mirror of
https://github.com/WinampDesktop/winamp.git
synced 2024-12-04 21:07:55 +01:00
536 lines
15 KiB
Plaintext
536 lines
15 KiB
Plaintext
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=4.000
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fGammaAdj=1.000
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fDecay=0.960
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fVideoEchoZoom=1.007
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fVideoEchoAlpha=0.000
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nVideoEchoOrientation=1
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nWaveMode=2
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bAdditiveWaves=0
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bWaveDots=1
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bWaveThick=0
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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=1
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bSolarize=0
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bInvert=0
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fWaveAlpha=0.001
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fWaveScale=0.012
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fWaveSmoothing=0.900
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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=0.010
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fWarpScale=1.611
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fZoomExponent=1.00000
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fShader=0.000
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zoom=1.00000
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rot=0.00400
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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=0.12532
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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=0.400
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wave_b=0.300
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wave_x=0.500
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wave_y=0.500
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ob_size=0.000
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ob_r=0.110
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ob_g=0.000
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ob_b=0.100
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ob_a=0.000
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ib_size=0.000
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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=0.000
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nMotionVectorsX=3.000
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nMotionVectorsY=2.000
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mv_dx=0.020
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mv_dy=-0.020
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mv_l=0.150
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mv_r=0.490
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mv_g=0.480
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mv_b=0.300
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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=0.250
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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=0
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wavecode_0_bUseDots=0
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wavecode_0_bDrawThick=1
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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=0.100
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wavecode_0_g=1.000
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wavecode_0_b=0.700
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wavecode_0_a=1.000
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wave_0_per_point1=n=sample*6.283;
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wave_0_per_point2=phs=-sample * 0.2;
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wave_0_per_point3=tm=q1 + phs;
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wave_0_per_point4=
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wave_0_per_point5=flip=flip+1;
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wave_0_per_point6=flip=flip*below(flip,2);
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wave_0_per_point7=
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wave_0_per_point8=xp=0;
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wave_0_per_point9=yp=flip*0.1 + (sin(tm)*0.5 + 0.5)*0.2;
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wave_0_per_point10=zp=0;
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wave_0_per_point11=
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wave_0_per_point12=//wrist movement;
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wave_0_per_point13=ang=sin(tm*2)*0.5 +0.5;
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wave_0_per_point14=
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wave_0_per_point15=xq=xp;
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wave_0_per_point16=yq=yp*sin(ang) + zp*cos(ang);
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wave_0_per_point17=zq=yp*cos(ang) - zp*sin(ang);
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wave_0_per_point18=yq=yp;
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wave_0_per_point19=zq=zp;
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wave_0_per_point20=
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wave_0_per_point21=ang=tm*8;
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wave_0_per_point22=xp=xq*sin(ang) + yq*cos(ang);
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wave_0_per_point23=yp=xq*cos(ang) - yq*sin(ang);
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wave_0_per_point24=zp=zq;
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wave_0_per_point25=
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wave_0_per_point26=//forearm movement;
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wave_0_per_point27=zp=zp-0.3;
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wave_0_per_point28=ang=3.14 + sin(tm*2 - 0.5)*1.5;
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wave_0_per_point29=xq=xp;
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wave_0_per_point30=yq=yp*sin(ang) + zp*cos(ang);
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wave_0_per_point31=zq=yp*cos(ang) - zp*sin(ang);
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wave_0_per_point32=
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wave_0_per_point33=//upper arm twist
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wave_0_per_point34=ang=-1.0 + cos(tm*3 + 0.5);
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wave_0_per_point35=xp=xq*sin(ang) + yq*cos(ang);
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wave_0_per_point36=yp=xq*cos(ang) - yq*sin(ang);
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wave_0_per_point37=zp=zq;
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wave_0_per_point38=
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wave_0_per_point39=//upper arm outward;
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wave_0_per_point40=zp=zp-0.35;
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wave_0_per_point41=ang=cos(tm*2)*0.75 - 1.05;
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wave_0_per_point42=xq=xp*sin(ang) + zp*cos(ang);
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wave_0_per_point43=yq=yp;
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wave_0_per_point44=zq=xp*cos(ang) - zp*sin(ang);
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wave_0_per_point45=
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wave_0_per_point46=//upper arm up down;
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wave_0_per_point47=ang=cos(tm)*0.5 - 0.5;
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wave_0_per_point48=xp=xq;
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wave_0_per_point49=yp=yq*cos(ang) - zq*sin(ang);
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wave_0_per_point50=zp=yq*sin(ang) + zq*cos(ang);
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wave_0_per_point51=
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wave_0_per_point52=//xp=xq;yp=yq;zp=zq;
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wave_0_per_point53=
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wave_0_per_point54=
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wave_0_per_point55=//project into screenspace and draw on screen
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wave_0_per_point56=zp=zp+2;
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wave_0_per_point57=xs=xp/zp;
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wave_0_per_point58=ys=yp/zp;
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wave_0_per_point59=
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wave_0_per_point60=x=xs+0.5;
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wave_0_per_point61=y=ys*1.3+0.5;
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wave_0_per_point62=
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wave_0_per_point63=
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wave_0_per_point64=a=(1-sample)*flip;
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wave_0_per_point65=
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wave_0_per_point66=b=b+pow(1-sample,2)*0.3
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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=0
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wavecode_1_bUseDots=0
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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=0.200
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wavecode_1_g=1.000
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wavecode_1_b=0.600
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wavecode_1_a=1.000
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wave_1_per_point1=n=sample*6.283;
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wave_1_per_point2=phs=-sample * 0.2;
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wave_1_per_point3=tm=q1 + phs;
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wave_1_per_point4=
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wave_1_per_point5=flip=flip+1;
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wave_1_per_point6=flip=flip*below(flip,2);
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wave_1_per_point7=
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wave_1_per_point8=xp=0;
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wave_1_per_point9=yp=flip*0.1 + (sin(tm)*0.5 + 0.5)*0.2;
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wave_1_per_point10=yp=-yp;
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wave_1_per_point11=zp=0;
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wave_1_per_point12=
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wave_1_per_point13=//wrist movement;
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wave_1_per_point14=ang=sin(tm*2)*0.5 +0.5;
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wave_1_per_point15=
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wave_1_per_point16=xq=xp;
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wave_1_per_point17=yq=yp*sin(ang) + zp*cos(ang);
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wave_1_per_point18=zq=yp*cos(ang) - zp*sin(ang);
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wave_1_per_point19=yq=yp;
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wave_1_per_point20=zq=zp;
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wave_1_per_point21=
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wave_1_per_point22=ang=tm*8;
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wave_1_per_point23=xp=xq*sin(ang) + yq*cos(ang);
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wave_1_per_point24=yp=xq*cos(ang) - yq*sin(ang);
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wave_1_per_point25=zp=zq;
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wave_1_per_point26=
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wave_1_per_point27=//forearm movement;
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wave_1_per_point28=zp=zp-0.3;
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wave_1_per_point29=ang=3.14 + sin(tm*2 - 0.5)*1.5;
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wave_1_per_point30=xq=xp;
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wave_1_per_point31=yq=yp*sin(ang) + zp*cos(ang);
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wave_1_per_point32=zq=yp*cos(ang) - zp*sin(ang);
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wave_1_per_point33=
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wave_1_per_point34=//upper arm twist
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wave_1_per_point35=ang=-1.0 + cos(tm*3 + 0.5);
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wave_1_per_point36=xp=xq*sin(ang) + yq*cos(ang);
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wave_1_per_point37=yp=xq*cos(ang) - yq*sin(ang);
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wave_1_per_point38=zp=zq;
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wave_1_per_point39=
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wave_1_per_point40=//upper arm outward;
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wave_1_per_point41=zp=zp-0.35;
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wave_1_per_point42=ang=cos(tm*2)*0.75 - 1.05;
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wave_1_per_point43=xq=xp*sin(ang) + zp*cos(ang);
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wave_1_per_point44=yq=yp;
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wave_1_per_point45=zq=xp*cos(ang) - zp*sin(ang);
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wave_1_per_point46=
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wave_1_per_point47=//upper arm up down;
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wave_1_per_point48=ang=cos(tm)*0.5 - 0.5;
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wave_1_per_point49=xp=xq;
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wave_1_per_point50=yp=yq*cos(ang) - zq*sin(ang);
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wave_1_per_point51=zp=yq*sin(ang) + zq*cos(ang);
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wave_1_per_point52=
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wave_1_per_point53=//xp=xq;yp=yq;zp=zq;
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wave_1_per_point54=
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wave_1_per_point55=
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wave_1_per_point56=//project into screenspace and draw on screen
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wave_1_per_point57=zp=zp+2;
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wave_1_per_point58=xs=xp/zp;
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wave_1_per_point59=ys=yp/zp;
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wave_1_per_point60=
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wave_1_per_point61=x=xs+0.5;
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wave_1_per_point62=y=ys*1.3+0.5;
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wave_1_per_point63=
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wave_1_per_point64=
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wave_1_per_point65=a=(1-sample)*flip;
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wave_1_per_point66=
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wave_1_per_point67=
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wave_1_per_point68=b=b+pow(1-sample,2)*0.3
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wave_1_per_point69=
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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=1
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wavecode_2_bAdditive=1
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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=0.600
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wavecode_2_b=0.100
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wavecode_2_a=1.000
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wave_2_per_point1=n=sample*6.283;
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wave_2_per_point2=tm=q1;
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wave_2_per_point3=phs=-sample*0.5;
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wave_2_per_point4=
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wave_2_per_point5=flip=flip+1;
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wave_2_per_point6=flip=flip*below(flip,2);
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wave_2_per_point7=
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wave_2_per_point8=xp=0;
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wave_2_per_point9=yp=flip*0.1;
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wave_2_per_point10=zp=0;
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wave_2_per_point11=
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wave_2_per_point12=//wrist movement;
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wave_2_per_point13=ang=sin(tm*2+phs - 2)*0.5 +0.5 + 2;
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wave_2_per_point14=
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wave_2_per_point15=xq=xp;
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wave_2_per_point16=yq=yp*sin(ang) + zp*cos(ang);
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wave_2_per_point17=zq=yp*cos(ang) - zp*sin(ang);
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wave_2_per_point18=
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wave_2_per_point19=ang=cos(tm*2+phs - 2)*1.5 ;
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wave_2_per_point20=xp=xq*sin(ang) + yq*cos(ang);
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wave_2_per_point21=yp=xq*cos(ang) - yq*sin(ang);
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wave_2_per_point22=zp=zq;
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wave_2_per_point23=
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wave_2_per_point24=//forearm movement;
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wave_2_per_point25=zp=zp-0.3;
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wave_2_per_point26=ang=3.14 + sin(tm*2+phs - 0.5)*1.5;
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wave_2_per_point27=xq=xp;
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wave_2_per_point28=yq=yp*sin(ang) + zp*cos(ang);
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wave_2_per_point29=zq=yp*cos(ang) - zp*sin(ang);
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wave_2_per_point30=
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wave_2_per_point31=//upper arm twist
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wave_2_per_point32=ang=-1.0 + cos(tm*3 + 0.5 +phs + 0.5);
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wave_2_per_point33=xp=xq*sin(ang) + yq*cos(ang);
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wave_2_per_point34=yp=xq*cos(ang) - yq*sin(ang);
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wave_2_per_point35=zp=zq;
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wave_2_per_point36=
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wave_2_per_point37=//upper arm outward;
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wave_2_per_point38=zp=zp-0.35;
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wave_2_per_point39=ang=cos(tm*2+phs)*0.75 - 1.05;
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wave_2_per_point40=xq=xp*sin(ang) + zp*cos(ang);
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wave_2_per_point41=yq=yp;
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wave_2_per_point42=zq=xp*cos(ang) - zp*sin(ang);
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wave_2_per_point43=
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wave_2_per_point44=//upper arm up down;
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wave_2_per_point45=ang=cos(tm+phs)*0.5 - 0.5;
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wave_2_per_point46=xp=xq;
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wave_2_per_point47=yp=yq*cos(ang) - zq*sin(ang);
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wave_2_per_point48=zp=yq*sin(ang) + zq*cos(ang);
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wave_2_per_point49=
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wave_2_per_point50=//xp=xq;yp=yq;zp=zq;
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wave_2_per_point51=
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wave_2_per_point52=
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wave_2_per_point53=//project into screenspace and draw on screen
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wave_2_per_point54=zp=zp+2;
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wave_2_per_point55=xs=xp/zp;
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wave_2_per_point56=ys=yp/zp;
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wave_2_per_point57=
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wave_2_per_point58=x=xs+0.5;
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wave_2_per_point59=y=ys*1.3+0.5;
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wave_2_per_point60=
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wave_2_per_point61=
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wave_2_per_point62=a=(1-sample)*0.05
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wave_2_per_point63=
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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=1
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wavecode_3_bAdditive=1
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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=0.300
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wavecode_3_b=0.100
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wavecode_3_a=1.000
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wave_3_per_point1=n=sample*6.283;
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wave_3_per_point2=tm=q1 ;
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wave_3_per_point3=phs=-sample*0.5;
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wave_3_per_point4=
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wave_3_per_point5=flip=flip+1;
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wave_3_per_point6=flip=flip*below(flip,2);
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wave_3_per_point7=
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wave_3_per_point8=xp=0;
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wave_3_per_point9=yp=flip*0.1;
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wave_3_per_point10=zp=0;
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wave_3_per_point11=
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wave_3_per_point12=//wrist movement;
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wave_3_per_point13=ang=sin(tm*2+phs-2)*0.5 +0.5 + 2;
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wave_3_per_point14=
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wave_3_per_point15=xq=xp;
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wave_3_per_point16=yq=yp*sin(ang) + zp*cos(ang);
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wave_3_per_point17=zq=yp*cos(ang) - zp*sin(ang);
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wave_3_per_point18=
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wave_3_per_point19=ang=cos(tm*2+phs-2)*1.5;
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wave_3_per_point20=xp=xq*sin(ang) + yq*cos(ang);
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wave_3_per_point21=yp=xq*cos(ang) - yq*sin(ang);
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wave_3_per_point22=zp=zq;
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wave_3_per_point23=
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wave_3_per_point24=//forearm movement;
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wave_3_per_point25=zp=zp-0.3;
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wave_3_per_point26=ang=3.14 + sin(tm*2+phs-0.5)*1.5;
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wave_3_per_point27=xq=xp;
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wave_3_per_point28=yq=yp*sin(ang) + zp*cos(ang);
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wave_3_per_point29=zq=yp*cos(ang) - zp*sin(ang);
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wave_3_per_point30=
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wave_3_per_point31=//upper arm twist
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wave_3_per_point32=ang=-1.0 + cos(tm*3 + 0.5 +phs);
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wave_3_per_point33=xp=xq*sin(ang) + yq*cos(ang);
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wave_3_per_point34=yp=xq*cos(ang) - yq*sin(ang);
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wave_3_per_point35=zp=zq;
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wave_3_per_point36=
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wave_3_per_point37=//upper arm outward;
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wave_3_per_point38=zp=zp-0.35;
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wave_3_per_point39=ang=cos(tm*2+phs)*0.75 - 1.05;
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wave_3_per_point40=xq=xp*sin(ang) + zp*cos(ang);
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wave_3_per_point41=yq=yp;
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wave_3_per_point42=zq=xp*cos(ang) - zp*sin(ang);
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wave_3_per_point43=
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wave_3_per_point44=//upper arm up down;
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wave_3_per_point45=ang=cos(tm+phs)*0.5 - 0.5;
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wave_3_per_point46=xp=xq;
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wave_3_per_point47=yp=yq*cos(ang) - zq*sin(ang);
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wave_3_per_point48=zp=yq*sin(ang) + zq*cos(ang);
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wave_3_per_point49=
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wave_3_per_point50=//xp=xq;yp=yq;zp=zq;
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wave_3_per_point51=
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wave_3_per_point52=
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wave_3_per_point53=//project into screenspace and draw on screen
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wave_3_per_point54=zp=zp+2;
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wave_3_per_point55=xs=xp/zp;
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wave_3_per_point56=ys=yp/zp;
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|
wave_3_per_point57=
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wave_3_per_point58=x=-xs+0.5;
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wave_3_per_point59=y=ys*1.3+0.5;
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wave_3_per_point60=
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wave_3_per_point61=
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wave_3_per_point62=a=(1-sample)*0.05;
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wave_3_per_point63=
|
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shapecode_0_enabled=1
|
|
shapecode_0_sides=5
|
|
shapecode_0_additive=0
|
|
shapecode_0_thickOutline=0
|
|
shapecode_0_textured=1
|
|
shapecode_0_num_inst=1
|
|
shapecode_0_x=0.500
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|
shapecode_0_y=0.500
|
|
shapecode_0_rad=1.06779
|
|
shapecode_0_ang=0.75398
|
|
shapecode_0_tex_ang=0.00000
|
|
shapecode_0_tex_zoom=0.77977
|
|
shapecode_0_r=1.000
|
|
shapecode_0_g=1.000
|
|
shapecode_0_b=1.000
|
|
shapecode_0_a=1.000
|
|
shapecode_0_r2=1.000
|
|
shapecode_0_g2=1.000
|
|
shapecode_0_b2=1.000
|
|
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=0.000
|
|
shapecode_1_enabled=0
|
|
shapecode_1_sides=4
|
|
shapecode_1_additive=0
|
|
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=0.10000
|
|
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
|
|
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_init_1=mv_x=64;mv_y=48;
|
|
per_frame_init_2=nut=0;
|
|
per_frame_init_3=stp=0;stq=0;
|
|
per_frame_init_4=rtp=0;rtq=0;
|
|
per_frame_init_5=wvr=0;
|
|
per_frame_init_6=decay=0;
|
|
per_frame_init_7=dcsp=0
|
|
per_frame_init_8=
|
|
per_frame_1=decay=0.98;
|
|
per_frame_2=zoom=1.002;
|
|
per_frame_3=
|
|
per_frame_4=q1=time*0.9;
|
|
per_frame_5=
|
|
per_frame_6=
|
|
per_frame_7=
|
|
per_frame_8=
|
|
warp_1=`shader_body
|
|
warp_2=`{
|
|
warp_3=` // sample previous frame
|
|
warp_4=` ret = tex2D( sampler_fc_main, uv ).xyz;
|
|
warp_5=`
|
|
warp_6=` // darken (decay) over time
|
|
warp_7=` //ret *= 0.96; //or try: ret -= 0.004;
|
|
warp_8=`
|
|
warp_9=`
|
|
warp_10=`}
|
|
comp_1=`shader_body
|
|
comp_2=`{
|
|
comp_3=` float2 uv2;
|
|
comp_4=`
|
|
comp_5=` // the weights of the 4 height value frequencies:
|
|
comp_6=` float4 c = float4(1,0.3,0.1,0);
|
|
comp_7=`
|
|
comp_8=` uv2 = uv + float2(1,0)*texsize.zw;
|
|
comp_9=` float gx1 = GetPixel(uv2).x*c.x + GetBlur1(uv2).x*c.y + GetBlur2(uv2).x*c.z + GetBlur3(uv2).x*c.w;
|
|
comp_10=` uv2 = uv + float2(-1,0)*texsize.zw;
|
|
comp_11=` float gx2 = GetPixel(uv2).x*c.x + GetBlur1(uv2).x*c.y + GetBlur2(uv2).x*c.z + GetBlur3(uv2).x*c.w;
|
|
comp_12=`
|
|
comp_13=` uv2 = uv + float2(0,1)*texsize.zw;
|
|
comp_14=` float gy1 = GetPixel(uv2).x*c.x + GetBlur1(uv2).x*c.y + GetBlur2(uv2).x*c.z + GetBlur3(uv2).x*c.w;
|
|
comp_15=` uv2 = uv + float2(0,-1)*texsize.zw;
|
|
comp_16=` float gy2 = GetPixel(uv2).x*c.x + GetBlur1(uv2).x*c.y + GetBlur2(uv2).x*c.z + GetBlur3(uv2).x*c.w;
|
|
comp_17=`
|
|
comp_18=` // compute gradient vector:
|
|
comp_19=` float3 g = normalize(float3(gx1-gx2, gy1-gy2, 0.08));
|
|
comp_20=`
|
|
comp_21=` // hacked default lighting from it:
|
|
comp_22=` float3 dir1 = normalize(float3(0.3,-0.13,0.05));
|
|
comp_23=` float3 col1 = float3(1.3,0.9,0.6)*1.5;
|
|
comp_24=` ret = col1 * saturate(dot(g,dir1));
|
|
comp_25=`
|
|
comp_26=`}
|