File: Geiss%20-%20Julia%20Fractal%203%20square%20mix.milk

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projectm 2.1.0%2Bdfsg-1
  • links: PTS, VCS
  • area: main
  • in suites: jessie, jessie-kfreebsd, wheezy
  • size: 32,256 kB
  • ctags: 13,810
  • sloc: cpp: 31,087; ansic: 26,914; sh: 816; makefile: 20
file content (267 lines) | stat: -rwxr-xr-x 6,694 bytes parent folder | download | duplicates (8)
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MILKDROP_PRESET_VERSION=201
PSVERSION=2
PSVERSION_WARP=2
PSVERSION_COMP=2
[preset00]
fRating=1.000000
fGammaAdj=2.0
fDecay=0.980000
fVideoEchoZoom=1.010000
fVideoEchoAlpha=0.5
nVideoEchoOrientation=3
nWaveMode=2
bAdditiveWaves=0
bWaveDots=0
bWaveThick=1
bModWaveAlphaByVolume=0
bMaximizeWaveColor=1
bTexWrap=1
bDarkenCenter=0
bRedBlueStereo=0
bBrighten=0
bDarken=0
bSolarize=0
bInvert=0
fWaveAlpha=7.740000
fWaveScale=0.656000
fWaveSmoothing=0.8
fWaveParam=0.0
fModWaveAlphaStart=0.750000
fModWaveAlphaEnd=0.950000
fWarpAnimSpeed=1.0
fWarpScale=1.772000
fZoomExponent=1.960000
fShader=0.0
zoom=0.980000
rot=0.0
cx=0.5
cy=0.5
dx=0.0
dy=0.0
warp=0.513000
sx=1.0
sy=1.0
wave_r=0.5
wave_g=0.5
wave_b=0.5
wave_x=0.5
wave_y=0.5
ob_size=0.0
ob_r=0.0
ob_g=0.0
ob_b=0.0
ob_a=0.5
ib_size=0.070000
ib_r=0.25
ib_g=0.25
ib_b=0.25
ib_a=0.025000
nMotionVectorsX=12.0
nMotionVectorsY=9.0
mv_dx=0.0
mv_dy=0.0
mv_l=0.9
mv_r=1.0
mv_g=1.0
mv_b=1.0
mv_a=0.0
b1n=0.0
b2n=0.0
b3n=0.0
b1x=1.0
b2x=1.0
b3x=1.0
b1ed=0.25
wavecode_0_enabled=0
wavecode_0_samples=512
wavecode_0_sep=0
wavecode_0_bSpectrum=0
wavecode_0_bUseDots=0
wavecode_0_bDrawThick=0
wavecode_0_bAdditive=0
wavecode_0_scaling=1.0
wavecode_0_smoothing=0.5
wavecode_0_r=1.0
wavecode_0_g=1.0
wavecode_0_b=1.0
wavecode_0_a=1.0
wavecode_1_enabled=0
wavecode_1_samples=512
wavecode_1_sep=0
wavecode_1_bSpectrum=0
wavecode_1_bUseDots=0
wavecode_1_bDrawThick=0
wavecode_1_bAdditive=0
wavecode_1_scaling=1.0
wavecode_1_smoothing=0.5
wavecode_1_r=1.0
wavecode_1_g=1.0
wavecode_1_b=1.0
wavecode_1_a=1.0
wavecode_2_enabled=0
wavecode_2_samples=512
wavecode_2_sep=0
wavecode_2_bSpectrum=0
wavecode_2_bUseDots=0
wavecode_2_bDrawThick=0
wavecode_2_bAdditive=0
wavecode_2_scaling=1.0
wavecode_2_smoothing=0.5
wavecode_2_r=1.0
wavecode_2_g=1.0
wavecode_2_b=1.0
wavecode_2_a=1.0
wavecode_3_enabled=0
wavecode_3_samples=512
wavecode_3_sep=0
wavecode_3_bSpectrum=0
wavecode_3_bUseDots=0
wavecode_3_bDrawThick=0
wavecode_3_bAdditive=0
wavecode_3_scaling=1.0
wavecode_3_smoothing=0.5
wavecode_3_r=1.0
wavecode_3_g=1.0
wavecode_3_b=1.0
wavecode_3_a=1.0
shapecode_0_enabled=0
shapecode_0_sides=4
shapecode_0_additive=0
shapecode_0_thickOutline=0
shapecode_0_textured=0
shapecode_0_x=0.5
shapecode_0_y=0.5
shapecode_0_rad=0.1
shapecode_0_ang=0.0
shapecode_0_tex_ang=0.0
shapecode_0_tex_zoom=1.0
shapecode_0_r=1.0
shapecode_0_g=0.0
shapecode_0_b=0.0
shapecode_0_a=1.0
shapecode_0_r2=0.0
shapecode_0_g2=1.0
shapecode_0_b2=0.0
shapecode_0_a2=0.0
shapecode_0_border_r=1.0
shapecode_0_border_g=1.0
shapecode_0_border_b=1.0
shapecode_0_border_a=0.1
shapecode_1_enabled=0
shapecode_1_sides=4
shapecode_1_additive=0
shapecode_1_thickOutline=0
shapecode_1_textured=0
shapecode_1_x=0.5
shapecode_1_y=0.5
shapecode_1_rad=0.1
shapecode_1_ang=0.0
shapecode_1_tex_ang=0.0
shapecode_1_tex_zoom=1.0
shapecode_1_r=1.0
shapecode_1_g=0.0
shapecode_1_b=0.0
shapecode_1_a=1.0
shapecode_1_r2=0.0
shapecode_1_g2=1.0
shapecode_1_b2=0.0
shapecode_1_a2=0.0
shapecode_1_border_r=1.0
shapecode_1_border_g=1.0
shapecode_1_border_b=1.0
shapecode_1_border_a=0.1
shapecode_2_enabled=0
shapecode_2_sides=4
shapecode_2_additive=0
shapecode_2_thickOutline=0
shapecode_2_textured=0
shapecode_2_x=0.5
shapecode_2_y=0.5
shapecode_2_rad=0.1
shapecode_2_ang=0.0
shapecode_2_tex_ang=0.0
shapecode_2_tex_zoom=1.0
shapecode_2_r=1.0
shapecode_2_g=0.0
shapecode_2_b=0.0
shapecode_2_a=1.0
shapecode_2_r2=0.0
shapecode_2_g2=1.0
shapecode_2_b2=0.0
shapecode_2_a2=0.0
shapecode_2_border_r=1.0
shapecode_2_border_g=1.0
shapecode_2_border_b=1.0
shapecode_2_border_a=0.1
shapecode_3_enabled=0
shapecode_3_sides=4
shapecode_3_additive=0
shapecode_3_thickOutline=0
shapecode_3_textured=0
shapecode_3_x=0.5
shapecode_3_y=0.5
shapecode_3_rad=0.1
shapecode_3_ang=0.0
shapecode_3_tex_ang=0.0
shapecode_3_tex_zoom=1.0
shapecode_3_r=1.0
shapecode_3_g=0.0
shapecode_3_b=0.0
shapecode_3_a=1.0
shapecode_3_r2=0.0
shapecode_3_g2=1.0
shapecode_3_b2=0.0
shapecode_3_a2=0.0
shapecode_3_border_r=1.0
shapecode_3_border_g=1.0
shapecode_3_border_b=1.0
shapecode_3_border_a=0.1
per_frame_1=wave_x = wave_x + 0.500*( 0.60*sin(2.121*time) + 0.40*sin(1.621*time) );
per_frame_2=wave_y = wave_y + 0.500*( 0.60*sin(1.742*time) + 0.40*sin(2.322*time) );
per_frame_3=wave_r = wave_r + 0.500*( 0.60*sin(0.823*time) + 0.40*sin(0.916*time) );
per_frame_4=wave_g = wave_g + 0.500*( 0.60*sin(0.900*time) + 0.40*sin(1.023*time) );
per_frame_5=wave_b = wave_b + 0.500*( 0.60*sin(0.808*time) + 0.40*sin(0.949*time) );
per_frame_6=zoom = zoom + 0.070*( 0.60*sin(0.239*time) + 0.40*sin(0.296*time) );
per_frame_7=rot = rot + 0.038*( 0.60*sin(0.381*time) + 0.40*sin(0.539*time) );
per_frame_8=cx = cx + 0.030*( 0.60*sin(0.374*time) + 0.40*sin(0.194*time) );
per_frame_9=cy = cy + 0.037*( 0.60*sin(0.274*time) + 0.40*sin(0.394*time) );
per_frame_10=dx = dx + 0.025*( 0.60*sin(0.334*time) + 0.40*sin(0.277*time) );
per_frame_11=dy = dy + 0.025*( 0.60*sin(0.384*time) + 0.40*sin(0.247*time) );
per_frame_12=sx = sx + 0.015*( 0.60*sin(0.313*time) + 0.40*sin(0.383*time) );
per_frame_13=decay = decay - 0.01*equal(frame%50,0);
per_frame_14=ib_r = ib_r + 0.2*sin(time*0.5413);
per_frame_15=ib_g = ib_g + 0.2*sin(time*0.3459);
per_frame_16=ib_b = ib_b + 0.2*sin(time*0.4354);
per_frame_17=blah = 3.0/(ib_r+ib_g+ib_b);
per_frame_18=ib_r = ib_r*blah; ib_g = ib_g*blah; ib_b = ib_b*blah;
per_pixel_1=rot=rot+rad*0.25*sin(0.3986*time);
warp_1=`shader_body
warp_2=`{
warp_3=`    // custom motion for 50% of the pixels...:
warp_4=`//    float2 uv2 = (uv_orig - 0.5)*0.75 + 0.5;
warp_5=`
warp_6=`    // make every other pixel use 'uv2':
warp_7=`//    float2 pix = uv_orig * texsize.xy;
warp_8=`//    float even_odd = saturate(2*frac((pix.x + pix.y)*0.5 + 0.02));
warp_9=`//    uv = lerp(uv, uv2, even_odd);
warp_10=`
warp_11=`    // sample previous frame
warp_12=`    ret = tex2D( sampler_main, uv ).xyz;
warp_13=`
warp_14=`    ret = max(ret,  tex2D(sampler_main, uv + (ret.xy-0.5)*texsize.zw*16*float2(0,1)).xyz );   
warp_15=` 
warp_16=`    // darken (decay) over time
warp_17=`    ret = (ret - 0.008)*0.96;
warp_18=`}
comp_1=`shader_body
comp_2=`{
comp_3=`    //uv.y = rad*rad;
comp_4=`    float srad = sqrt(rad)+ 0.05;
comp_5=`
comp_6=`    ret = tex2D(sampler_main, uv).xyz;
comp_7=`    ret = max(ret, tex2D(sampler_main, uv + 0.045*float2(cos(uv.x*37),sin(uv.y*29))).xyz);
comp_8=`
comp_9=`    //ret += GetBlur1(uv) - 0.07;
comp_10=`    //ret *= float3(1.3,0.8,0.5);
comp_11=`    //ret *= 0.8;    
comp_12=`}