mirror of
https://github.com/WinampDesktop/winamp.git
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312 lines
8.5 KiB
Plaintext
312 lines
8.5 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=4.000
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fGammaAdj=1.900
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fDecay=0.980
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fVideoEchoZoom=1.169
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fVideoEchoAlpha=0.000
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nVideoEchoOrientation=0
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nWaveMode=6
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bAdditiveWaves=0
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bWaveDots=0
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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=0.433
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fWaveScale=1.910
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fWaveSmoothing=0.000
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fWaveParam=-0.080
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fModWaveAlphaStart=1.030
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fModWaveAlphaEnd=1.610
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fWarpAnimSpeed=1.729
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fWarpScale=2.108
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fZoomExponent=1.64463
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fShader=0.000
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zoom=1.01901
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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=0.45599
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sx=1.00000
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sy=1.00000
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wave_r=0.500
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wave_g=0.500
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wave_b=0.500
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wave_x=0.500
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wave_y=0.500
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ob_size=0.010
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ob_r=1.000
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ob_g=0.500
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ob_b=0.250
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ob_a=0.160
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ib_size=0.010
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ib_r=0.250
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ib_g=0.250
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ib_b=0.250
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ib_a=0.000
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nMotionVectorsX=12.000
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nMotionVectorsY=9.000
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mv_dx=0.000
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mv_dy=0.000
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mv_l=0.900
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mv_r=1.000
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mv_g=1.000
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mv_b=1.000
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mv_a=0.000
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b1n=0.000
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b2n=0.000
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b3n=0.000
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b1x=1.000
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b2x=1.000
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b3x=1.000
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b1ed=0.250
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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=1.00000
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wavecode_0_smoothing=0.50000
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wavecode_0_r=1.000
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wavecode_0_g=1.000
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wavecode_0_b=1.000
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wavecode_0_a=1.000
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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=30
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shapecode_0_additive=0
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shapecode_0_thickOutline=0
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shapecode_0_textured=0
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shapecode_0_num_inst=1
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shapecode_0_x=0.500
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shapecode_0_y=0.500
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shapecode_0_rad=0.49138
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shapecode_0_ang=0.00000
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shapecode_0_tex_ang=0.00000
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shapecode_0_tex_zoom=1.00000
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shapecode_0_r=0.700
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shapecode_0_g=0.700
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shapecode_0_b=1.000
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shapecode_0_a=0.170
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shapecode_0_r2=0.000
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shapecode_0_g2=0.200
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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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shape_0_per_frame1=rad = rad + 0.02*cos(time*3);
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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=0.500
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shapecode_1_y=0.500
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shapecode_1_rad=0.10000
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shapecode_1_ang=0.00000
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shapecode_1_tex_ang=0.00000
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shapecode_1_tex_zoom=1.00000
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shapecode_1_r=1.000
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shapecode_1_g=0.000
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shapecode_1_b=0.000
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shapecode_1_a=1.000
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shapecode_1_r2=0.000
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shapecode_1_g2=1.000
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shapecode_1_b2=0.000
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shapecode_1_a2=0.000
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shapecode_1_border_r=1.000
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shapecode_1_border_g=1.000
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shapecode_1_border_b=1.000
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shapecode_1_border_a=0.100
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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=0.500
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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=0.000
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shapecode_2_b=0.000
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shapecode_2_a=1.000
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shapecode_2_r2=0.000
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shapecode_2_g2=1.000
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shapecode_2_b2=0.000
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shapecode_2_a2=0.000
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shapecode_2_border_r=1.000
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shapecode_2_border_g=1.000
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shapecode_2_border_b=1.000
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shapecode_2_border_a=0.100
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shapecode_3_enabled=0
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shapecode_3_sides=4
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shapecode_3_additive=0
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shapecode_3_thickOutline=0
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shapecode_3_textured=0
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shapecode_3_num_inst=1
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shapecode_3_x=0.500
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shapecode_3_y=0.500
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shapecode_3_rad=0.10000
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shapecode_3_ang=0.00000
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shapecode_3_tex_ang=0.00000
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shapecode_3_tex_zoom=1.00000
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shapecode_3_r=1.000
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shapecode_3_g=0.000
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shapecode_3_b=0.000
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shapecode_3_a=1.000
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shapecode_3_r2=0.000
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shapecode_3_g2=1.000
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shapecode_3_b2=0.000
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shapecode_3_a2=0.000
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shapecode_3_border_r=1.000
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shapecode_3_border_g=1.000
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shapecode_3_border_b=1.000
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shapecode_3_border_a=0.100
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per_frame_init_1=q10 = 0;
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per_frame_init_2=my_rot = 0;
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per_frame_init_3=my_zoom = 1;
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per_frame_init_4=s = 0.5;
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per_frame_1=wave_r = 0.85 + 0.25*sin(0.437*time+1);
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per_frame_2=wave_g = 0.85 + 0.25*sin(0.544*time+2);
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per_frame_3=wave_b = 0.85 + 0.25*sin(0.751*time+3);
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per_frame_4=dx = dx + 0.003*( 0.60*sin(0.234*time) + 0.40*sin(0.277*time) );
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per_frame_5=dy = dy + 0.003*( 0.60*sin(0.284*time) + 0.40*sin(0.247*time) );
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per_frame_6=decay = decay - 0.01*equal(frame%6,0);
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per_frame_7=dx = dx + dx_residual;
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per_frame_8=dy = dy + dy_residual;
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per_frame_9=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_10=dx_residual = equal(bass_thresh,2.13)*0.016*sin(time*7) + (1-equal(bass_thresh,2.13))*dx_residual;
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per_frame_11=dy_residual = equal(bass_thresh,2.13)*0.012*sin(time*9) + (1-equal(bass_thresh,2.13))*dy_residual;
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per_frame_12=wave_x = wave_x - dx_residual*7;
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per_frame_13=wave_y = wave_y - dy_residual*7;
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per_frame_14=wave_mystery = time*37.03;
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per_frame_15=
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per_frame_16=new_rot = rot + 0.013*( 0.60*sin(17.381*time) + 0.40*sin(11.579*time) );
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per_frame_17=new_zoom = zoom + 0.01*( 0.60*sin(20.1934*time+3) + 0.40*sin(16.307*time+9) );
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per_frame_18=new_warp = warp + 0.34*( 0.60*sin(13.5442*time) + 0.40*sin(22.543*time) );
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per_frame_19=new_cx = cx + 0.310*( 0.60*sin(16.374*time) + 0.40*sin(26.294*time) );
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per_frame_20=new_cy = cy + 0.310*( 0.60*sin(18.393*time) + 0.40*sin(37.223*time) );
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per_frame_21=new_s = rand(100)*0.01;
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per_frame_22=
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per_frame_23=// this is a great way to respond to beats:
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per_frame_24=// once you get one, let it decay at a constant rate!!
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per_frame_25=rg = max(rg*0.77, 0.02 + 0.5*min(2,max(0,mid_att-1)*1.3));
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per_frame_26=q9 = rg;
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per_frame_27=
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per_frame_28=// custom beat detection code: (fps-independent; quiet songs don't freak out)
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per_frame_29=decay_rate = pow(0.993, fps); // lower # = more hasty to declare a beat
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per_frame_30=min_att = 2.5; // lower # = quieter songs can declare beats
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per_frame_31=decay_to = 1.0; // lower # = more hasty to declare a beat
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per_frame_32=beat = bass/max(min_att,bass_att);
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per_frame_33=beat = max(beat, mid /max(min_att,mid_att ));
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per_frame_34=beat = max(beat, treb/max(min_att,treb_att));
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per_frame_35=beat = max( beat, (prev_beat-decay_to)*decay_rate + decay_to );
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per_frame_36=beat_level = (beat - prev_beat - 0.07)*24;
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per_frame_37=is_beat = above(beat_level, 0.5);
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per_frame_38=prev_beat = beat;
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per_frame_39= // put your beat responses HERE:
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per_frame_40= wave_a = beat_level + 1.65;
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per_frame_41= rot = (1-is_beat)*my_rot + (is_beat)*new_rot;
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per_frame_42= zoom = (1-is_beat)*my_zoom + (is_beat)*new_zoom;
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per_frame_43= warp = (1-is_beat)*my_warp + (is_beat)*new_warp;
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per_frame_44= cx = (1-is_beat)*my_cx + (is_beat)*new_cx;
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per_frame_45= cy = (1-is_beat)*my_cy + (is_beat)*new_cy;
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per_frame_46= s = (1-is_beat)*my_s + (is_beat)*new_s;
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per_frame_47=my_rot = rot;
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per_frame_48=my_zoom = zoom;
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per_frame_49=my_warp = warp;
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per_frame_50=my_cx = cx;
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per_frame_51=my_cy = cy;
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per_frame_52=my_s = s;
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per_frame_53=
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per_frame_54=q11 = s;
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per_pixel_1=zoom = zoom + cos(ang*7)*0.02;
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warp_1=`shader_body
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warp_2=`{
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warp_3=` float s = 0.01 + pow(q11, 2); // should be < about 1
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warp_4=` float2 nz = tex3D( sampler_noisevol_hq, float3(uv_orig.xy*4*texsize.xy/850.0*s,time*0.1) );
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warp_5=`
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warp_6=` float2 zz = uv_orig.xy * texsize.xy * 6 * 0.1 * s + nz*9;
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warp_7=` uv.xy += float2(cos(zz.y),cos(zz.x))*texsize.zw * 1.7 / s;
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warp_8=`
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warp_9=` // sample previous frame
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warp_10=` ret.xyz = tex2D( sampler_main, uv ).xyz;
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warp_11=`
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warp_12=` ret.xyz *= 0.99;
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warp_13=`
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warp_14=` // add noise:
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warp_15=` float2 dither_uv = uv_orig*texsize.xy*texsize_noise_lq.zw * 1 + rand_frame.xy;
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warp_16=` ret.xyz += (tex2D(sampler_noise_lq, dither_uv).xyz-0.5)/256.0 * 122
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warp_17=` //* saturate(treb_att-1);
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warp_18=` *0.16;
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warp_19=`
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warp_20=` // color rotate & desaturate over time, to keep the globs white
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warp_21=` ret.xyz = lerp(ret.xyz, ret.zxy, 0.2);
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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=` ret = tex2D(sampler_main, uv).xyz;
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comp_4=` ret = ret*1.5 - 0.1;
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comp_5=`}
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comp_6=`
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comp_7=`
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