winamp/Src/resources/data/Milkdrop2/presets/Geiss - Cosmic Dust 2 - Tiny Reaction Diffusion Mix.milk
2024-09-24 14:54:57 +02:00

291 lines
7 KiB
Text

MILKDROP_PRESET_VERSION=201
PSVERSION=2
PSVERSION_WARP=2
PSVERSION_COMP=2
[preset00]
fRating=4.000000
fGammaAdj=1.9
fDecay=0.980
fVideoEchoZoom=1.169
fVideoEchoAlpha=0.0
nVideoEchoOrientation=0
nWaveMode=7
bAdditiveWaves=1
bWaveDots=0
bWaveThick=0
bModWaveAlphaByVolume=1
bMaximizeWaveColor=1
bTexWrap=1
bDarkenCenter=0
bRedBlueStereo=0
bBrighten=0
bDarken=0
bSolarize=0
bInvert=0
fWaveAlpha=0.4
fWaveScale=3.235
fWaveSmoothing=0.729
fWaveParam=0.0
fModWaveAlphaStart=1.330
fModWaveAlphaEnd=1.410
fWarpAnimSpeed=1.0
fWarpScale=3.138
fZoomExponent=1.67769
fShader=0.0
zoom=1.24300
rot=-0.06000
cx=0.5
cy=0.5
dx=0.0
dy=-0.00500
warp=0.46911
sx=1.0
sy=1.0
wave_r=0.830
wave_g=0.8
wave_b=0.8
wave_x=0.5
wave_y=0.620
ob_size=0.010
ob_r=0.0
ob_g=0.0
ob_b=0.0
ob_a=0.0
ib_size=0.010
ib_r=0.250
ib_g=0.250
ib_b=0.250
ib_a=0.0
nMotionVectorsX=12.0
nMotionVectorsY=9.0
mv_dx=0.0
mv_dy=0.0
mv_l=0.9
mv_r=1.0
mv_g=1.0
mv_b=1.0
mv_a=0.0
b1n=0.0
b2n=0.0
b3n=0.0
b1x=1.0
b2x=1.0
b3x=1.0
b1ed=0.250
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=1.0
wavecode_0_smoothing=0.5
wavecode_0_r=1.0
wavecode_0_g=1.0
wavecode_0_b=1.0
wavecode_0_a=1.0
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=1.0
wavecode_1_smoothing=0.5
wavecode_1_r=1.0
wavecode_1_g=1.0
wavecode_1_b=1.0
wavecode_1_a=1.0
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=1.0
wavecode_2_smoothing=0.5
wavecode_2_r=1.0
wavecode_2_g=1.0
wavecode_2_b=1.0
wavecode_2_a=1.0
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=1.0
wavecode_3_smoothing=0.5
wavecode_3_r=1.0
wavecode_3_g=1.0
wavecode_3_b=1.0
wavecode_3_a=1.0
shapecode_0_enabled=0
shapecode_0_sides=4
shapecode_0_additive=0
shapecode_0_thickOutline=0
shapecode_0_textured=0
shapecode_0_x=0.5
shapecode_0_y=0.5
shapecode_0_rad=0.1
shapecode_0_ang=0.0
shapecode_0_tex_ang=0.0
shapecode_0_tex_zoom=1.0
shapecode_0_r=1.0
shapecode_0_g=0.0
shapecode_0_b=0.0
shapecode_0_a=1.0
shapecode_0_r2=0.0
shapecode_0_g2=1.0
shapecode_0_b2=0.0
shapecode_0_a2=0.0
shapecode_0_border_r=1.0
shapecode_0_border_g=1.0
shapecode_0_border_b=1.0
shapecode_0_border_a=0.1
shapecode_1_enabled=0
shapecode_1_sides=4
shapecode_1_additive=0
shapecode_1_thickOutline=0
shapecode_1_textured=0
shapecode_1_x=0.5
shapecode_1_y=0.5
shapecode_1_rad=0.1
shapecode_1_ang=0.0
shapecode_1_tex_ang=0.0
shapecode_1_tex_zoom=1.0
shapecode_1_r=1.0
shapecode_1_g=0.0
shapecode_1_b=0.0
shapecode_1_a=1.0
shapecode_1_r2=0.0
shapecode_1_g2=1.0
shapecode_1_b2=0.0
shapecode_1_a2=0.0
shapecode_1_border_r=1.0
shapecode_1_border_g=1.0
shapecode_1_border_b=1.0
shapecode_1_border_a=0.1
shapecode_2_enabled=0
shapecode_2_sides=4
shapecode_2_additive=0
shapecode_2_thickOutline=0
shapecode_2_textured=0
shapecode_2_x=0.5
shapecode_2_y=0.5
shapecode_2_rad=0.1
shapecode_2_ang=0.0
shapecode_2_tex_ang=0.0
shapecode_2_tex_zoom=1.0
shapecode_2_r=1.0
shapecode_2_g=0.0
shapecode_2_b=0.0
shapecode_2_a=1.0
shapecode_2_r2=0.0
shapecode_2_g2=1.0
shapecode_2_b2=0.0
shapecode_2_a2=0.0
shapecode_2_border_r=1.0
shapecode_2_border_g=1.0
shapecode_2_border_b=1.0
shapecode_2_border_a=0.1
shapecode_3_enabled=0
shapecode_3_sides=4
shapecode_3_additive=0
shapecode_3_thickOutline=0
shapecode_3_textured=0
shapecode_3_x=0.5
shapecode_3_y=0.5
shapecode_3_rad=0.1
shapecode_3_ang=0.0
shapecode_3_tex_ang=0.0
shapecode_3_tex_zoom=1.0
shapecode_3_r=1.0
shapecode_3_g=0.0
shapecode_3_b=0.0
shapecode_3_a=1.0
shapecode_3_r2=0.0
shapecode_3_g2=1.0
shapecode_3_b2=0.0
shapecode_3_a2=0.0
shapecode_3_border_r=1.0
shapecode_3_border_g=1.0
shapecode_3_border_b=1.0
shapecode_3_border_a=0.1
per_frame_1=wave_r = wave_r + 0.650*( 0.60*sin(1.437*time) + 0.40*sin(0.970*time) );
per_frame_2=wave_g = wave_g + 0.650*( 0.60*sin(1.344*time) + 0.40*sin(0.841*time) );
per_frame_3=wave_b = wave_b + 0.650*( 0.60*sin(1.251*time) + 0.40*sin(1.055*time) );
per_frame_4=rot = rot + 0.010*( 0.60*sin(0.381*time) + 0.40*sin(0.579*time) );
per_frame_5=cx = cx + 0.210*( 0.60*sin(0.374*time) + 0.40*sin(0.294*time) );
per_frame_6=cy = cy + 0.210*( 0.60*sin(0.393*time) + 0.40*sin(0.223*time) );
per_frame_7=dx = dx + 0.010*( 0.60*sin(0.234*time) + 0.40*sin(0.277*time) );
per_frame_8=dy = dy + 0.010*( 0.60*sin(0.284*time) + 0.40*sin(0.247*time) );
per_frame_9=decay = decay - 0.01*equal(frame%6,0);
per_frame_10=dx = dx + dx_residual;
per_frame_11=dy = dy + dy_residual;
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);
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;
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;
per_frame_15=wave_x = wave_x - dx_residual*7;
per_frame_16=wave_y = wave_y - dy_residual*7;
per_frame_17=
per_frame_18=rot = rot + 0.09*( 0.60*sin(0.851*time) + 0.40*sin(1.055*time) );
per_frame_19=zoom = zoom + 0.04*cos(time*0.513+2);
per_frame_20=q1 = 0.12*cos(time*0.479+1);
per_frame_21=q2 = 0.12*cos(time*0.359+2);
per_frame_22=q3 = 0.12*cos(time*0.270+6);
per_frame_23=q4 = 0.12*cos(time*0.394+1);
warp_1=`shader_body
warp_2=`{
warp_3=` float2 uv2 = lerp(uv_orig, uv, 0.2);
warp_4=`
warp_5=` // diffused version:
warp_6=` float ss = 0.3;
warp_7=` float3 blur = 0.25*(
warp_8=` tex2D(sampler_main, uv2+ss*texsize.zw*float2( 1, 1)).xyz +
warp_9=` tex2D(sampler_main, uv2+ss*texsize.zw*float2(-1, 1)).xyz +
warp_10=` tex2D(sampler_main, uv2+ss*texsize.zw*float2( 1,-1)).xyz +
warp_11=` tex2D(sampler_main, uv2+ss*texsize.zw*float2(-1,-1)).xyz
warp_12=` );
warp_13=`
warp_14=` // diffusion:
warp_15=` ret = tex2D(sampler_main,uv2);//blur;
warp_16=`
warp_17=` float F2 = 0.035;
warp_18=` float k2 = 0.060;
warp_19=` float s = 0.025;
warp_20=` float scale = 9;
warp_21=`
warp_22=` // reaction:
warp_23=` float3 z = ret;
warp_24=` float uvv = ret.x*ret.y*ret.y;
warp_25=` z.x += (-uvv + F2*(1-ret.x) + 0.0007)*scale;
warp_26=` z.y += (uvv - (F2+k2)*ret.y)*scale;
warp_27=` //z.x += s*(16-ret.x*ret.y);
warp_28=` //z.y += s*(ret.x*ret.y - ret.y - ret.z);
warp_29=` z.z -= 0.02;
warp_30=`
warp_31=` // apply laplacian:
warp_32=` z.x += (blur - GetPixel(uv2))*0.2*scale;
warp_33=`
warp_34=` ret = z;
warp_35=` //ret *= 0.98 + 0.02*saturate( (0.75 - rad )*10 );
warp_36=` //ret *= 0.99;
warp_37=`
warp_38=` // add noise:
warp_39=` ret.x += 0.09*(tex2d(sampler_noise_lq, uv*texsize.xy*texsize_noise_lq.zw + rand_frame.xy).xyz*2-1);
warp_40=`
warp_41=` // darken (decay) over time
warp_42=` //ret = (ret - 0.002)*0.99;
warp_43=`}
comp_1=`shader_body
comp_2=`{
comp_3=` ret = tex2D(sampler_main, uv).xyz;
comp_4=` ret += GetBlur1(uv)*0.25;
comp_5=` ret = ret.yyy;
comp_6=` ret = pow(ret, float3(0.8,0.4,1.7))*1.9;
comp_7=`}