mirror of
https://github.com/WinampDesktop/winamp.git
synced 2024-12-04 20:57:53 +01:00
273 lines
6.6 KiB
Plaintext
273 lines
6.6 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=2.000000
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fDecay=0.500000
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fVideoEchoZoom=0.999609
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fVideoEchoAlpha=0.500000
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nVideoEchoOrientation=3
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nWaveMode=7
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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=1
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bInvert=0
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fWaveAlpha=0.001000
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fWaveScale=1.000000
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fWaveSmoothing=0.750000
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fWaveParam=0.000000
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fModWaveAlphaStart=0.750000
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fModWaveAlphaEnd=0.950000
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fWarpAnimSpeed=1.000000
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fWarpScale=1.000000
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fZoomExponent=1.000000
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fShader=0.000000
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zoom=1.000000
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rot=0.000000
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cx=0.500000
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cy=0.500000
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dx=0.000000
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dy=0.000000
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warp=0.010000
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sx=1.000000
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sy=1.000000
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wave_r=0.000000
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wave_g=0.400000
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wave_b=0.000000
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wave_x=0.500000
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wave_y=0.500000
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ob_size=0.010000
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ob_r=0.000000
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ob_g=0.000000
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ob_b=0.000000
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ob_a=0.000000
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ib_size=0.010000
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ib_r=0.250000
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ib_g=0.250000
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ib_b=0.250000
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ib_a=0.000000
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nMotionVectorsX=12.000000
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nMotionVectorsY=9.000000
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mv_dx=0.000000
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mv_dy=0.000000
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mv_l=0.900000
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mv_r=1.000000
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mv_g=1.000000
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mv_b=1.000000
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mv_a=0.000000
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b1n=0.000000
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b2n=0.000000
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b3n=0.000000
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b1x=1.000000
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b2x=1.000000
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b3x=1.000000
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b1ed=0.250000
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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=1
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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=1.000000
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wavecode_0_smoothing=0.000000
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wavecode_0_r=1.000000
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wavecode_0_g=1.000000
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wavecode_0_b=1.000000
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wavecode_0_a=1.000000
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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=1
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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=1.000000
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wavecode_1_smoothing=0.000000
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wavecode_1_r=1.000000
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wavecode_1_g=1.000000
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wavecode_1_b=1.000000
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wavecode_1_a=1.000000
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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=1.000000
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wavecode_2_smoothing=0.000000
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wavecode_2_r=1.000000
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wavecode_2_g=1.000000
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wavecode_2_b=1.000000
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wavecode_2_a=1.000000
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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=1.000000
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wavecode_3_smoothing=0.000000
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wavecode_3_r=1.000000
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wavecode_3_g=1.000000
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wavecode_3_b=1.000000
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wavecode_3_a=1.000000
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shapecode_0_enabled=1
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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=1
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shapecode_0_x=0.500000
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shapecode_0_y=0.500000
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shapecode_0_rad=2.667177
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shapecode_0_ang=0.000000
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shapecode_0_tex_ang=0.000000
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shapecode_0_tex_zoom=0.374092
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shapecode_0_r=1.000000
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shapecode_0_g=1.000000
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shapecode_0_b=1.000000
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shapecode_0_a=0.800000
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shapecode_0_r2=1.000000
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shapecode_0_g2=1.000000
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shapecode_0_b2=1.000000
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shapecode_0_a2=0.400000
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shapecode_0_border_r=1.000000
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shapecode_0_border_g=1.000000
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shapecode_0_border_b=1.000000
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shapecode_0_border_a=0.100000
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shape_0_per_frame1=ang = basstime;
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shape_0_per_frame2=tex_ang = sin(basstime);
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shape_0_per_frame3=
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shape_0_per_frame4=ob_r = 0.5 * sin(basstime*1.12);
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shape_0_per_frame5=ob_g = 0.5 * sin(basstime*1.5);
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shape_0_per_frame6=ob_b = 0.5 * sin(basstime*2.12);
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shapecode_1_enabled=1
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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=1
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shapecode_1_x=0.500000
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shapecode_1_y=0.500000
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shapecode_1_rad=2.667177
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shapecode_1_ang=0.000000
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shapecode_1_tex_ang=0.000000
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shapecode_1_tex_zoom=0.377131
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shapecode_1_r=1.000000
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shapecode_1_g=1.000000
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shapecode_1_b=1.000000
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shapecode_1_a=0.700000
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shapecode_1_r2=0.800000
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shapecode_1_g2=1.000000
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shapecode_1_b2=1.000000
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shapecode_1_a2=0.500000
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shapecode_1_border_r=1.000000
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shapecode_1_border_g=1.000000
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shapecode_1_border_b=1.000000
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shapecode_1_border_a=0.100000
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shape_1_per_frame1=tex_capture = above(bass,1);
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shapecode_2_enabled=1
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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=0
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shapecode_2_x=0.500000
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shapecode_2_y=0.500000
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shapecode_2_rad=0.100000
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shapecode_2_ang=0.000000
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shapecode_2_tex_ang=0.000000
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shapecode_2_tex_zoom=1.000000
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shapecode_2_r=1.000000
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shapecode_2_g=0.000000
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shapecode_2_b=0.000000
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shapecode_2_a=1.000000
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shapecode_2_r2=1.000000
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shapecode_2_g2=1.000000
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shapecode_2_b2=0.860000
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shapecode_2_a2=0.300000
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shapecode_2_border_r=1.000000
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shapecode_2_border_g=1.000000
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shapecode_2_border_b=1.000000
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shapecode_2_border_a=0.100000
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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_x=0.540000
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shapecode_3_y=0.500000
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shapecode_3_rad=0.100000
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shapecode_3_ang=0.000000
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shapecode_3_tex_ang=0.000000
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shapecode_3_tex_zoom=1.000000
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shapecode_3_r=1.000000
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shapecode_3_g=0.000000
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shapecode_3_b=0.000000
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shapecode_3_a=1.000000
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shapecode_3_r2=0.000000
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shapecode_3_g2=1.000000
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shapecode_3_b2=0.000000
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shapecode_3_a2=0.000000
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shapecode_3_border_r=1.000000
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shapecode_3_border_g=1.000000
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shapecode_3_border_b=1.000000
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shapecode_3_border_a=0.100000
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per_frame_1=basstime = basstime + bass*0.0003;
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per_frame_2=q2 = basstime;
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per_frame_3=q1 = basstime*0.00001;
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per_frame_4=
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per_frame_5=
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per_frame_6=q4 = cos(basstime);
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per_frame_7=q5 = sin(basstime);
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per_pixel_1=zoom = 1;
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per_pixel_2=rot = 0;
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warp_1=`shader_body
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warp_2=`{
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warp_3=`
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warp_4=` float2x2 rot = { q4, q5,
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warp_5=` -q5, q4 };
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warp_6=`
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warp_7=` float3 txr = float3(uv,q2*10);
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warp_8=`
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warp_9=` float final_noise = 0;
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warp_10=` final_noise += (1.0/pow(2,0))*(tex3D(sampler_noisevol_lq, txr*pow(2,0))*2-1);
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warp_11=` final_noise += (1.0/pow(2,1))*(tex3D(sampler_noisevol_lq, txr*pow(2,1))*2-1);
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warp_12=` final_noise += (1.0/pow(2,2))*(tex3D(sampler_noisevol_lq, txr*pow(2,2))*2-1);
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warp_13=` final_noise += (1.0/pow(2,3))*(tex3D(sampler_noisevol_lq, txr*pow(2,3))*2-1);
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warp_14=`
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warp_15=` final_noise = (final_noise+1)*0.5;
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warp_16=`
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warp_17=`
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warp_18=` ret = tex2D( sampler_main, mul(uv-0.5,rot)*(1-rad*0.5)*final_noise + 0.5 ).xyz;
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warp_19=`
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warp_20=` // darken (decay) over time
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warp_21=` ret = ret; //or try: ret -= 0.004;
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warp_22=`}
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comp_1=`shader_body
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comp_2=`{
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comp_3=`
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comp_4=` float2 uv_echo = (uv - 0.5)*1.000*float2(-1,-1) + 0.5;
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comp_5=` ret = lerp( tex2D(sampler_main, uv).xyz,
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comp_6=` tex2D(sampler_main, uv_echo).xyz,
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comp_7=` 0.50
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comp_8=` ); //video echo
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comp_9=` ret *= 2.00; //gamma
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comp_10=` float3 retish = 1 - ret*(1-ret)*2; //solarize
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comp_11=` float3 retp = float3(retish[0],retish[1]*1.2,retish[2]*1.2)*0.5;
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comp_12=` //ret *= 0.5;
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comp_13=` retp = 1 - retp;
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comp_14=` retp = 1 - retp*(1-retp); //solarize
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comp_15=` ret = (1 - float3(retp[2],retp[1],ret[0]))*1.2;
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comp_16=`}
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