mirror of
https://github.com/WinampDesktop/winamp.git
synced 2024-12-04 20:51:03 -05:00
348 lines
9.3 KiB
Text
348 lines
9.3 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=3.000
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fGammaAdj=1.000
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fDecay=1.000
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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=1
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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=0.100
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fWaveScale=2.781
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fWaveSmoothing=0.900
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fWaveParam=0.000
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fModWaveAlphaStart=0.000
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fModWaveAlphaEnd=1.100
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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=1.00990
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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=1.000
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wave_x=0.500
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wave_y=0.500
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ob_size=0.007
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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=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=0.850
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mv_r=0.500
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mv_g=0.500
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mv_b=0.500
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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=3
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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=0.370
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shapecode_0_y=0.500
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shapecode_0_rad=6.81129
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shapecode_0_ang=3.64425
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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=0.000
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shapecode_0_g=0.000
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shapecode_0_b=0.000
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shapecode_0_a=0.500
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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=0.500
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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=1.000
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shape_0_init1=t1 = rand(100)*0.01;
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shape_0_init2=t2 = rand(100)*0.01;
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shape_0_per_frame1=ang = q1*(0.303 + 0.01*t1);
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shape_0_per_frame2=r = min(1,max(0,0+ 0.1*sin(time*0.417 + 1)));
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shape_0_per_frame3=g = min(1,max(0,0 + 0.1*sin(time*0.391 + 2)));
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shape_0_per_frame4=b = min(1,max(0,0 + 0.1*sin(time*0.432 + 4)));
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shape_0_per_frame5=r2 = min(1,max(0,r2 + 0.02*sin(time*0.657 + 3)));
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shape_0_per_frame6=g2 = min(1,max(0,g2 + 0.02*sin(time*0.737 + 5)));
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shape_0_per_frame7=b2 = min(1,max(0,b2 + 0.02*sin(time*0.884 + 6)));
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shape_0_per_frame8=additive =0.5+0.15*(bass+bass_att);
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shapecode_1_enabled=1
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shapecode_1_sides=100
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shapecode_1_additive=1
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shapecode_1_thickOutline=0
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shapecode_1_textured=1
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shapecode_1_num_inst=1
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shapecode_1_x=0.370
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shapecode_1_y=0.500
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shapecode_1_rad=0.89796
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shapecode_1_ang=3.64425
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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=1.000
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shapecode_1_b=1.000
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shapecode_1_a=0.500
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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_init1=t1 = rand(100)*0.01;
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shape_1_init2=t2 = rand(100)*0.01;
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shape_1_per_frame1=x = x + 0.07*sin(q1*0.15+3);
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shape_1_per_frame2=y = y + 0.03*sin(q1*0.19+1);
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shape_1_per_frame3=tex_ang = q1*(0.01 + 0.0001*t1);
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shape_1_per_frame4=r = min(1,max(0,r + 0.01*sin(time*0.0417 + 1)));
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shape_1_per_frame5=g = min(1,max(0,g + 0.01*sin(time*0.391 + 2)));
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shape_1_per_frame6=b = min(1,max(0,b + 0.01*sin(time*0.432 + 4)));
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shape_1_per_frame7=r2 = min(1,max(0,r2 + 0.01*sin(time*0.457 + 3)));
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shape_1_per_frame8=g2 = min(1,max(0,g2 + 0.01*sin(time*0.0437 + 5)));
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shape_1_per_frame9=b2 = min(1,max(0,b2 + 0.01*sin(time*0.484 + 6)));
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shapecode_2_enabled=1
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shapecode_2_sides=100
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shapecode_2_additive=1
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shapecode_2_thickOutline=0
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shapecode_2_textured=1
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shapecode_2_num_inst=1
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shapecode_2_x=0.670
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shapecode_2_y=0.430
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shapecode_2_rad=0.51386
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shapecode_2_ang=4.20974
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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=1.000
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shapecode_2_b=1.000
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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=0.000
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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_init1=t1 = rand(100)*0.01;
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shape_2_init2=t2 = rand(100)*0.01;
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shape_2_per_frame1=x = x + 0.05*sin(q1*0.017);
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shape_2_per_frame2=y = y + 0.09*sin(q1*0.013);
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shape_2_per_frame3=tex_ang = q1*(0.02 + 0.0001*t1);
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shape_2_per_frame4=rad = rad * (0.9 + 0.2*t2);
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shape_2_per_frame5=r = min(1,max(0,r + 0.01*sin(time*0.417 + 1)));
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shape_2_per_frame6=g = min(1,max(0,g + 0.01*sin(time*0.391 + 2)));
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shape_2_per_frame7=b = min(1,max(0,b + 0.01*sin(time*0.432 + 4)));
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shape_2_per_frame8=r2 = min(1,max(0,r2 + 0.01*sin(time*0.457 + 3)));
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shape_2_per_frame9=g2 = min(1,max(0,g2 + 0.01*sin(time*0.437 + 5)));
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shape_2_per_frame10=b2 = min(1,max(0,b2 + 0.01*sin(time*0.484 + 6)));
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shapecode_3_enabled=1
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shapecode_3_sides=100
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shapecode_3_additive=1
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shapecode_3_thickOutline=0
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shapecode_3_textured=1
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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=0.22298
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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=0.600
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shapecode_3_g=0.800
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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=0.000
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shapecode_3_g2=0.000
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shapecode_3_b2=0.000
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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=0.000
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shape_3_per_frame1=x = x + 0.08*sin(q1*0.25);
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shape_3_per_frame2=y = y + 0.1*sin(q1*0.5+2);
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shape_3_per_frame3=ang = time;
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per_frame_1=movement = movement + 0.03*(bass+bass_att) + 0.003*pow(bass+1,3) + 0.01;
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per_frame_2=q1 = movement;
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per_frame_3=monitor =q1;
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per_frame_4=
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per_frame_5=// the m<>bius transformation
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per_frame_6=// z -> (az+b)/(cz-d); where a,b,c,d are complex numbers and z will be the uv-vector
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per_frame_7=// (az+b)/(cz-d) = a/c + mu/(cz+d), with mu = (bc-ad)/c
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per_frame_8=// so a/c and mu can be calculated outside of the shader
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per_frame_9=
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per_frame_10=//before inversion
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per_frame_11=
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per_frame_12=scale = 1;
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per_frame_13=angle = time*.2;
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per_frame_14=translation_x = 0;
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per_frame_15=translation_y = 0.12;
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per_frame_16=
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per_frame_17=a_r = cos(angle)*scale;
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per_frame_18=a_i = sin(angle)*scale;
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per_frame_19=b_r = translation_x;
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per_frame_20=b_i = translation_y;
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per_frame_21=
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per_frame_22=//complex inverted
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per_frame_23=scale = 1;
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per_frame_24=angle = sin(time*0.1337)*0.3;
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per_frame_25=translation_u = 0;
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per_frame_26=translation_v = -0.2;
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per_frame_27=
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per_frame_28=// c
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per_frame_29=q15 = cos(angle)*scale;
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per_frame_30=q16 = sin(angle)*scale;
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per_frame_31=
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per_frame_32=// d
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per_frame_33=q17 = translation_u;
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per_frame_34=q18 = translation_v;
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per_frame_35=
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per_frame_36=// c^(-1)
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per_frame_37=c_inv_r = q15/(q15*q15+q16*q16);
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per_frame_38=c_inv_i = q16/(q15*q15+q16*q16);
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per_frame_39=
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per_frame_40=// a*c^(-1)
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per_frame_41=q11 = (a_r*c_inv_r - a_i*c_inv_i);
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per_frame_42=q12 = (a_r*c_inv_i - a_i*c_inv_r);
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per_frame_43=
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per_frame_44=// (bc-ad)
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per_frame_45=bcad_r = (b_r*q15 - b_i*q16)-(a_r*q17-a_i*q18);
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per_frame_46=bcad_i = (b_r*q16 - b_i*q15)-(a_r*q18-a_i*q17);
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per_frame_47=
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per_frame_48=// mu*c^(-1)
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per_frame_49=q13 = bcad_r*c_inv_r - bcad_i*c_inv_i;
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per_frame_50=q14 = bcad_r*c_inv_i - bcad_i*c_inv_r;
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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 = 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=` ret += (ret - GetBlur2(uv))*0.6;
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warp_9=` ret *= 0.9;
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warp_10=`
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warp_11=` // add noise:
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warp_12=` float2 dither_uv = uv_orig*texsize.xy*texsize_noise_lq.zw * 0.4 + rand_frame.xy;
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warp_13=` ret += (tex2D(sampler_noise_lq, dither_uv).xyz-0.5)/256.0 * 12 * saturate(treb_att-1);
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warp_14=`
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warp_15=` // desaturate over time, to keep the globs white
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warp_16=` ret = lerp(ret, lum(ret), 0.08);
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warp_17=`}
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comp_1=`sampler sampler_sunrise;
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comp_2=`shader_body
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comp_3=`{
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comp_4=`
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comp_5=`float2 ac = float2(q11,q12);
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comp_6=`float2 mu = float2(q13,q14);
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comp_7=`float2 c = float2(q15,q16);
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comp_8=`float2 d = float2(q17,q18);
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comp_9=`
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comp_10=`float2 z = (uv-0.5);
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comp_11=`
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comp_12=`// (c*z + d)
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comp_13=`float2 czd = float2(z.x*c.x-z.y*c.y,z.x*c.y-z.y*c.x)*aspect.yx + d;
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comp_14=`// mu/(cz+d)
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comp_15=`float2 moebius = float2( mu.x*czd.x + mu.y*czd.y , mu.y*czd.x-mu.x*czd.y )/(czd.x*czd.x+czd.y*czd.y) + ac;
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comp_16=`
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comp_17=`moebius = 0.5 + (1.0 - abs( frac( moebius * 0.5 ) * 2 - 1.0 )-0.5)*0.99;
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comp_18=`
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comp_19=`uv = moebius;
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comp_20=`
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comp_21=`ret = GetPixel(uv);
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comp_22=`}
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comp_23=`
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