mirror of
https://github.com/WinampDesktop/winamp.git
synced 2024-09-24 15:54:12 +00:00
291 lines
7 KiB
Text
291 lines
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=4.000000
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fGammaAdj=1.9
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fDecay=0.980
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fVideoEchoZoom=1.169
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fVideoEchoAlpha=0.0
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nVideoEchoOrientation=0
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nWaveMode=7
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bAdditiveWaves=1
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bWaveDots=0
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bWaveThick=0
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bModWaveAlphaByVolume=1
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bMaximizeWaveColor=1
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bTexWrap=1
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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=0.4
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fWaveScale=3.235
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fWaveSmoothing=0.729
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fWaveParam=0.0
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fModWaveAlphaStart=1.330
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fModWaveAlphaEnd=1.410
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fWarpAnimSpeed=1.0
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fWarpScale=3.138
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fZoomExponent=1.67769
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fShader=0.0
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zoom=1.24300
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rot=-0.06000
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cx=0.5
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cy=0.5
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dx=0.0
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dy=-0.00500
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warp=0.46911
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sx=1.0
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sy=1.0
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wave_r=0.830
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wave_g=0.8
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wave_b=0.8
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wave_x=0.5
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wave_y=0.620
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ob_size=0.010
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ob_r=0.0
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ob_g=0.0
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ob_b=0.0
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ob_a=0.0
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ib_size=0.010
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ib_r=0.250
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ib_g=0.250
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ib_b=0.250
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ib_a=0.0
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nMotionVectorsX=12.0
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nMotionVectorsY=9.0
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mv_dx=0.0
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mv_dy=0.0
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mv_l=0.9
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mv_r=1.0
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mv_g=1.0
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mv_b=1.0
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mv_a=0.0
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b1n=0.0
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b2n=0.0
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b3n=0.0
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b1x=1.0
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b2x=1.0
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b3x=1.0
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b1ed=0.250
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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=1.0
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wavecode_0_smoothing=0.5
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wavecode_0_r=1.0
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wavecode_0_g=1.0
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wavecode_0_b=1.0
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wavecode_0_a=1.0
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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=1.0
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wavecode_1_smoothing=0.5
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wavecode_1_r=1.0
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wavecode_1_g=1.0
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wavecode_1_b=1.0
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wavecode_1_a=1.0
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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=1.0
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wavecode_2_smoothing=0.5
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wavecode_2_r=1.0
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wavecode_2_g=1.0
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wavecode_2_b=1.0
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wavecode_2_a=1.0
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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=1.0
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wavecode_3_smoothing=0.5
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wavecode_3_r=1.0
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wavecode_3_g=1.0
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wavecode_3_b=1.0
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wavecode_3_a=1.0
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shapecode_0_enabled=0
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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=0
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shapecode_0_x=0.5
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shapecode_0_y=0.5
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shapecode_0_rad=0.1
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shapecode_0_ang=0.0
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shapecode_0_tex_ang=0.0
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shapecode_0_tex_zoom=1.0
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shapecode_0_r=1.0
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shapecode_0_g=0.0
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shapecode_0_b=0.0
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shapecode_0_a=1.0
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shapecode_0_r2=0.0
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shapecode_0_g2=1.0
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shapecode_0_b2=0.0
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shapecode_0_a2=0.0
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shapecode_0_border_r=1.0
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shapecode_0_border_g=1.0
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shapecode_0_border_b=1.0
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shapecode_0_border_a=0.1
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shapecode_1_enabled=0
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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=0
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shapecode_1_x=0.5
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shapecode_1_y=0.5
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shapecode_1_rad=0.1
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shapecode_1_ang=0.0
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shapecode_1_tex_ang=0.0
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shapecode_1_tex_zoom=1.0
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shapecode_1_r=1.0
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shapecode_1_g=0.0
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shapecode_1_b=0.0
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shapecode_1_a=1.0
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shapecode_1_r2=0.0
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shapecode_1_g2=1.0
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shapecode_1_b2=0.0
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shapecode_1_a2=0.0
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shapecode_1_border_r=1.0
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shapecode_1_border_g=1.0
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shapecode_1_border_b=1.0
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shapecode_1_border_a=0.1
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shapecode_2_enabled=0
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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=0
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shapecode_2_x=0.5
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shapecode_2_y=0.5
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shapecode_2_rad=0.1
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shapecode_2_ang=0.0
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shapecode_2_tex_ang=0.0
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shapecode_2_tex_zoom=1.0
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shapecode_2_r=1.0
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shapecode_2_g=0.0
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shapecode_2_b=0.0
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shapecode_2_a=1.0
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shapecode_2_r2=0.0
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shapecode_2_g2=1.0
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shapecode_2_b2=0.0
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shapecode_2_a2=0.0
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shapecode_2_border_r=1.0
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shapecode_2_border_g=1.0
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shapecode_2_border_b=1.0
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shapecode_2_border_a=0.1
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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_x=0.5
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shapecode_3_y=0.5
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shapecode_3_rad=0.1
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shapecode_3_ang=0.0
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shapecode_3_tex_ang=0.0
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shapecode_3_tex_zoom=1.0
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shapecode_3_r=1.0
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shapecode_3_g=0.0
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shapecode_3_b=0.0
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shapecode_3_a=1.0
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shapecode_3_r2=0.0
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shapecode_3_g2=1.0
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shapecode_3_b2=0.0
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shapecode_3_a2=0.0
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shapecode_3_border_r=1.0
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shapecode_3_border_g=1.0
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shapecode_3_border_b=1.0
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shapecode_3_border_a=0.1
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per_frame_1=wave_r = wave_r + 0.650*( 0.60*sin(1.437*time) + 0.40*sin(0.970*time) );
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per_frame_2=wave_g = wave_g + 0.650*( 0.60*sin(1.344*time) + 0.40*sin(0.841*time) );
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per_frame_3=wave_b = wave_b + 0.650*( 0.60*sin(1.251*time) + 0.40*sin(1.055*time) );
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per_frame_4=rot = rot + 0.010*( 0.60*sin(0.381*time) + 0.40*sin(0.579*time) );
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per_frame_5=cx = cx + 0.210*( 0.60*sin(0.374*time) + 0.40*sin(0.294*time) );
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per_frame_6=cy = cy + 0.210*( 0.60*sin(0.393*time) + 0.40*sin(0.223*time) );
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per_frame_7=dx = dx + 0.010*( 0.60*sin(0.234*time) + 0.40*sin(0.277*time) );
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per_frame_8=dy = dy + 0.010*( 0.60*sin(0.284*time) + 0.40*sin(0.247*time) );
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per_frame_9=decay = decay - 0.01*equal(frame%6,0);
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per_frame_10=dx = dx + dx_residual;
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per_frame_11=dy = dy + dy_residual;
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per_frame_12=bass_thresh = above(bass_att,bass_thresh)*2 + (1-above(bass_att,bass_thresh))*((bass_thresh-1.3)*0.96+1.3);
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per_frame_13=dx_residual = (equal(bass_thresh,2.13)*0.016*sin(time*7) + (1-equal(bass_thresh,2.13))*dx_residual)*0.9;
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per_frame_14=dy_residual = (equal(bass_thresh,2.13)*0.012*sin(time*9) + (1-equal(bass_thresh,2.13))*dy_residual)*0.9;
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per_frame_15=wave_x = wave_x - dx_residual*7;
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per_frame_16=wave_y = wave_y - dy_residual*7;
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per_frame_17=
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per_frame_18=rot = rot + 0.09*( 0.60*sin(0.851*time) + 0.40*sin(1.055*time) );
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per_frame_19=zoom = zoom + 0.04*cos(time*0.513+2);
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per_frame_20=q1 = 0.12*cos(time*0.479+1);
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per_frame_21=q2 = 0.12*cos(time*0.359+2);
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per_frame_22=q3 = 0.12*cos(time*0.270+6);
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per_frame_23=q4 = 0.12*cos(time*0.394+1);
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warp_1=`shader_body
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warp_2=`{
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warp_3=` float2 uv2 = lerp(uv_orig, uv, 0.2);
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warp_4=`
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warp_5=` // diffused version:
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warp_6=` float ss = 0.3;
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warp_7=` float3 blur = 0.25*(
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warp_8=` tex2D(sampler_main, uv2+ss*texsize.zw*float2( 1, 1)).xyz +
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warp_9=` tex2D(sampler_main, uv2+ss*texsize.zw*float2(-1, 1)).xyz +
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warp_10=` tex2D(sampler_main, uv2+ss*texsize.zw*float2( 1,-1)).xyz +
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warp_11=` tex2D(sampler_main, uv2+ss*texsize.zw*float2(-1,-1)).xyz
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warp_12=` );
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warp_13=`
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warp_14=` // diffusion:
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warp_15=` ret = tex2D(sampler_main,uv2);//blur;
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warp_16=`
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warp_17=` float F2 = 0.035;
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warp_18=` float k2 = 0.060;
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warp_19=` float s = 0.025;
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warp_20=` float scale = 9;
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warp_21=`
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warp_22=` // reaction:
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warp_23=` float3 z = ret;
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warp_24=` float uvv = ret.x*ret.y*ret.y;
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warp_25=` z.x += (-uvv + F2*(1-ret.x) + 0.0007)*scale;
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warp_26=` z.y += (uvv - (F2+k2)*ret.y)*scale;
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warp_27=` //z.x += s*(16-ret.x*ret.y);
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warp_28=` //z.y += s*(ret.x*ret.y - ret.y - ret.z);
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warp_29=` z.z -= 0.02;
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warp_30=`
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warp_31=` // apply laplacian:
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warp_32=` z.x += (blur - GetPixel(uv2))*0.2*scale;
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warp_33=`
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warp_34=` ret = z;
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warp_35=` //ret *= 0.98 + 0.02*saturate( (0.75 - rad )*10 );
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warp_36=` //ret *= 0.99;
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warp_37=`
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warp_38=` // add noise:
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warp_39=` ret.x += 0.09*(tex2d(sampler_noise_lq, uv*texsize.xy*texsize_noise_lq.zw + rand_frame.xy).xyz*2-1);
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warp_40=`
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warp_41=` // darken (decay) over time
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warp_42=` //ret = (ret - 0.002)*0.99;
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warp_43=`}
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comp_1=`shader_body
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comp_2=`{
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comp_3=` ret = tex2D(sampler_main, uv).xyz;
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comp_4=` ret += GetBlur1(uv)*0.25;
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comp_5=` ret = ret.yyy;
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comp_6=` ret = pow(ret, float3(0.8,0.4,1.7))*1.9;
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comp_7=`}
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