mirror of
https://github.com/WinampDesktop/winamp.git
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298 lines
6.7 KiB
Text
298 lines
6.7 KiB
Text
MILKDROP_PRESET_VERSION=201
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PSVERSION=2
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PSVERSION_WARP=2
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PSVERSION_COMP=2
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[preset00]
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fRating=3.000
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fGammaAdj=1.000
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fDecay=1.000
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fVideoEchoZoom=1.000
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fVideoEchoAlpha=0.000
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nVideoEchoOrientation=0
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nWaveMode=7
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bAdditiveWaves=0
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bWaveDots=0
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bWaveThick=1
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bModWaveAlphaByVolume=0
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bMaximizeWaveColor=0
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bTexWrap=0
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bDarkenCenter=0
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bRedBlueStereo=0
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bBrighten=0
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bDarken=0
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bSolarize=0
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bInvert=0
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fWaveAlpha=0.001
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fWaveScale=0.010
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fWaveSmoothing=0.900
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fWaveParam=1.000
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fModWaveAlphaStart=0.500
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fModWaveAlphaEnd=1.000
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fWarpAnimSpeed=2.155
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fWarpScale=0.591
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fZoomExponent=1.00016
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fShader=0.000
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zoom=1.00000
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rot=0.00000
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cx=0.500
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cy=0.500
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dx=0.00001
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dy=0.00001
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warp=8.31106
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sx=1.00000
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sy=1.00000
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wave_r=0.500
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wave_g=0.500
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wave_b=0.500
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wave_x=0.500
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wave_y=0.600
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ob_size=0.005
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ob_r=0.000
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ob_g=0.000
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ob_b=0.000
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ob_a=1.000
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ib_size=0.005
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ib_r=0.000
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ib_g=0.000
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ib_b=0.000
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ib_a=0.100
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nMotionVectorsX=64.000
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nMotionVectorsY=48.000
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mv_dx=0.000
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mv_dy=0.000
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mv_l=1.500
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mv_r=0.000
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mv_g=0.000
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mv_b=0.000
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mv_a=0.000
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b1n=0.000
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b2n=0.000
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b3n=0.000
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b1x=1.000
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b2x=1.000
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b3x=1.000
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b1ed=1.000
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wavecode_0_enabled=0
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wavecode_0_samples=512
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wavecode_0_sep=0
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wavecode_0_bSpectrum=0
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wavecode_0_bUseDots=0
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wavecode_0_bDrawThick=0
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wavecode_0_bAdditive=0
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wavecode_0_scaling=1.00000
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wavecode_0_smoothing=0.50000
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wavecode_0_r=1.000
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wavecode_0_g=1.000
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wavecode_0_b=1.000
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wavecode_0_a=1.000
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wavecode_1_enabled=0
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wavecode_1_samples=512
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wavecode_1_sep=0
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wavecode_1_bSpectrum=0
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wavecode_1_bUseDots=0
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wavecode_1_bDrawThick=0
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wavecode_1_bAdditive=0
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wavecode_1_scaling=1.00000
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wavecode_1_smoothing=0.50000
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wavecode_1_r=1.000
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wavecode_1_g=1.000
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wavecode_1_b=1.000
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wavecode_1_a=1.000
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wavecode_2_enabled=0
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wavecode_2_samples=512
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wavecode_2_sep=0
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wavecode_2_bSpectrum=0
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wavecode_2_bUseDots=0
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wavecode_2_bDrawThick=0
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wavecode_2_bAdditive=0
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wavecode_2_scaling=1.00000
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wavecode_2_smoothing=0.50000
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wavecode_2_r=1.000
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wavecode_2_g=1.000
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wavecode_2_b=1.000
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wavecode_2_a=1.000
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wavecode_3_enabled=0
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wavecode_3_samples=512
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wavecode_3_sep=0
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wavecode_3_bSpectrum=0
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wavecode_3_bUseDots=0
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wavecode_3_bDrawThick=0
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wavecode_3_bAdditive=0
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wavecode_3_scaling=1.00000
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wavecode_3_smoothing=0.50000
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wavecode_3_r=1.000
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wavecode_3_g=1.000
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wavecode_3_b=1.000
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wavecode_3_a=1.000
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shapecode_0_enabled=1
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shapecode_0_sides=4
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shapecode_0_additive=0
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shapecode_0_thickOutline=0
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shapecode_0_textured=1
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shapecode_0_num_inst=1
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shapecode_0_x=0.500
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shapecode_0_y=1.800
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shapecode_0_rad=0.10000
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shapecode_0_ang=0.00000
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shapecode_0_tex_ang=0.00000
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shapecode_0_tex_zoom=1.00000
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shapecode_0_r=1.000
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shapecode_0_g=0.000
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shapecode_0_b=0.000
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shapecode_0_a=1.000
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shapecode_0_r2=0.000
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shapecode_0_g2=1.000
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shapecode_0_b2=0.000
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shapecode_0_a2=0.000
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shapecode_0_border_r=1.000
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shapecode_0_border_g=1.000
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shapecode_0_border_b=1.000
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shapecode_0_border_a=0.100
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shapecode_1_enabled=1
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shapecode_1_sides=4
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shapecode_1_additive=0
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shapecode_1_thickOutline=0
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shapecode_1_textured=1
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shapecode_1_num_inst=1
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shapecode_1_x=0.500
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shapecode_1_y=1.800
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shapecode_1_rad=0.10000
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shapecode_1_ang=0.00000
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shapecode_1_tex_ang=0.00000
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shapecode_1_tex_zoom=1.00000
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shapecode_1_r=1.000
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shapecode_1_g=0.000
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shapecode_1_b=0.000
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shapecode_1_a=1.000
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shapecode_1_r2=0.000
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shapecode_1_g2=1.000
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shapecode_1_b2=0.000
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shapecode_1_a2=0.000
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shapecode_1_border_r=1.000
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shapecode_1_border_g=1.000
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shapecode_1_border_b=1.000
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shapecode_1_border_a=0.100
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shapecode_2_enabled=1
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shapecode_2_sides=4
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shapecode_2_additive=0
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shapecode_2_thickOutline=0
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shapecode_2_textured=1
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shapecode_2_num_inst=1
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shapecode_2_x=0.500
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shapecode_2_y=1.800
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shapecode_2_rad=0.10000
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shapecode_2_ang=0.00000
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shapecode_2_tex_ang=0.00000
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shapecode_2_tex_zoom=1.00000
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shapecode_2_r=1.000
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shapecode_2_g=0.000
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shapecode_2_b=0.000
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shapecode_2_a=1.000
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shapecode_2_r2=0.000
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shapecode_2_g2=1.000
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shapecode_2_b2=0.000
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shapecode_2_a2=0.000
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shapecode_2_border_r=1.000
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shapecode_2_border_g=1.000
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shapecode_2_border_b=1.000
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shapecode_2_border_a=0.100
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shapecode_3_enabled=0
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shapecode_3_sides=4
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shapecode_3_additive=0
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shapecode_3_thickOutline=0
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shapecode_3_textured=0
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shapecode_3_num_inst=1
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shapecode_3_x=0.500
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shapecode_3_y=0.500
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shapecode_3_rad=0.10000
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shapecode_3_ang=0.00000
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shapecode_3_tex_ang=0.00000
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shapecode_3_tex_zoom=1.00000
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shapecode_3_r=1.000
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shapecode_3_g=0.000
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shapecode_3_b=0.000
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shapecode_3_a=1.000
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shapecode_3_r2=0.000
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shapecode_3_g2=1.000
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shapecode_3_b2=0.000
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shapecode_3_a2=0.000
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shapecode_3_border_r=1.000
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shapecode_3_border_g=1.000
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shapecode_3_border_b=1.000
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shapecode_3_border_a=0.100
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per_frame_1=
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per_frame_2=// the m<>bius transformation
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per_frame_3=// z -> (az+b)/(cz-d); where a,b,c,d are complex numbers and z will be the uv-vector
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per_frame_4=// (az+b)/(cz-d) = a/c + mu/(cz+d), with mu = (bc-ad)/c
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per_frame_5=// so a/c and mu can be calculated outside of the shader
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per_frame_6=
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per_frame_7=//before inversion
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per_frame_8=
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per_frame_9=scale = 1;
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per_frame_10=angle = time*.2;
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per_frame_11=translation_x = 0;
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per_frame_12=translation_y = 0.12;
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per_frame_13=
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per_frame_14=a_r = cos(angle)*scale;
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per_frame_15=a_i = sin(angle)*scale;
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per_frame_16=b_r = translation_x;
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per_frame_17=b_i = translation_y;
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per_frame_18=
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per_frame_19=//complex inverted
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per_frame_20=scale = 1;
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per_frame_21=angle = sin(time*0.1337)*0.3;
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per_frame_22=translation_u = 0;
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per_frame_23=translation_v = -0.2;
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per_frame_24=
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per_frame_25=// c
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per_frame_26=q15 = cos(angle)*scale;
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per_frame_27=q16 = sin(angle)*scale;
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per_frame_28=
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per_frame_29=// d
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per_frame_30=q17 = translation_u;
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per_frame_31=q18 = translation_v;
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per_frame_32=
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per_frame_33=// c^(-1)
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per_frame_34=c_inv_r = q15/(q15*q15+q16*q16);
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per_frame_35=c_inv_i = q16/(q15*q15+q16*q16);
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per_frame_36=
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per_frame_37=// a*c^(-1)
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per_frame_38=q11 = (a_r*c_inv_r - a_i*c_inv_i);
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per_frame_39=q12 = (a_r*c_inv_i - a_i*c_inv_r);
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per_frame_40=
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per_frame_41=// (bc-ad)
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per_frame_42=bcad_r = (b_r*q15 - b_i*q16)-(a_r*q17-a_i*q18);
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per_frame_43=bcad_i = (b_r*q16 - b_i*q15)-(a_r*q18-a_i*q17);
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per_frame_44=
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per_frame_45=// mu*c^(-1)
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per_frame_46=q13 = bcad_r*c_inv_r - bcad_i*c_inv_i;
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per_frame_47=q14 = bcad_r*c_inv_i - bcad_i*c_inv_r;
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warp_1=`sampler sampler_sunrise;
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warp_2=`shader_body
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warp_3=`{
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warp_4=`uv = 0.5 + (uv-0.5)*0.85;
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warp_5=` ret = tex2D( sampler_sunrise, saturate(uv) ).xyz;
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warp_6=`}
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comp_1=`sampler sampler_sunrise;
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comp_2=`shader_body
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comp_3=`{
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comp_4=`
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comp_5=`float2 ac = float2(q11,q12);
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comp_6=`float2 mu = float2(q13,q14);
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comp_7=`float2 c = float2(q15,q16);
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comp_8=`float2 d = float2(q17,q18);
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comp_9=`
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comp_10=`float2 z = (uv-0.5);
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comp_11=`
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comp_12=`// (c*z + d)
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comp_13=`float2 czd = float2(z.x*c.x-z.y*c.y,z.x*c.y-z.y*c.x)*aspect.yx + d;
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comp_14=`// mu/(cz+d)
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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;
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comp_16=`
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comp_17=`moebius = 0.5 + (1.0 - abs( frac( moebius * 0.5 ) * 2 - 1.0 )-0.5)*0.99;
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comp_18=`
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comp_19=`uv = moebius;
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comp_20=`
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comp_21=`ret = GetBlur1(uv);
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comp_22=`}
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comp_23=`
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