mirror of
https://github.com/WinampDesktop/winamp.git
synced 2024-12-13 17:01:08 +01:00
482 lines
15 KiB
Plaintext
482 lines
15 KiB
Plaintext
MILKDROP_PRESET_VERSION=201
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PSVERSION=3
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PSVERSION_WARP=3
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PSVERSION_COMP=3
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[preset00]
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fRating=3.000
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fGammaAdj=2.000
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fDecay=0.900
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fVideoEchoZoom=1.007
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fVideoEchoAlpha=0.500
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nVideoEchoOrientation=1
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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=0
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bDarkenCenter=0
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bRedBlueStereo=0
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bBrighten=1
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bDarken=0
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bSolarize=0
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bInvert=0
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fWaveAlpha=0.002
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fWaveScale=1.000
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fWaveSmoothing=0.750
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fWaveParam=0.000
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fModWaveAlphaStart=0.750
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fModWaveAlphaEnd=0.950
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fWarpAnimSpeed=1.000
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fWarpScale=1.000
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fZoomExponent=1.00000
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fShader=0.000
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zoom=0.96000
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rot=-18.84024
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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=0.00052
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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=0.100
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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=0.010
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ob_r=0.000
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ob_g=0.000
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ob_b=0.000
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ob_a=1.000
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ib_size=0.010
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ib_r=0.200
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ib_g=0.100
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ib_b=0.000
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ib_a=0.000
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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=4.950
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mv_r=0.500
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mv_g=0.400
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mv_b=0.300
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mv_a=0.000
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b1n=0.000
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b2n=0.000
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b3n=0.000
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b1x=1.000
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b2x=1.000
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b3x=1.000
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b1ed=0.250
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wavecode_0_enabled=1
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wavecode_0_samples=512
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wavecode_0_sep=0
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wavecode_0_bSpectrum=1
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wavecode_0_bUseDots=0
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wavecode_0_bDrawThick=1
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wavecode_0_bAdditive=1
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wavecode_0_scaling=1.00000
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wavecode_0_smoothing=0.50000
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wavecode_0_r=0.000
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wavecode_0_g=0.000
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wavecode_0_b=0.000
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wavecode_0_a=1.000
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wave_0_per_point1=speed = sqrt(bass_att*0.005);
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wave_0_per_point2=v = sample*10000 + value2*bass*0.1;
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wave_0_per_point3=
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wave_0_per_point4=//state 0 elipse
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wave_0_per_point5=xs = xs + sin(v*1)*speed*atan(v*1.51);
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wave_0_per_point6=ys = ys + sin(v*1)*speed;
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wave_0_per_point7=zs = zs + cos(v*1.1)*speed;
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wave_0_per_point8=
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wave_0_per_point9=x = 0.5 + 0.5*sin(xs*0.1)*cos(time*2 + xs)*atan(basstime + zs*0.1);
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wave_0_per_point10=y = 0.5 + 0.5*sin(ys*0.1)*cos(time*2.1 + xs)*sin(basstime*0.4 + zs*0.12);
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wave_0_per_point11=z = 0.5 + 0.5*sin(zs*0.1)*cos(time*2.1 + zs);
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wave_0_per_point12=
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wave_0_per_point13=x = x + sample*0.5*sin(basstime)*bass;
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wave_0_per_point14=y = y + sample*0.5*sin(basstime*1.2)*bass;
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wave_0_per_point15=
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wave_0_per_point16=
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wave_0_per_point17=z = cos(z*sample)*value1*sample*10 + 2;
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wave_0_per_point18=
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wave_0_per_point19=x_int = x*0.6 + 0.2;
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wave_0_per_point20=y_int = y;
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wave_0_per_point21=
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wave_0_per_point22=x = x_int*z*0.5;
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wave_0_per_point23=y = y_int*z*0.5;
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wave_0_per_point24=
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wave_0_per_point25=
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wave_0_per_point26=r = 0.5 + 0.5*sin(time*6.22)*x_int + 0.1;
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wave_0_per_point27=g = 0.4 + 0.4*sin(time*5.307)*x_int;
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wave_0_per_point28=b = 0.4 + 0.4*sin(time*4.959)*y_int;
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wave_0_per_point29=
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wave_0_per_point30=xs = if(above(xs,1000),0 ,xs);
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wave_0_per_point31=ys = if(above(ys,1000),0 ,ys);
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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=1
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wavecode_1_bDrawThick=1
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wavecode_1_bAdditive=1
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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=1
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wavecode_2_bUseDots=1
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wavecode_2_bDrawThick=1
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wavecode_2_bAdditive=1
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wavecode_2_scaling=1.00000
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wavecode_2_smoothing=0.50000
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wavecode_2_r=1.000
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wavecode_2_g=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=1
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wavecode_3_bUseDots=1
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wavecode_3_bDrawThick=1
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wavecode_3_bAdditive=1
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wavecode_3_scaling=1.00000
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wavecode_3_smoothing=0.50000
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wavecode_3_r=1.000
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wavecode_3_g=1.000
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wavecode_3_b=1.000
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wavecode_3_a=1.000
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wave_3_per_point1=//apply zoom burst on beat
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wave_3_per_point2=flag = above(q3,2);
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wave_3_per_point3=//state zero is ready state
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wave_3_per_point4=state = state + flag*equal(state,0);
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wave_3_per_point5=
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wave_3_per_point6=//upwards flight
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wave_3_per_point7=yval = if(equal(state,0),0, yval);
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wave_3_per_point8=yval = yval + 0.00004*equal(state,1);
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wave_3_per_point9=ymax = if(equal(state,0),rand(100)*0.004,ymax);
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wave_3_per_point10=
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wave_3_per_point11=//hit apogee
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wave_3_per_point12=state = if(above(yval,0.5+ymax),2,state);
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wave_3_per_point13=
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wave_3_per_point14=//reset variable
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wave_3_per_point15=yval = if(equal(state,0),0, yval);
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wave_3_per_point16=burst = if(equal(state,0),0.001,burst);
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wave_3_per_point17=alphax = if(equal(state,0),1,alphax);
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wave_3_per_point18=xdriftinc = if(equal(state,0),0,xdriftinc);
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wave_3_per_point19=
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wave_3_per_point20=burstspeed = if(equal(state,0),rand(10),burstspeed);
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wave_3_per_point21=xdrift = if(equal(state,0),rand(20),xdrift);
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wave_3_per_point22=//to get the numbers small enough have to use constants
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wave_3_per_point23=xdriftinc = xdriftinc
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wave_3_per_point24=+ equal(xdrift,0)*equal(state,1)*0.00002
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wave_3_per_point25=+ equal(xdrift,1)*equal(state,1)*0.000018
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wave_3_per_point26=+ equal(xdrift,2)*equal(state,1)*0.000016
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wave_3_per_point27=+ equal(xdrift,3)*equal(state,1)*0.000014
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wave_3_per_point28=+ equal(xdrift,4)*equal(state,1)*0.000012
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wave_3_per_point29=+ equal(xdrift,5)*equal(state,1)*0.00001
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wave_3_per_point30=+ equal(xdrift,6)*equal(state,1)*0.000008
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wave_3_per_point31=+ equal(xdrift,7)*equal(state,1)*0.000006
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wave_3_per_point32=+ equal(xdrift,8)*equal(state,1)*0.000004
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wave_3_per_point33=+ equal(xdrift,9)*equal(state,1)*0.000002
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wave_3_per_point34=+ equal(xdrift,11)*equal(state,1)*-0.000002
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wave_3_per_point35=+ equal(xdrift,12)*equal(state,1)*-0.000004
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wave_3_per_point36=+ equal(xdrift,13)*equal(state,1)*-0.000006
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wave_3_per_point37=+ equal(xdrift,14)*equal(state,1)*-0.000008
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wave_3_per_point38=+ equal(xdrift,15)*equal(state,1)*-0.00001
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wave_3_per_point39=+ equal(xdrift,16)*equal(state,1)*-0.000012
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wave_3_per_point40=+ equal(xdrift,17)*equal(state,1)*-0.000014
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wave_3_per_point41=+ equal(xdrift,18)*equal(state,1)*-0.000016
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wave_3_per_point42=+ equal(xdrift,19)*equal(state,1)*-0.000018;
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wave_3_per_point43=
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wave_3_per_point44=burst = burst
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wave_3_per_point45=+ equal(burstspeed,0)*equal(state,2)*0.000024
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wave_3_per_point46=+ equal(burstspeed,1)*equal(state,2)*0.000022
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wave_3_per_point47=+ equal(burstspeed,2)*equal(state,2)*0.00002
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wave_3_per_point48=+ equal(burstspeed,3)*equal(state,2)*0.000018
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wave_3_per_point49=+ equal(burstspeed,4)*equal(state,2)*0.000016
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wave_3_per_point50=+ equal(burstspeed,5)*equal(state,2)*0.000014
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wave_3_per_point51=+ equal(burstspeed,6)*equal(state,2)*0.000012
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wave_3_per_point52=+ equal(burstspeed,7)*equal(state,2)*0.00001
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wave_3_per_point53=+ equal(burstspeed,8)*equal(state,2)*0.000008
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wave_3_per_point54=+ equal(burstspeed,9)*equal(state,2)*0.000008;
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wave_3_per_point55=
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wave_3_per_point56=alphax = alphax - 0.00004*equal(state,2);
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wave_3_per_point57=state = if(below(alphax,0),0,state);
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wave_3_per_point58=
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wave_3_per_point59=
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wave_3_per_point60=s = sample*3.14*100;
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wave_3_per_point61=ss = sample*6.28*1000;
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wave_3_per_point62=
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wave_3_per_point63=//draw torus
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wave_3_per_point64=xs = (burst + 0.0001*cos(s))*cos(ss);
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wave_3_per_point65=ys = (burst + 0.0001*cos(s))*sin(ss);
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wave_3_per_point66=zs = 0.1*burst*sin(s);
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wave_3_per_point67=
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wave_3_per_point68=
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wave_3_per_point69=//rotate x axis
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wave_3_per_point70=angle = sin(-q1*0.035)*6.28;
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wave_3_per_point71=yx = ys*cos(angle) - zs*sin(angle);
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wave_3_per_point72=zx = ys*sin(angle) + zs*cos(angle);
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wave_3_per_point73=xx = xs;
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wave_3_per_point74=
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wave_3_per_point75=//rotate y axis
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wave_3_per_point76=angle2 = sin(-q1*0.03)*6.28;
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wave_3_per_point77=xd = xx*cos(angle2) - zx*sin(angle2);
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wave_3_per_point78=zd = xx*sin(angle2) + zx*cos(angle2);
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wave_3_per_point79=yd = yx;
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wave_3_per_point80=
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wave_3_per_point81=//rotaye z axis
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wave_3_per_point82=angle3 = sin(-q1*0.022)*6.28;
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wave_3_per_point83=xn = xd*cos(angle3) - yd*sin(angle3);
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wave_3_per_point84=yn = xd*sin(angle3) + yd*cos(angle3);
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wave_3_per_point85=
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wave_3_per_point86=zd = zd + 2;
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wave_3_per_point87=
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wave_3_per_point88=x = xn*zd*0.3 + 0.5;
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wave_3_per_point89=y = yn*zd*0.3*1.2;
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wave_3_per_point90=
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wave_3_per_point91=
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wave_3_per_point92=x = x + xdriftinc;
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wave_3_per_point93=y = y + sin(yval*1.5) - 0.18;
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wave_3_per_point94=
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wave_3_per_point95=
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wave_3_per_point96=r = 0.5 + 0.5*sin(q1*1.3 + x + x);
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wave_3_per_point97=g = 0.5 + 0.5*sin(q1*1.1 + x + y);
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wave_3_per_point98=b = 0.5 + 0.5*sin(q1*1.66 + y + y);
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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=1
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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=2.66718
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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=0.45112
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shapecode_0_r=1.000
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shapecode_0_g=1.000
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shapecode_0_b=0.000
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shapecode_0_a=0.150
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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=0.050
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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=0.100
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shape_0_per_frame1=r = 0.1 + 0.5*sin(q1);
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shape_0_per_frame2=g = 0.1 + 0.5*sin(q1*0.9878);
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shape_0_per_frame3=b = 0.1 + 0.5*sin(q1*0.897);
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shapecode_1_enabled=0
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shapecode_1_sides=100
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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=0.350
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shapecode_1_y=0.000
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shapecode_1_rad=0.09959
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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=0.42497
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shapecode_1_r=0.000
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shapecode_1_g=0.000
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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=0.000
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shapecode_1_g2=0.000
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shapecode_1_b2=0.000
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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=r = 0.1 + 0.5*sin(q1*0.01);
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shape_1_per_frame2=g = 0.1 + 0.5*sin(q1*0.09878);
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shape_1_per_frame3=b = 0.1 + 0.5*sin(q1*0.0897);
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shape_1_per_frame4=
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shape_1_per_frame5=r2 = 0.1 + 0.5*sin(q1*0.035);
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shape_1_per_frame6=g2 = 0.1 + 0.5*sin(q1*0.09878);
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shape_1_per_frame7=b2 = 0.1 + 0.5*sin(q1*0.0897);
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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=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=0.000
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shapecode_2_rad=0.10201
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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=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=0.000
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shape_2_per_frame1=r = 0.1 + 0.5*sin(q1*0.01);
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shape_2_per_frame2=g = 0.1 + 0.5*sin(q1*0.03878);
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shape_2_per_frame3=b = 0.1 + 0.5*sin(q1*0.0497);
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shape_2_per_frame4=
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shape_2_per_frame5=r2 = 0.1 + 0.5*sin(q1*0.065);
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shape_2_per_frame6=g2 = 0.1 + 0.5*sin(q1*0.07878);
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shape_2_per_frame7=b2 = 0.1 + 0.5*sin(q1*0.0597);
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shapecode_3_enabled=0
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shapecode_3_sides=100
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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=0.650
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shapecode_3_y=0.000
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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=1.000
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shapecode_3_b=1.000
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shapecode_3_a=1.000
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shapecode_3_r2=1.000
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shapecode_3_g2=0.000
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shapecode_3_b2=1.000
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shapecode_3_a2=1.000
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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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shape_3_per_frame1=//x = 0.5 + 0.02*sin(time*0.5 + 1.68);
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shape_3_per_frame2=//y = 0.5 + 0.02*cos(time*0.5 + 1.68);
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shape_3_per_frame3=
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shape_3_per_frame4=
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shape_3_per_frame5=r = 0.1 + 0.5*sin(q1*0.0144);
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shape_3_per_frame6=g = 0.1 + 0.5*sin(q1*0.05878);
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shape_3_per_frame7=b = 0.1 + 0.5*sin(q1*0.0797);
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shape_3_per_frame8=
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shape_3_per_frame9=r2 = 0.1 + 0.5*sin(q1*0.065);
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shape_3_per_frame10=g2 = 0.1 + 0.5*sin(q1*0.07878);
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shape_3_per_frame11=b2 = 0.1 + 0.5*sin(q1*0.0897);
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per_frame_init_1=state = 0;
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per_frame_1=basstime = basstime + bass*0.06;
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per_frame_2=q1 = basstime;
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per_frame_3=
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per_frame_4=q9 = basstime * 0.000005;
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per_frame_5=
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per_frame_6=basstime = if(below(basstime,1000),1000,basstime);
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per_frame_7=
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per_frame_8=vol = pow(bass+mid+treb,2);
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per_frame_9=basssum = vol;
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per_frame_10=
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per_frame_11=stickybit = time%2;
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per_frame_12=
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per_frame_13=//avg vol
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per_frame_14=//buffer 1
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per_frame_15=volAvg = volAvg + vol*equal(stickybit,1);
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per_frame_16=//number of samples 1 or framerate
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per_frame_17=sample1 = sample1 + equal(stickybit,1);
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per_frame_18=//buffer 2
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per_frame_19=volAvg2 = volAvg2 + vol*equal(stickybit,0);
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per_frame_20=//number of samples 2
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per_frame_21=sample2 = sample2 + equal(stickybit,0);
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per_frame_22=
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per_frame_23=//transision
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per_frame_24=edge = bnot(equal(bit2,stickybit));
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per_frame_25=
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per_frame_26=volAvg = volAvg - volAvg*edge*stickybit;
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per_frame_27=volAvg2 = volAvg2 - volAvg2*edge*equal(stickybit,0);
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per_frame_28=
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per_frame_29=sample1 = sample1 - sample1*edge*stickybit;
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per_frame_30=sample2 = sample2 - sample2*edge*equal(stickybit,0);
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per_frame_31=
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per_frame_32=//test vol against avg buffer lvl
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per_frame_33=diff = if(equal(stickybit,1), (basssum/(volAvg2/sample2)) , 0);
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per_frame_34=diff = if(equal(stickybit,0), (basssum/(volAvg/sample1)), diff);
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per_frame_35=
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per_frame_36=q3 = diff;
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per_frame_37=
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per_frame_38=bit2 = time%2;
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per_frame_39=
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per_frame_40=difftime = difftime + diff*0.03;
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per_frame_41=q2 = difftime;
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per_frame_42=
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per_frame_43=//fix a strange error
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per_frame_44=difftime = if(above(difftime,2000),0, difftime);
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per_frame_45=
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per_frame_46=
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per_frame_47=
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per_frame_48=monitor = q1;
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per_frame_49=
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per_frame_50=//mv_a = q3 - 2;
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per_pixel_1=zoom = 0.98;
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per_pixel_2=rot = 0;
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warp_1=`const float4 samples[4] = {
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warp_2=` -1.0, 0.0, 0, 0.25,
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warp_3=` 1.0, 0.0, 0, 0.25,
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warp_4=` 0.0, 1.0, 0, 0.25,
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warp_5=` 0.0, -1.0, 0, 0.25
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warp_6=`};
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warp_7=`
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warp_8=`
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warp_9=`shader_body
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warp_10=`{
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warp_11=`
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warp_12=` float3 txr = float3(uv,q1*0.1);
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warp_13=` float2 uv2 = uv;
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warp_14=` uv2 = uv + texsize.zx*(q3,q3);
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warp_15=` float3 color = tex2D(sampler_noise_lq, uv2) - 0.5;
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warp_16=` color += tex2D(sampler_noise_mq, uv2) - 0.5;
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warp_17=` color += tex2D(sampler_noise_hq, uv2) - 0.5;
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warp_18=`
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warp_19=` float2x2 rot = { cos(q9), sin(q9),
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warp_20=` -sin(q9), cos(q9)};
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warp_21=` rot = rot - rad*0.01;
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warp_22=`
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warp_23=` float3 output = 0;
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warp_24=`
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warp_25=` //mmm take out loop for better performace
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warp_26=` for(int i=0;i<4;i++)
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warp_27=` output += samples[i].w*tex2D(sampler_main, uv +
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warp_28=` float2(samples[i].x*(1/texsize.x),
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warp_29=` samples[i].y*(1/texsize.y)))*0.2;
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warp_30=`
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warp_31=`
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warp_32=` ret = tex2D( sampler_main, (
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warp_33=` ((mul((uv-0.5),rot)*(0.97 + rad*0.02)) + 0.5
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warp_34=` + GetBlur1((output+ color - 0.5)*0.9 + 0.5)*0.02 + 0.0) - 0.5
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warp_35=` )*(1 - pow(rad,1)*0.02) + 0.5 ).xyz;
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warp_36=` ret = ret-0.03;// - q6;// - 0.08; //or try: ret -= 0.004;
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warp_37=`}
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comp_1=`
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comp_2=`shader_body
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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=`
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comp_10=` ret *= 2.00; //gamma
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comp_11=` ret = ret; //brighten
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|
comp_12=`}
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