Archived
1
0
This repository has been archived on 2024-10-17. You can view files and clone it, but cannot push or open issues or pull requests.
winamp/Src/resources/data/Milkdrop2/presets/Goody - Ego Decontructor.milk
2024-09-24 14:54:57 +02:00

325 lines
8.4 KiB
Plaintext

MILKDROP_PRESET_VERSION=201
PSVERSION=3
PSVERSION_WARP=3
PSVERSION_COMP=3
[preset00]
fRating=3.000
fGammaAdj=1.420
fDecay=1.000
fVideoEchoZoom=1.007
fVideoEchoAlpha=0.000
nVideoEchoOrientation=3
nWaveMode=3
bAdditiveWaves=0
bWaveDots=1
bWaveThick=1
bModWaveAlphaByVolume=1
bMaximizeWaveColor=1
bTexWrap=1
bDarkenCenter=0
bRedBlueStereo=0
bBrighten=0
bDarken=1
bSolarize=0
bInvert=0
fWaveAlpha=0.998
fWaveScale=2.155
fWaveSmoothing=0.900
fWaveParam=-1.000
fModWaveAlphaStart=0.710
fModWaveAlphaEnd=1.300
fWarpAnimSpeed=1.000
fWarpScale=1.331
fZoomExponent=1.00000
fShader=0.000
zoom=1.00950
rot=0.00000
cx=0.500
cy=0.500
dx=0.00000
dy=0.00000
warp=0.01000
sx=1.00000
sy=1.00000
wave_r=1.000
wave_g=1.000
wave_b=1.000
wave_x=0.500
wave_y=0.500
ob_size=0.010
ob_r=0.010
ob_g=0.000
ob_b=0.000
ob_a=0.500
ib_size=0.015
ib_r=0.250
ib_g=0.250
ib_b=0.250
ib_a=0.500
nMotionVectorsX=64.000
nMotionVectorsY=1.248
mv_dx=0.000
mv_dy=0.000
mv_l=5.000
mv_r=1.000
mv_g=1.000
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=0.000
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=10
shapecode_0_additive=1
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=0.24483
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
shape_0_per_frame1=x=x+.2*sin(time*.411);
shape_0_per_frame2=y=y+.2*cos(time*.423);
shapecode_1_enabled=1
shapecode_1_sides=10
shapecode_1_additive=1
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=0.24483
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
shape_1_per_frame1=x=x-.2*sin(time*.411);
shape_1_per_frame2=y=y-.2*cos(time*.423);
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=//Unchained's Beat Code
per_frame_2=
per_frame_3=old_bass_flop=bass_flop;
per_frame_4=old_treb_flop=treb_flop;
per_frame_5=old_mid_flop=mid_flop;
per_frame_6=chaos=.9+.1*sin(pulse);
per_frame_7=entropy=if(equal(pulse,-20),1+bass_flop+treb_flop+mid_flop+rand(2),entropy);
per_frame_8=bass_thresh = above(bass_att,bass_thresh)*2 + (1-above(bass_att,bass_thresh))*((bass_thresh-1.3)*chaos+1.3);
per_frame_9=bass_flop=abs(bass_flop-equal(bass_thresh,2));
per_frame_10=treb_thresh=above(treb_att,treb_thresh)*2 + (1-above(treb_att,treb_thresh))*((treb_thresh-1.3)*chaos+1.3);
per_frame_11=treb_flop=abs(treb_flop-equal(treb_thresh,2));
per_frame_12=mid_thresh=above(mid_att,mid_thresh)*2 + (1-above(mid_att,mid_thresh))*((mid_thresh-1.3)*chaos+1.3);
per_frame_13=mid_flop=abs(mid_flop-equal(mid_thresh,2));
per_frame_14=bass_changed=bnot(equal(old_bass_flop,bass_flop));
per_frame_15=mid_changed=bnot(equal(old_mid_flop,mid_flop));
per_frame_16=treb_changed=bnot(equal(old_treb_flop,treb_flop));
per_frame_17=bass_residual = bass_changed*sin(pulse*.1*entropy) + bnot(bass_changed)*bass_residual;
per_frame_18=treb_residual = treb_changed*sin(pulse*.1*entropy) + bnot(treb_changed)*treb_residual;
per_frame_19=mid_residual = mid_changed*sin(pulse*.1*entropy) + bnot(mid_changed)*mid_residual;
per_frame_20=pulse=if(above(abs(pulse),20),-20,pulse+(bass_thresh+mid_thresh+treb_thresh)*.032);
per_frame_21=q1=mid_residual;
per_frame_22=q2=bass_residual;
per_frame_23=q3=treb_residual;
per_frame_24=q4=sin(pulse);
per_frame_25=q5=cos(pulse/2+q1);
per_frame_26=
per_frame_27=q6=sin(q3*q1+q7*q2);
per_frame_28=q7=above(q1,0)+above(q2,0)+above(q3,0)+above(q3,0)*treb_flop+above(q2,0)*bass_flop+above(q1,0)*mid_flop;
per_frame_29=q8=entropy;
per_frame_30=
per_frame_31=vol=(bass+mid+treb_att)*.3333;
per_frame_32=
per_frame_33=redsine=.5+.15*bass*sin(time*3);
per_frame_34=greensine=.5+.15*mid*sin(time*2);
per_frame_35=bluesine=.5+.15*treb*sin(time);
per_frame_36=
per_frame_37=redif=if(above(bass,1.2),redsine,if(above(redif,.95),.0,redif*.95));
per_frame_38=greenif=if(above(mid,1.2),greensine,if(above(greenif,.95),.0,greenif*.95));
per_frame_39=blueif=if(above(treb,1.2),bluesine,if(above(blueif,.95),.0,blueif*.95));
per_frame_40=
per_frame_41=r=redif;
per_frame_42=g=greenif;
per_frame_43=b=blueif;
per_frame_44=
per_frame_45=q9=r;
per_frame_46=q10=g;
per_frame_47=q11=b;
per_frame_48=
per_frame_49=wave_r=wave_r*(sin(redif*cos(b+g)));
per_frame_50=wave_g=wave_g*(sin(greenif*cos(r+b)));
per_frame_51=wave_b=wave_b*(sin(blueif*cos(r+g)));
per_frame_52=
per_frame_53=ib_r=r;
per_frame_54=ib_g=g;
per_frame_55=ib_b=b;
per_frame_56=
per_frame_57=ob_r=wave_r*redif;
per_frame_58=ob_g=wave_g*greenif;
per_frame_59=ob_b=wave_b*blueif;
per_pixel_1=//xy transform code
per_pixel_2=xv = sin(time*.333)*x -cos(time*.667)*x;
per_pixel_3=yv = cos(time*.233)*y +sin(time*.567)*y;
per_pixel_4=x = xv; y = yv;
per_pixel_5=//end x/y transform code
per_pixel_6=
per_pixel_7=sx=sx+.075*sin(x*3+q7*x);
per_pixel_8=sy=sy+.075*sin(y*3.1+q7*y);
per_pixel_9=
per_pixel_10=dx=dx+.005*cos(y*20+.1*cos(time*.11)+(q2*q6));
per_pixel_11=dy=dy+.005*sin(x*20+.1*sin(time*.09)+(q3*q6));
warp_1=`shader_body
warp_2=`{
warp_3=` // sample previous frame
warp_4=` ret = tex2D( sampler_main, uv ).xyz;
warp_5=`
warp_6=` // darken (decay) over time
warp_7=` ret *= 1.00; //or try: ret -= 0.004;
warp_8=`}
comp_1=`shader_body
comp_2=`{
comp_3=`float2 uvm=0;
comp_4=`float2 uvv=0;
comp_5=`float2 uvt=0;
comp_6=`
comp_7=`uvm.x=.5*tex2D(sampler_noise_hq , uv.x)+.5*tex2D(sampler_main, uv.x);
comp_8=`uvm.y=.5*tex2D(sampler_main, uv.y)+.5*tex2D(sampler_noise_hq, uv.y);
comp_9=`
comp_10=`uvv=uv*uvm;
comp_11=`
comp_12=`ret = tex2D(sampler_main, (uv)).xyz;
comp_13=`
comp_14=`float3 bl = GetBlur1(uv)-GetBlur3(tex2D(sampler_noise_hq, (GetBlur3(uvv))));
comp_15=`float2 texm = frac(bl+uvm);
comp_16=`
comp_17=`uvt=uvv-texm;
comp_18=`
comp_19=`ret =2*bl*tex2D(sampler_main, texm*uvt);
comp_20=`}