mirror of
https://github.com/WinampDesktop/winamp.git
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281 lines
6.8 KiB
Text
281 lines
6.8 KiB
Text
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=4.000000
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fGammaAdj=1.9
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fDecay=0.980
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fVideoEchoZoom=1.169
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fVideoEchoAlpha=0.0
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nVideoEchoOrientation=0
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nWaveMode=7
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bAdditiveWaves=0
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bWaveDots=0
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bWaveThick=0
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bModWaveAlphaByVolume=1
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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=0.0
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fWaveScale=1.015
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fWaveSmoothing=0.522
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fWaveParam=0.0
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fModWaveAlphaStart=0.830
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fModWaveAlphaEnd=1.310
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fWarpAnimSpeed=30.965
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fWarpScale=2.572
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fZoomExponent=1.0
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fShader=0.0
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zoom=1.00901
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rot=0.0
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cx=0.5
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cy=0.5
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dx=0.0
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dy=0.0
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warp=0.00054
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sx=1.0
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sy=1.0
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wave_r=0.5
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wave_g=0.5
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wave_b=0.5
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wave_x=0.5
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wave_y=0.5
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ob_size=0.010
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ob_r=0.0
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ob_g=0.0
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ob_b=0.0
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ob_a=0.0
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ib_size=0.010
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ib_r=0.250
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ib_g=0.250
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ib_b=0.250
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ib_a=0.0
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nMotionVectorsX=12.0
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nMotionVectorsY=9.0
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mv_dx=0.0
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mv_dy=0.0
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mv_l=0.9
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mv_r=1.0
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mv_g=1.0
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mv_b=1.0
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mv_a=0.0
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b1n=0.0
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b2n=0.0
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b3n=0.0
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b1x=1.0
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b2x=1.0
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b3x=1.0
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b1ed=0.250
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wavecode_0_enabled=0
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wavecode_0_samples=512
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wavecode_0_sep=0
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wavecode_0_bSpectrum=0
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wavecode_0_bUseDots=0
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wavecode_0_bDrawThick=0
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wavecode_0_bAdditive=0
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wavecode_0_scaling=1.0
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wavecode_0_smoothing=0.5
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wavecode_0_r=1.0
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wavecode_0_g=1.0
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wavecode_0_b=1.0
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wavecode_0_a=1.0
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wavecode_1_enabled=0
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wavecode_1_samples=512
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wavecode_1_sep=0
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wavecode_1_bSpectrum=0
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wavecode_1_bUseDots=0
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wavecode_1_bDrawThick=0
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wavecode_1_bAdditive=0
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wavecode_1_scaling=1.0
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wavecode_1_smoothing=0.5
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wavecode_1_r=1.0
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wavecode_1_g=1.0
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wavecode_1_b=1.0
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wavecode_1_a=1.0
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wavecode_2_enabled=0
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wavecode_2_samples=512
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wavecode_2_sep=0
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wavecode_2_bSpectrum=0
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wavecode_2_bUseDots=0
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wavecode_2_bDrawThick=0
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wavecode_2_bAdditive=0
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wavecode_2_scaling=1.0
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wavecode_2_smoothing=0.5
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wavecode_2_r=1.0
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wavecode_2_g=1.0
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wavecode_2_b=1.0
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wavecode_2_a=1.0
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wavecode_3_enabled=0
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wavecode_3_samples=512
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wavecode_3_sep=0
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wavecode_3_bSpectrum=0
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wavecode_3_bUseDots=0
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wavecode_3_bDrawThick=0
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wavecode_3_bAdditive=0
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wavecode_3_scaling=1.0
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wavecode_3_smoothing=0.5
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wavecode_3_r=1.0
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wavecode_3_g=1.0
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wavecode_3_b=1.0
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wavecode_3_a=1.0
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shapecode_0_enabled=0
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shapecode_0_sides=4
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shapecode_0_additive=0
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shapecode_0_thickOutline=0
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shapecode_0_textured=0
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shapecode_0_num_inst=1
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shapecode_0_x=0.5
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shapecode_0_y=0.5
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shapecode_0_rad=0.1
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shapecode_0_ang=0.0
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shapecode_0_tex_ang=0.0
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shapecode_0_tex_zoom=1.0
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shapecode_0_r=1.0
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shapecode_0_g=0.0
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shapecode_0_b=0.0
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shapecode_0_a=1.0
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shapecode_0_r2=0.0
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shapecode_0_g2=1.0
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shapecode_0_b2=0.0
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shapecode_0_a2=0.0
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shapecode_0_border_r=1.0
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shapecode_0_border_g=1.0
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shapecode_0_border_b=1.0
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shapecode_0_border_a=0.1
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shapecode_1_enabled=0
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shapecode_1_sides=4
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shapecode_1_additive=0
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shapecode_1_thickOutline=0
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shapecode_1_textured=0
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shapecode_1_num_inst=1
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shapecode_1_x=0.5
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shapecode_1_y=0.5
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shapecode_1_rad=0.1
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shapecode_1_ang=0.0
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shapecode_1_tex_ang=0.0
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shapecode_1_tex_zoom=1.0
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shapecode_1_r=1.0
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shapecode_1_g=0.0
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shapecode_1_b=0.0
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shapecode_1_a=1.0
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shapecode_1_r2=0.0
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shapecode_1_g2=1.0
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shapecode_1_b2=0.0
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shapecode_1_a2=0.0
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shapecode_1_border_r=1.0
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shapecode_1_border_g=1.0
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shapecode_1_border_b=1.0
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shapecode_1_border_a=0.1
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shapecode_2_enabled=0
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shapecode_2_sides=4
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shapecode_2_additive=0
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shapecode_2_thickOutline=0
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shapecode_2_textured=0
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shapecode_2_num_inst=1
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shapecode_2_x=0.5
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shapecode_2_y=0.5
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shapecode_2_rad=0.1
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shapecode_2_ang=0.0
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shapecode_2_tex_ang=0.0
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shapecode_2_tex_zoom=1.0
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shapecode_2_r=1.0
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shapecode_2_g=0.0
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shapecode_2_b=0.0
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shapecode_2_a=1.0
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shapecode_2_r2=0.0
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shapecode_2_g2=1.0
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shapecode_2_b2=0.0
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shapecode_2_a2=0.0
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shapecode_2_border_r=1.0
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shapecode_2_border_g=1.0
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shapecode_2_border_b=1.0
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shapecode_2_border_a=0.1
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shapecode_3_enabled=0
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shapecode_3_sides=4
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shapecode_3_additive=0
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shapecode_3_thickOutline=0
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shapecode_3_textured=0
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shapecode_3_num_inst=1
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shapecode_3_x=0.5
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shapecode_3_y=0.5
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shapecode_3_rad=0.1
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shapecode_3_ang=0.0
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shapecode_3_tex_ang=0.0
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shapecode_3_tex_zoom=1.0
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shapecode_3_r=1.0
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shapecode_3_g=0.0
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shapecode_3_b=0.0
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shapecode_3_a=1.0
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shapecode_3_r2=0.0
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shapecode_3_g2=1.0
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shapecode_3_b2=0.0
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shapecode_3_a2=0.0
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shapecode_3_border_r=1.0
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shapecode_3_border_g=1.0
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shapecode_3_border_b=1.0
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shapecode_3_border_a=0.1
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per_frame_1=wave_r = 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=rot = rot + 0.010*( 0.60*sin(0.381*time) + 0.40*sin(0.579*time) );
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per_frame_5=cx = cx + 0.210*( 0.60*sin(0.374*time) + 0.40*sin(0.294*time) );
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per_frame_6=cy = cy + 0.210*( 0.60*sin(0.393*time) + 0.40*sin(0.223*time) );
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per_frame_7=dx = dx + 0.003*( 0.60*sin(0.234*time) + 0.40*sin(0.277*time) );
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per_frame_8=dy = dy + 0.003*( 0.60*sin(0.284*time) + 0.40*sin(0.247*time) );
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per_frame_9=decay = decay - 0.01*equal(frame%6,0);
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per_frame_10=dx = dx + dx_residual;
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per_frame_11=dy = dy + dy_residual;
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per_frame_12=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_13=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_14=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_15=wave_x = wave_x - dx_residual*7;
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per_frame_16=wave_y = wave_y - dy_residual*7;
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per_frame_17=wave_mystery = time*0.03;
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per_frame_18=
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per_frame_19=//zoom = zoom + 0.005*( 0.60*sin(0.1934*time+3) + 0.40*sin(0.307*time+9) );
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per_frame_20=//zoom = zoom + max(0,bass_att-1.1)*0.2;
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per_frame_21=//warp = warp + max(0,treb_att-1.1)*1.0;
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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=zoom = zoom + q9*0.1;
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warp_1=`shader_body
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warp_2=`{
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warp_3=` // sample previous frame
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warp_4=` ret.xyz = tex2D( sampler_main, uv ).xyz;
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warp_5=`
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warp_6=` // take the difference between the crisp and blurred images,
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warp_7=` // then add it back into the image. Creates spots and stripes over time.
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warp_8=` float3 b = lerp(GetBlur2(uv),GetBlur1(uv),uv_orig.x);//GetBlur2(uv);
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warp_9=` ret.xyz += (ret.xyz - b)*0.3 - (((bass+treb+mid-0.5)*.333)*.02);
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warp_10=` ret.xyz *= 0.95;
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warp_11=`
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warp_12=` // add noise:
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warp_13=` float2 dither_uv = uv_orig*texsize.xy*texsize_noise_lq.zw * 0.4 + rand_frame.xy;
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warp_14=` ret.xyz += (tex2D(sampler_noise_lq, dither_uv).xyz-0.5)/256.0 * 122 * saturate(treb_att-1);
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warp_15=`
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warp_16=` // desaturate over time, to keep the globs white
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warp_17=` ret.xyz = lerp(ret.xyz, lum(ret.xyz), 0.2);
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warp_18=`}
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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 += GetBlur1(uv)*0.4;
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comp_5=`
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comp_6=` // palettize:
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comp_7=` ret = pow(ret, float3(0.5, 0.8, 1.7));
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comp_8=` ret = pow(ret, float3(1.7-(bass*.5), 1.7-(treb*.5), 1.7-(mid*.5)));
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comp_9=`
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comp_10=` //ret.xyz *= 2; // a little bit of overbright
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comp_11=`}
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comp_12=`
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comp_13=`
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