mirror of
https://github.com/WinampDesktop/winamp.git
synced 2024-12-14 09:22:52 +01:00
338 lines
8.8 KiB
Plaintext
338 lines
8.8 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=3.000
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fGammaAdj=1.000
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fDecay=0.955
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fVideoEchoZoom=0.997
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fVideoEchoAlpha=0.500
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nVideoEchoOrientation=1
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nWaveMode=7
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bAdditiveWaves=1
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bWaveDots=0
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bWaveThick=0
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bModWaveAlphaByVolume=1
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bMaximizeWaveColor=0
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bTexWrap=0
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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=0.001
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fWaveScale=1.286
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fWaveSmoothing=0.630
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fWaveParam=0.000
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fModWaveAlphaStart=0.710
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fModWaveAlphaEnd=1.300
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fWarpAnimSpeed=1.000
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fWarpScale=1.331
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fZoomExponent=1.00000
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fShader=1.000
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zoom=1.00951
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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=0.01000
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sx=1.00000
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sy=1.00000
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wave_r=0.650
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wave_g=0.650
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wave_b=0.650
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wave_x=0.500
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wave_y=0.500
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ob_size=0.500
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ob_r=0.010
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ob_g=0.000
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ob_b=0.000
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ob_a=0.000
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ib_size=0.260
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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=64.000
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nMotionVectorsY=48.000
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mv_dx=0.000
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mv_dy=0.000
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mv_l=0.000
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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=1
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wavecode_0_samples=512
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wavecode_0_sep=0
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wavecode_0_bSpectrum=0
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wavecode_0_bUseDots=0
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wavecode_0_bDrawThick=1
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wavecode_0_bAdditive=0
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wavecode_0_scaling=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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wave_0_per_frame1=r=q1; g=q2; b=q3;
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wave_0_per_point1=ma=ma+(above(bass,1)*3.1415*.01*bass);
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wave_0_per_point2=ma=ma-(above(treb,1)*3.1415*.01*treb);
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wave_0_per_point3=
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wave_0_per_point4=mx=mx+(.0002*cos(ma));
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wave_0_per_point5=my=my+(.0002*sin(ma));
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wave_0_per_point6=
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wave_0_per_point7=mx=if(above(mx,.9),(.9-mx),mx);
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wave_0_per_point8=my=if(above(my,.9),(.9-my),my);
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wave_0_per_point9=mx=if(below(mx,.1),(.9+mx),mx);
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wave_0_per_point10=my=if(below(my,.1),(.9+my),my);
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wave_0_per_point11=
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wave_0_per_point12=x=mx;
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wave_0_per_point13=y=my;
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wave_0_per_point14=
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wave_0_per_point15=a=(above(bass+mid+treb,.8));
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wavecode_1_enabled=1
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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=1
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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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wave_1_per_frame1=r=q1; g=q2; b=q3;
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wave_1_per_point1=ma=ma+(above(bass,1)*3.1415*.05*bass);
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wave_1_per_point2=ma=ma-(above(mid,1)*3.1415*.05*mid);
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wave_1_per_point3=
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wave_1_per_point4=mx=mx+(.0001*cos(ma));
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wave_1_per_point5=my=my+(.0001*sin(ma));
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wave_1_per_point6=
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wave_1_per_point7=mx=if(above(mx,.9),(.9-mx),mx);
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wave_1_per_point8=my=if(above(my,.9),(.9-my),my);
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wave_1_per_point9=mx=if(below(mx,.1),(.9+mx),mx);
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wave_1_per_point10=my=if(below(my,.1),(.9+my),my);
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wave_1_per_point11=
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wave_1_per_point12=x=mx;
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wave_1_per_point13=y=my;
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wave_1_per_point14=
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wave_1_per_point15=a=(above(bass+mid+treb,.1));
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wavecode_2_enabled=1
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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=1
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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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wave_2_per_frame1=r=q1; g=q2; b=q3;
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wave_2_per_point1=ma=ma+(above(mid,1)*3.1415*.01*mid);
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wave_2_per_point2=ma=ma-(above(treb,1)*3.1415*.01*treb);
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wave_2_per_point3=
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wave_2_per_point4=mx=mx+(.0004*cos(ma));
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wave_2_per_point5=my=my+(.0004*sin(ma));
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wave_2_per_point6=
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wave_2_per_point7=mx=if(above(mx,.9),(.9-mx),mx);
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wave_2_per_point8=my=if(above(my,.9),(.9-my),my);
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wave_2_per_point9=mx=if(below(mx,.1),(.9+mx),mx);
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wave_2_per_point10=my=if(below(my,.1),(.9+my),my);
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wave_2_per_point11=
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wave_2_per_point12=x=mx;
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wave_2_per_point13=y=my;
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wave_2_per_point14=
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wave_2_per_point15=a=(above(bass+mid+treb,.3));
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wavecode_3_enabled=1
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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=1
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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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wave_3_per_frame1=r=q1; g=q2; b=q3;
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wave_3_per_point1=ma=ma+(above(bass,.5)*3.1415*.02*bass);
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wave_3_per_point2=ma=ma-(above(treb,.5)*3.1415*.02*treb);
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wave_3_per_point3=
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wave_3_per_point4=mx=mx+(.0008*cos(ma));
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wave_3_per_point5=my=my+(.0008*sin(ma));
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wave_3_per_point6=
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wave_3_per_point7=mx=if(above(mx,.9),(.9-mx),mx);
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wave_3_per_point8=my=if(above(my,.9),(.9-my),my);
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wave_3_per_point9=mx=if(below(mx,.1),(.9+mx),mx);
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wave_3_per_point10=my=if(below(my,.1),(.9+my),my);
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wave_3_per_point11=
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wave_3_per_point12=x=mx;
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wave_3_per_point13=y=my;
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wave_3_per_point14=
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wave_3_per_point15=a=(above(bass+mid+treb,.2));
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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=1.79142
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shapecode_0_ang=0.00000
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shapecode_0_tex_ang=0.62832
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shapecode_0_tex_zoom=1.00000
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shapecode_0_r=1.000
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shapecode_0_g=1.000
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shapecode_0_b=1.000
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shapecode_0_a=0.000
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shapecode_0_r2=0.000
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shapecode_0_g2=0.000
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shapecode_0_b2=0.000
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shapecode_0_a2=1.000
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shapecode_0_border_r=1.000
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shapecode_0_border_g=1.000
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shapecode_0_border_b=1.000
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shapecode_0_border_a=0.000
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shapecode_1_enabled=0
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shapecode_1_sides=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_1=q1 = 0.95*q2+0.4*sin(time*1.13);
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per_frame_2=q3 = 0.95*q1+0.4*sin(time*1.23);
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per_frame_3=q2 = 0.95*q3+0.4*sin(time*1.33);
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warp_1=`#define MyGet GetPixel //GetBlur1
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warp_2=`shader_body
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warp_3=`{
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warp_4=` // GROW EFFECT - bright pixels spread radially outward.
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warp_5=` // BE CAREFUL - this can really thrash the texture cache! (SLOW)
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warp_6=` float grad_rad = 2.5; //TWEAK
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warp_7=` float str = 2.0; //TWEAK
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warp_8=` float3 d = float3(texsize.zw, 0) * grad_rad;
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warp_9=` float4 lums = 0;
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warp_10=` lums.x = lum( MyGet(uv + texsize.zw*d.xz) );
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warp_11=` lums.y = lum( MyGet(uv - texsize.zw*d.xz) );
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warp_12=` lums.z = lum( MyGet(uv + texsize.zw*d.zy) );
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warp_13=` lums.w = lum( MyGet(uv - texsize.zw*d.zy) );
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warp_14=` float2 grad = float2(lums.x-lums.y, lums.z-lums.w)*str*1000/grad_rad;
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warp_15=` grad = (saturate(grad*0.5+0.5)*2-1)*1.4;
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warp_16=`
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warp_17=` // sample previous frame
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warp_18=` ret = tex2D( sampler_fc_main, uv + grad*texsize.zw ).xyz;
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warp_19=`
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warp_20=`float2 uv_echo = (uv - 0.5)*float2(-1,-1) + 0.5;
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warp_21=`
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warp_22=` float4 lums2 = 0;
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warp_23=` lums2.x = lum( MyGet(uv_echo + texsize.zw*d.xz) );
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warp_24=` lums2.y = lum( MyGet(uv_echo - texsize.zw*d.xz) );
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warp_25=` lums2.z = lum( MyGet(uv_echo + texsize.zw*d.zy) );
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warp_26=` lums2.w = lum( MyGet(uv_echo - texsize.zw*d.zy) );
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warp_27=` float2 grad2 = float2(lums2.x-lums2.y, lums2.z-lums2.w)*str*1000/grad_rad;
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warp_28=` grad2 = (saturate(grad2*0.5+0.5)*2-1)*1.4;
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warp_29=`
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warp_30=`float3 ret2 = tex2D(sampler_fc_main, uv_echo + grad2*texsize.zw).xyz;
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warp_31=`
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warp_32=`ret = lerp(ret,ret2,0.50);
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warp_33=`
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warp_34=` // darken (decay) over time
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warp_35=` ret *= 0.95; //or try: ret -= 0.004;
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warp_36=`}
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comp_1=`shader_body
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comp_2=`{
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comp_3=` uv *= 0.5;
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comp_4=` ret = tex2D(sampler_main, uv).xyz;
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comp_5=` ret = max(ret, tex2D(sampler_main,uv + float2(0.5,0)).xyz);
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comp_6=` ret = max(ret, tex2D(sampler_main,uv + float2(0,0.5)).xyz);
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comp_7=` ret = max(ret, tex2D(sampler_main,uv + float2(0.5,0.5)).xyz);
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comp_8=` ret *= 1.666;
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comp_9=`
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comp_10=`}
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comp_11=`
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comp_12=`
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