(time);
per_pixel_3=cy = .5 + .2*sin(time*2);
per_pixel_4=zoom = 1 + .2*q1;
per_pixel_5=
per_pixel_6=rot = .04*q5*(sin(q22*4*(rad)));
per_pixel_7=rot = .04*q2;
warp_1=`sampler sampler_worms;
warp_2=`float3 color, mus;
warp_3=`float dx,dy;
warp_4=`
warp_5=`shader_body {
warp_6=`float corr = texsize.xy*texsize_noise_lq.zw;
warp_7=`
warp_8=`float2 uv1 = (uv-.5);
warp_9=`
warp_10=`float f1 = 2;
warp_11=`
warp_12=`float2 uv6 = uv1;
warp_13=`
warp_14=`
warp_15=`//LIESMICH - diese Formel gibt nur eine Spinne:
warp_16=`float rota = lum(tex2D (sampler_noise_hq,uv1.x/4))*.91;
warp_17=`
warp_18=`//LIESMICH - diese Formel gibt auch geschlossene Ringe:
warp_19=`rota = lum(tex2D (sampler_noise_hq,uv1/2+time/20))*3;
warp_20=`
warp_21=`
warp_22=`uv6 = mul(uv1,float2x2(cos(rota),-sin(rota),sin(rota),cos(rota)));
warp_23=`
warp_24=`
warp_25=`mus = .01/(sqrt(uv6.y)+.2);
warp_26=`
warp_27=`float3 blur = GetBlur1(frac(uv));
warp_28=`
warp_29=`float2 hor = float2 (0.005,0);
warp_30=`float2 ver = float2 (0,.005);
warp_31=`
warp_32=`float dx = lum(tex2D(sampler_main,uv+hor)
warp_33=` - tex2D(sampler_main,uv-hor));
warp_34=`float dy = lum(tex2D(sampler_main,uv+ver)
warp_35=` - tex2D(sampler_main,uv-ver));
warp_36=`
warp_37=`float2 zz = float2 (dx,dy);
warp_38=`
warp_39=`
warp_40=`float3 crisp= tex2D(sampler_main,uv+zz*.04);
warp_41=`crisp +=.015 - length(zz)*blur/2;
warp_42=`
warp_43=`float3 ret1 = crisp - blur*.02 + abs(mus);
warp_44=`ret = ret1 * .99 - .04 ;
warp_45=`}
comp_1=`float3 ret1, neu;
comp_2=`float2 rs,rs2,uv1;
comp_3=`shader_body
comp_4=`{
comp_5=`float2 uv2;
comp_6=`float ang2, c, s;
comp_7=`uv -= 0.5;
comp_8=`uv *= aspect.xy;
comp_9=`
comp_10=`float dist = 1;
comp_11=`float inten = 1;
comp_12=`float mask = 0;
comp_13=`ret1 = 0;
comp_14=`int anz = 3;
comp_15=`float n = 0;
comp_16=`while (n <= anz) {
comp_17=` ang2 = 6.28*n/anz;
comp_18=` c = cos(ang2);
comp_19=` s = sin(ang2);
comp_20=` uv2.x = uv.x*c - uv.y*s;
comp_21=` uv2.y = uv.x*s + uv.y*c;
comp_22=`
comp_23=` dist = 1-frac(1.0/anz*n+time/2); //evtl sqrt !
comp_24=`
comp_25=` inten = sqrt(dist)*(1-dist)*8;
comp_26=`float2 uv3 = frac(3*uv2*dist + 0.5+float2(q1,q2)*.05);
comp_27=` neu = 1*GetPixel(uv3) -GetBlur1(uv3+.003);
comp_28=` ret1 = max(ret1,neu*inten);
comp_29=`n++;
comp_30=`}
comp_31=`
comp_32=`rs2 = .5*cos(uv*13) - ret1;;
comp_33=`float dots = saturate(.05/length(rs2)) ;
comp_34=`
comp_35=`
comp_36=`ret = 2*ret1.gbr + 21*dots*(.1+3*ret1) ;
comp_37=`ret = ret1*4;
comp_38=`}