mirror of
https://github.com/WinampDesktop/winamp.git
synced 2024-12-04 20:57:53 +01:00
334 lines
9.5 KiB
Plaintext
334 lines
9.5 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=5.000000
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fGammaAdj=1.000
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fDecay=0.500
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fVideoEchoZoom=1.000
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fVideoEchoAlpha=0.000
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nVideoEchoOrientation=3
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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=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=0.009
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fWaveScale=2.136
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fWaveSmoothing=0.900
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fWaveParam=0.000
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fModWaveAlphaStart=1.600
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fModWaveAlphaEnd=1.600
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fWarpAnimSpeed=9.861
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fWarpScale=16.217
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fZoomExponent=1.50374
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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=0.00000
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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=0.000
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wave_g=0.000
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wave_b=0.000
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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=1.000
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ob_g=0.100
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ob_b=0.000
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ob_a=1.000
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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=1.000
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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=0.850
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mv_r=0.500
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mv_g=0.500
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mv_b=0.500
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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=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=1
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wavecode_0_bAdditive=0
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wavecode_0_scaling=2.02310
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wavecode_0_smoothing=0.00000
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wavecode_0_r=0.000
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wavecode_0_g=1.000
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wavecode_0_b=0.000
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wavecode_0_a=1.000
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wave_0_init1=t2 = 0;
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wave_0_init2=t3 = 0;
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wave_0_init3=t4 = 0;
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wave_0_init4=cl = 0;
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wave_0_per_point1=tt3 = tt3*0.6 + (value1)*1;
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wave_0_per_point2=tt2 = tt2*0.7 + tt3*0.2;
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wave_0_per_point3=tt1 = tt1*0.8 + tt2*0.1;
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wave_0_per_point4=d = d*0.9 + tt1*0.2;
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wave_0_per_point5=
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wave_0_per_point6=y = 0.5 + d*sample*(1-sample);
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wave_0_per_point7=x = -0.05 + sample*1.1;
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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=100
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shapecode_0_additive=1
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shapecode_0_thickOutline=1
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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=0.99596
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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=0.000
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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=0.000
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shapecode_1_enabled=0
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shapecode_1_sides=5
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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=0.500
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shapecode_1_rad=0.98600
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shapecode_1_ang=0.00000
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shapecode_1_tex_ang=3.14159
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shapecode_1_tex_zoom=0.99979
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shapecode_1_r=1.000
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shapecode_1_g=1.000
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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=1.000
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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=ang =sin(time/65) ;// ang + (bass*.2) + (time*.4);
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shapecode_2_enabled=0
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shapecode_2_sides=100
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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=0.900
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shapecode_2_y=0.500
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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=1.000
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shapecode_2_b=1.000
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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=1.000
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shapecode_2_b2=1.000
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shapecode_2_a2=1.000
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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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shape_2_per_frame1=x = sin(time) * .4 + .5;
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shape_2_per_frame2=
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shape_2_per_frame3=
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shape_2_per_frame4=pow( (bass*.15),2);
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shapecode_3_enabled=0
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shapecode_3_sides=36
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shapecode_3_additive=1
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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=0.81623
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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=0.000
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shapecode_3_g=0.040
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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=0.000
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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=0.000
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shape_3_per_frame1=x = 1-q1;
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shape_3_per_frame2=y = q2;
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shape_3_per_frame3=x = 0.5 + (x - 0.5)*0.25;
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shape_3_per_frame4=y = 0.5 + (y - 0.5)*0.25;
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per_frame_1=warp = 0;
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per_frame_2=volume = 0.3*(bass+mid+att);
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per_frame_3=xamptarg = if(equal(frame%15,0),min(0.25*volume*bass_att,0.5),xamptarg);
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per_frame_4=xamp = xamp + 0.5*(xamptarg-xamp);
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per_frame_5=xdir = if(above(abs(xpos),xamp),-sign(xpos),if(below(abs(xspeed),0.1),2*above(xpos,0)-1,xdir));
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per_frame_6=xspeed = xspeed + xdir*xamp - xpos - xspeed*0.055*below(abs(xpos),xamp);
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per_frame_7=xpos = xpos + 0.001*xspeed;
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per_frame_8=yamptarg = if(equal(frame%15,0),min(0.15*volume*treb_att,0.5),yamptarg);
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per_frame_9=yamp = yamp + 0.5*(yamptarg-yamp);
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per_frame_10=ydir = if(above(abs(ypos),yamp),-sign(ypos),if(below(abs(yspeed),0.1),2*above(ypos,0)-1,ydir));
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per_frame_11=yspeed = yspeed + ydir*yamp - ypos - yspeed*0.055*below(abs(ypos),yamp);
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per_frame_12=ypos = ypos + 0.001*yspeed;
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per_frame_13=beatrate = equal(beatrate,0) + (1-equal(beatrate,0))*(below(volume,0.01) + (1-below(volume,0.01))*beatrate);
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per_frame_14=lastbeat = lastbeat + equal(lastbeat,0)*time;
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per_frame_15=meanbass_att = 0.1*(meanbass_att*9 + bass_att);
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per_frame_16=peakbass_att = max(bass_att,peakbass_att);
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per_frame_17=beat = above(volume,0.8)*below(peakbass_att - bass_att, 0.05*peakbass_att)*above(time - lastbeat, 0.1 + 0.5*(beatrate - 0.1));
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per_frame_18=beatrate = max(if(beat,if(below(time-lastbeat,2*beatrate),0.1*(beatrate*9 + time - lastbeat),beatrate),beatrate),0.1);
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per_frame_19=peakbass_att = beat*bass_att + (1-beat)*peakbass_att*(above(time - lastbeat, 2*beatrate)*0.95 + (1-above(time - lastbeat, 2*beatrate))*0.995);
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per_frame_20=lastbeat = beat*time + (1-beat)*lastbeat;
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per_frame_21=peakbass_att = max(peakbass_att,1.1*meanbass_att);
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per_frame_22=wave_x = xpos + 0.5;
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per_frame_23=wave_y = 1-(ypos + 0.5);
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per_frame_24=wave_mystery = -0.17 + 0.03*(0.6*sin(0.637*time) + 0.4*sin(0.949*time));
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per_frame_25=mv_r = if(beat, 1, ib_r);
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per_frame_26=mv_b = if(beat, wave_b, ib_b);
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per_frame_27=//mv_a = if(beat, 0.1, ib_a);
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per_frame_28=//ib_a = 0.015;
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per_frame_29=q3 = wave_mystery;
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per_frame_30=q1 = wave_x;
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per_frame_31=q2 = 1-wave_y;
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per_frame_32=q2 = ypos+0.5;
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per_frame_33=warp=0;
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per_frame_34=
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per_frame_35=//q2 = 1-(ypos + 0.5);
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per_frame_36=//q1 = 0.5;
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per_frame_37=//q2=0.5;
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per_frame_38=
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per_frame_39=monitor = wave_y;
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per_frame_40=movement =movement + 0.4*(((bass+bass_att + 0.1*pow((bass+0.6*bass_att+0.2*treb_att),3)))/fps);
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per_frame_41=movement = if(above(movement,10000), 0, movement);
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per_frame_42=rot =1*sin(movement);
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per_frame_43=cx = wave_x;
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per_frame_44=cy = y_pos+0.5;
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per_frame_45=
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per_frame_46=q8 = movement;
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per_pixel_1=myy = x-q1;
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per_pixel_2=myx = y-q2+0.1;
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per_pixel_3=dx = 3*sin(q8*0.675)*(2*myx*myy);
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per_pixel_4=dy = 3*sin(q8*0.675)*((myx*myx) - (myy*myy));
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warp_1=`shader_body
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warp_2=`{
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warp_3=`float2 uv_m = 1.0 - abs( frac( uv * 0.5 ) * 2.0 - 1.0 ); // Eo.S' mirror code
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warp_4=`ret.x = tex2D( sampler_fc_main, uv_m ).y;
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warp_5=`
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warp_6=`
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warp_7=`float2 d = texsize.zw*6;
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warp_8=`float2 uv_z = (uv_orig-0.5)*0.996 + 0.5; // a small dose of zoom-in
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warp_9=`float3 dx = ( GetBlur1(uv_z + float2(1,0)*d) - GetBlur1(uv_z-float2(1,0)*d) );
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warp_10=`float3 dy = ( GetBlur1(uv_z + float2(0,1)*d) - GetBlur1(uv_z-float2(0,1)*d) );
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warp_11=`uv_z -=float2(dx.z,dy.z)*texsize.zw*2; //shortening of the nebulous matter
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warp_12=`ret.z = max((tex2d(sampler_fc_main,uv_m).x-0.5)*3*saturate(1-length(uv_orig-0.5)*3.2), // feeded by the inner of the red channel
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warp_13=` tex2d(sampler_fc_main,uv_z).z);
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warp_14=`ret.z += (tex2d(sampler_fc_main,uv_z).z - GetBlur1(saturate(uv_z)).z)*0.02; // sort of geiss' skin dot code
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warp_15=`
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warp_16=`
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warp_17=`float2 uv_y = lerp(uv,uv_orig,1.0004); // pushing the glassy stuff a little bit
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warp_18=`ret.y =max(tex2d(sampler_fc_main,uv_y).y ,tex2d(sampler_fc_main,uv_orig).z)-0.008; // feeded by the green channel and fade-out
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warp_19=`
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warp_20=`ret.z *=1+ret.y*0.024;
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warp_21=`}
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comp_1=`float d;
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comp_2=`float3 emboss, dx, dy;
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comp_3=`shader_body
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comp_4=`{
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comp_5=`
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comp_6=` d = texsize.zw*3;
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comp_7=` dx = ( GetPixel(uv+float2(1,0)*d)-GetPixel(uv-float2(1,0)*d) )*2;
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comp_8=` dy = ( GetPixel(uv+float2(0,1)*d)-GetPixel(uv-float2(0,1)*d) )*2;
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comp_9=`
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comp_10=`
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comp_11=`float3 wires = (dx.x+dy.x+0.5)*GetBlur3(uv).x*float3(0.7,0.5,0);
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comp_12=`
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comp_13=`dx = GetBlur1(uv+float2(1,0)*d)-GetBlur1(uv-float2(1,0)*d) ;
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comp_14=`dy = GetBlur1(uv+float2(0,1)*d)-GetBlur1(uv-float2(0,1)*d) ;
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comp_15=`uv = uv - float2(dx.x,dy.x)*0.2;
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comp_16=`ret = (1-abs( GetPixel(uv+float2(1,0)*d)-GetPixel(uv-float2(1,0)*d) ).z*4)*GetPixel(uv).z*float3(0.2,0.5,0.6);
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comp_17=`ret= pow(lerp(ret,3,wires*0.5),0.9);
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comp_18=`
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comp_19=`//ret = GetPixel(uv).y;
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comp_20=`}
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