mirror of
https://github.com/WinampDesktop/winamp.git
synced 2024-09-24 15:54:12 +00:00
292 lines
7.8 KiB
Text
292 lines
7.8 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=5.000
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fGammaAdj=1.000
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fDecay=1.000
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fVideoEchoZoom=2.000
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fVideoEchoAlpha=0.000
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nVideoEchoOrientation=0
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nWaveMode=0
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bAdditiveWaves=0
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bWaveDots=0
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bWaveThick=0
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bModWaveAlphaByVolume=0
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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=0.001
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fWaveScale=2.988
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fWaveSmoothing=0.750
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fWaveParam=0.000
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fModWaveAlphaStart=0.750
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fModWaveAlphaEnd=0.950
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fWarpAnimSpeed=1.000
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fWarpScale=1.000
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fZoomExponent=1.00000
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fShader=0.000
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zoom=0.99010
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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=0.00000
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dy=0.00000
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warp=1.00000
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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=0.500
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ob_size=0.010
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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=0.000
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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=0.000
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nMotionVectorsX=12.000
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nMotionVectorsY=9.000
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mv_dx=0.000
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mv_dy=0.000
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mv_l=0.900
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mv_r=1.000
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mv_g=1.000
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mv_b=1.000
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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=0.000
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wavecode_0_enabled=1
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wavecode_0_samples=512
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wavecode_0_sep=0
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wavecode_0_bSpectrum=1
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wavecode_0_bUseDots=1
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wavecode_0_bDrawThick=1
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wavecode_0_bAdditive=0
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wavecode_0_scaling=0.12032
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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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wave_0_per_point1=y=.3+pow(value1*.01,.2);
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wave_0_per_point2=r=rand(10)*.1;
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wave_0_per_point3=g=rand(10)*.1;
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wave_0_per_point4=b=rand(10)*.1;
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wave_0_per_point5=x = if(equal(frame%2,0),.6 + -sample*.45,.4+sample*.45);
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wave_0_per_point6=x = if(above(sample,.2),x,-1);
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wavecode_1_enabled=1
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wavecode_1_samples=512
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wavecode_1_sep=0
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wavecode_1_bSpectrum=1
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wavecode_1_bUseDots=1
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wavecode_1_bDrawThick=1
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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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wave_1_per_point1=x = if(equal(frame%2,0),.6 + -sample*.45,.4+sample*.45);
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wave_1_per_point2=y=.5-pow(value2*.01,.2);
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wave_1_per_point3=r=rand(10)*.1;
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wave_1_per_point4=g=rand(10)*.1;
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wave_1_per_point5=b=rand(10)*.1;
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wave_1_per_point6=x = if(above(sample,.2),x,-1);
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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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wave_2_init1=t1 = 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=1.00000
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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=32
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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_num_inst=1
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shapecode_0_x=0.500
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shapecode_0_y=0.500
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shapecode_0_rad=0.18000
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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=0.000
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shapecode_0_g=0.000
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shapecode_0_b=0.600
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shapecode_0_a=1.000
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shapecode_0_r2=1.000
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shapecode_0_g2=1.000
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shapecode_0_b2=1.000
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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=0.000
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shape_0_per_frame1=x=.2+.02*sin(time*3);
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shape_0_per_frame2=y=.7+.02*sin(time*4);;
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shape_0_per_frame3=rad=rad+.23*sin(bass);
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shape_0_per_frame4=r2 = 1;
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shape_0_per_frame5=b2 = 1-.1*treb*above(bass,1);
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shape_0_per_frame6=g2 = 1-.1*treb*above(bass,1);
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shape_0_per_frame7=g = .2*mid*abs(sin(time*.9));
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shapecode_1_enabled=1
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shapecode_1_sides=32
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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_num_inst=1
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shapecode_1_x=0.500
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shapecode_1_y=0.500
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shapecode_1_rad=0.18000
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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=0.000
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shapecode_1_g=0.000
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shapecode_1_b=1.000
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shapecode_1_a=1.000
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shapecode_1_r2=1.000
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shapecode_1_g2=1.000
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shapecode_1_b2=1.000
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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=0.000
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shape_1_per_frame1=x=.8+.02*sin(time*3);
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shape_1_per_frame2=y=.7+.02*sin(time*4);;
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shape_1_per_frame3=rad=rad+.23*sin(treb);
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shape_1_per_frame4=r2 = 1;
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shape_1_per_frame5=b2 = 1-.1*treb*above(treb,1);
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shape_1_per_frame6=g2 = 1-.1*treb*above(treb,1);
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shape_1_per_frame7=g = .2*mid*abs(sin(time*.9));
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shapecode_2_enabled=1
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shapecode_2_sides=3
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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_num_inst=1
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shapecode_2_x=0.500
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shapecode_2_y=0.500
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shapecode_2_rad=0.17000
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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=0.700
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shapecode_2_b=0.400
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shapecode_2_a=1.000
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shapecode_2_r2=1.000
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shapecode_2_g2=0.600
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shapecode_2_b2=0.400
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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=0.000
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shape_2_per_frame1=ang = 1.57+.2*sin(time*6);
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shape_2_per_frame2=rad=rad+.08*sin(time*3);
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shape_2_per_frame3=y = .63
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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=warp = 0;
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per_frame_2=
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warp_1=`shader_body
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warp_2=`{
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warp_3=` float2 d = texsize.zw * 8; // the distance of the 4 surrounding spots (N-E-S-W), where the gradient is calutated by
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warp_4=` // 4 - 12, has impact on the spreading speed
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warp_5=` // (wider distances may result in greater differences
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warp_6=` float3 dx = ( GetBlur1(uv + float2(1,0)*d) - GetBlur1(uv-float2(1,0)*d) ); // east-west gradient
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warp_7=` float3 dy = ( GetBlur1(uv + float2(0,1)*d) - GetBlur1(uv-float2(0,1)*d) ); // north-south gradient
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warp_8=`
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warp_9=` float2 dither_uv = uv_orig*texsize.xy*texsize_noise_lq.zw * 1.2 // makes the graininess of the fur
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warp_10=` // 0.5 (very raw) - 3 (fine leather)
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warp_11=` + rand_frame.xy; // needs to be set to keep an overall randomness
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warp_12=`
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warp_13=` float2 uv_bg = lerp(uv_orig,uv,0.4) // scaling the input motion vector down, useful for a lower layer
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warp_14=` + float2(dx.x,dy.x)*texsize.zw *2; // important: this is the spreading factor.
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warp_15=` // 1 to 8 are good values
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warp_16=` // (dependent on the distance the gradient is taken from)
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warp_17=`
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warp_18=` ret.x = GetPixel(uv_bg).x // we will process the value from the previous frame
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warp_19=` - (GetPixel(uv_bg).x - GetBlur3(uv_bg).x) * 0.02 // this part darkens the most contrasty parts only
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warp_20=` // try differnet blur levels too
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warp_21=` - 0.004 // overall fade to black
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warp_22=` // the play of the upper two factors makes the 3D impact
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warp_23=` +(tex2D(sampler_noise_lq, dither_uv).xyz-0.5) *0.12; // intensity of the hairs (0.04 - 0.4)
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warp_24=`
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warp_25=`}
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comp_1=`
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comp_2=`
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comp_3=`
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comp_4=`
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comp_5=`shader_body
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comp_6=`{
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comp_7=` uv = 0.05 + 0.9*uv;
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comp_8=` ret = tex2D(sampler_main, uv).xyz;
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comp_9=` // SUPER GLOW EDGES - looks awesome w/octopus
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comp_10=` float3 avg_col = GetBlur2(uv);
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comp_11=` ret = abs(avg_col - ret)*6;
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comp_12=` ret *= .65; // a little bit of overbright
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comp_13=`}
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