mirror of
https://github.com/WinampDesktop/winamp.git
synced 2024-12-12 17:01:04 +01:00
281 lines
6.4 KiB
Plaintext
281 lines
6.4 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=3.000000
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fGammaAdj=1.9
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fDecay=0.980
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fVideoEchoZoom=1.169
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fVideoEchoAlpha=0.0
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nVideoEchoOrientation=0
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nWaveMode=1
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bAdditiveWaves=0
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bWaveDots=1
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bWaveThick=1
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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=1.347
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fWaveScale=1.910
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fWaveSmoothing=0.9
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fWaveParam=-0.1
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fModWaveAlphaStart=0.750
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fModWaveAlphaEnd=0.950
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fWarpAnimSpeed=1.0
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fWarpScale=3.138
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fZoomExponent=1.0
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fShader=0.0
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zoom=1.02225
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rot=0.0
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cx=0.5
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cy=0.5
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dx=0.0
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dy=0.0
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warp=0.00054
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sx=1.0
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sy=1.0
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wave_r=0.5
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wave_g=0.5
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wave_b=0.3
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wave_x=0.5
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wave_y=0.5
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ob_size=0.010
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ob_r=0.0
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ob_g=0.0
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ob_b=0.0
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ob_a=0.0
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ib_size=0.010
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ib_r=0.250
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ib_g=0.250
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ib_b=0.250
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ib_a=0.0
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nMotionVectorsX=12.0
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nMotionVectorsY=9.0
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mv_dx=0.0
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mv_dy=0.0
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mv_l=0.9
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mv_r=1.0
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mv_g=1.0
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mv_b=1.0
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mv_a=0.0
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b1n=0.0
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b2n=0.0
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b3n=0.0
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b1x=1.0
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b2x=1.0
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b3x=1.0
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b1ed=0.250
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wavecode_0_enabled=0
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wavecode_0_samples=512
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wavecode_0_sep=0
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wavecode_0_bSpectrum=0
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wavecode_0_bUseDots=0
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wavecode_0_bDrawThick=0
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wavecode_0_bAdditive=0
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wavecode_0_scaling=1.0
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wavecode_0_smoothing=0.5
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wavecode_0_r=1.0
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wavecode_0_g=1.0
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wavecode_0_b=1.0
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wavecode_0_a=1.0
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wavecode_1_enabled=0
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wavecode_1_samples=512
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wavecode_1_sep=0
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wavecode_1_bSpectrum=0
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wavecode_1_bUseDots=0
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wavecode_1_bDrawThick=0
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wavecode_1_bAdditive=0
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wavecode_1_scaling=1.0
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wavecode_1_smoothing=0.5
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wavecode_1_r=1.0
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wavecode_1_g=1.0
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wavecode_1_b=1.0
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wavecode_1_a=1.0
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wavecode_2_enabled=0
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wavecode_2_samples=512
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wavecode_2_sep=0
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wavecode_2_bSpectrum=0
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wavecode_2_bUseDots=0
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wavecode_2_bDrawThick=0
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wavecode_2_bAdditive=0
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wavecode_2_scaling=1.0
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wavecode_2_smoothing=0.5
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wavecode_2_r=1.0
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wavecode_2_g=1.0
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wavecode_2_b=1.0
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wavecode_2_a=1.0
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wavecode_3_enabled=0
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wavecode_3_samples=512
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wavecode_3_sep=0
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wavecode_3_bSpectrum=0
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wavecode_3_bUseDots=0
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wavecode_3_bDrawThick=0
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wavecode_3_bAdditive=0
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wavecode_3_scaling=1.0
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wavecode_3_smoothing=0.5
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wavecode_3_r=1.0
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wavecode_3_g=1.0
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wavecode_3_b=1.0
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wavecode_3_a=1.0
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shapecode_0_enabled=0
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shapecode_0_sides=4
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shapecode_0_additive=0
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shapecode_0_thickOutline=0
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shapecode_0_textured=0
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shapecode_0_num_inst=1
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shapecode_0_x=0.5
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shapecode_0_y=0.5
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shapecode_0_rad=0.1
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shapecode_0_ang=0.0
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shapecode_0_tex_ang=0.0
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shapecode_0_tex_zoom=1.0
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shapecode_0_r=1.0
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shapecode_0_g=0.0
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shapecode_0_b=0.0
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shapecode_0_a=1.0
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shapecode_0_r2=0.0
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shapecode_0_g2=1.0
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shapecode_0_b2=0.0
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shapecode_0_a2=0.0
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shapecode_0_border_r=1.0
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shapecode_0_border_g=1.0
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shapecode_0_border_b=1.0
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shapecode_0_border_a=0.1
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shapecode_1_enabled=0
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shapecode_1_sides=4
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shapecode_1_additive=0
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shapecode_1_thickOutline=0
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shapecode_1_textured=0
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shapecode_1_num_inst=1
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shapecode_1_x=0.5
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shapecode_1_y=0.5
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shapecode_1_rad=0.1
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shapecode_1_ang=0.0
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shapecode_1_tex_ang=0.0
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shapecode_1_tex_zoom=1.0
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shapecode_1_r=1.0
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shapecode_1_g=0.0
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shapecode_1_b=0.0
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shapecode_1_a=1.0
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shapecode_1_r2=0.0
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shapecode_1_g2=1.0
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shapecode_1_b2=0.0
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shapecode_1_a2=0.0
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shapecode_1_border_r=1.0
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shapecode_1_border_g=1.0
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shapecode_1_border_b=1.0
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shapecode_1_border_a=0.1
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shapecode_2_enabled=0
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shapecode_2_sides=4
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shapecode_2_additive=0
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shapecode_2_thickOutline=0
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shapecode_2_textured=0
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shapecode_2_num_inst=1
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shapecode_2_x=0.5
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shapecode_2_y=0.5
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shapecode_2_rad=0.1
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shapecode_2_ang=0.0
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shapecode_2_tex_ang=0.0
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shapecode_2_tex_zoom=1.0
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shapecode_2_r=1.0
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shapecode_2_g=0.0
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shapecode_2_b=0.0
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shapecode_2_a=1.0
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shapecode_2_r2=0.0
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shapecode_2_g2=1.0
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shapecode_2_b2=0.0
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shapecode_2_a2=0.0
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shapecode_2_border_r=1.0
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shapecode_2_border_g=1.0
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shapecode_2_border_b=1.0
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shapecode_2_border_a=0.1
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shapecode_3_enabled=0
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shapecode_3_sides=4
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shapecode_3_additive=0
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shapecode_3_thickOutline=0
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shapecode_3_textured=0
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shapecode_3_num_inst=1
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shapecode_3_x=0.5
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shapecode_3_y=0.5
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shapecode_3_rad=0.1
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shapecode_3_ang=0.0
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shapecode_3_tex_ang=0.0
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shapecode_3_tex_zoom=1.0
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shapecode_3_r=1.0
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shapecode_3_g=0.0
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shapecode_3_b=0.0
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shapecode_3_a=1.0
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shapecode_3_r2=0.0
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shapecode_3_g2=1.0
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shapecode_3_b2=0.0
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shapecode_3_a2=0.0
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shapecode_3_border_r=1.0
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shapecode_3_border_g=1.0
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shapecode_3_border_b=1.0
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shapecode_3_border_a=0.1
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per_frame_1=wave_r = wave_r + 0.650*( 0.60*sin(31.437*time) + 0.40*sin(20.970*time) );
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per_frame_2=wave_g = wave_g + 0.650*( 0.60*sin(31.344*time) + 0.40*sin(20.841*time) );
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per_frame_3=wave_b = wave_b + 0.650*( 0.60*sin(31.251*time) + 0.40*sin(21.055*time) );
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per_frame_4=lum = wave_r*0.3 + wave_g*0.5 + wave_b*0.2;
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per_frame_5=wave_r = wave_r*0.2+0.8*lum;
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per_frame_6=wave_g = wave_g*0.2+0.8*lum;
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per_frame_7=wave_b = wave_b*0.2+0.8*lum;
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per_frame_8=rot = rot + 0.010*( 0.60*sin(0.381*time) + 0.40*sin(0.579*time) );
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per_frame_9=cx = cx + 0.210*( 0.60*sin(0.374*time) + 0.40*sin(0.294*time) );
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per_frame_10=cy = cy + 0.210*( 0.60*sin(0.393*time) + 0.40*sin(0.223*time) );
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per_frame_11=dx = dx + 0.001*( 0.60*sin(0.234*time) + 0.40*sin(0.277*time) );
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per_frame_12=dy = dy + 0.001*( 0.60*sin(0.284*time) + 0.40*sin(0.247*time) );
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per_frame_13=decay = decay - 0.01*equal(frame%6,0);
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per_frame_14=dx = dx + dx_residual*0.01;
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per_frame_15=dy = dy + dy_residual*0.01;
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per_frame_16=bass_thresh = above(bass_att,bass_thresh)*2 + (1-above(bass_att,bass_thresh))*((bass_thresh-1.3)*0.96+1.3);
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per_frame_17=dx_residual = (equal(bass_thresh,2.13)*0.016*sin(time*7) + (1-equal(bass_thresh,2.13))*dx_residual)*0.9;
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per_frame_18=dy_residual = (equal(bass_thresh,2.13)*0.012*sin(time*9) + (1-equal(bass_thresh,2.13))*dy_residual)*0.9;
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per_frame_19=wave_x = wave_x - dx_residual*7;
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per_frame_20=wave_y = wave_y - dy_residual*7;
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warp_1=`shader_body
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warp_2=`{
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warp_3=` // PAINTERLY EFFECT:
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warp_4=` float2 uv2 = uv;
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warp_5=` const float mipbias = 0;
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warp_6=` float2 delta2 = texsize.zw*float2(1,1);
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warp_7=` float3 blurry_color = tex2D( sampler_main, uv2 + delta2 ).xyz;
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warp_8=` uv2.xy += (blurry_color.xy-0.37) * 0.02;
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warp_9=`
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warp_10=` // sample previous frame
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warp_11=` ret = tex2D( sampler_main, uv2 ).xyz;
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warp_12=`
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warp_13=` // darken over time
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warp_14=` ret -= 0.004;
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warp_15=`}
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comp_1=`shader_body
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comp_2=`{
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comp_3=` //rad = frac(rad*2);
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comp_4=` rad = pow(rad,0.5)*1;
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comp_5=`
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comp_6=`
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comp_7=` float ang2 = frac(ang/6.28*7 + time*0.05);
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comp_8=` ang2 = abs(ang2*2-1);
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comp_9=` float2 uv2 = 0.5 + rad*0.5*float2(cos(ang2),sin(ang2));
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comp_10=`
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comp_11=` uv = uv2;
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comp_12=` //uv = lerp(uv, uv2, 0.5 + 0.5*cos(ang + time*3));
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comp_13=`
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comp_14=`
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comp_15=` ret = tex2D(sampler_main, uv).xyz;
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comp_16=`
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comp_17=` //ret = lum(ret);
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comp_18=` //ret = pow(ret,float3(0.7,1.3,1.6));
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comp_19=`
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comp_20=` ret = -0.3 + 1.7*ret;
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comp_21=`}
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comp_22=`
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comp_23=`
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