File: Telek - Flicker (@xis).milk

package info (click to toggle)
projectm 2.1.0+dfsg-4
  • links: PTS, VCS
  • area: main
  • in suites: buster, stretch
  • size: 32,348 kB
  • ctags: 13,907
  • sloc: cpp: 31,087; ansic: 26,914; sh: 816; makefile: 17
file content (128 lines) | stat: -rwxr-xr-x 4,436 bytes parent folder | download | duplicates (10)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
[preset00]
fRating=2.000000
fGammaAdj=1.000001
fDecay=1.000000
fVideoEchoZoom=1.000000
fVideoEchoAlpha=0.000000
nVideoEchoOrientation=0
nWaveMode=3
bAdditiveWaves=1
bWaveDots=0
bWaveThick=1
bModWaveAlphaByVolume=0
bMaximizeWaveColor=0
bTexWrap=0
bDarkenCenter=0
bRedBlueStereo=0
bBrighten=0
bDarken=0
bSolarize=0
bInvert=0
fWaveAlpha=4.099998
fWaveScale=0.387300
fWaveSmoothing=0.630000
fWaveParam=1.000000
fModWaveAlphaStart=0.710000
fModWaveAlphaEnd=1.300000
fWarpAnimSpeed=1.000000
fWarpScale=1.000000
fZoomExponent=1.000000
fShader=0.000000
zoom=1.000000
rot=0.000000
cx=0.500000
cy=0.500000
dx=0.000000
dy=0.000000
warp=0.001000
sx=1.000000
sy=1.000000
wave_r=0.650000
wave_g=0.650000
wave_b=0.650000
wave_x=0.460000
wave_y=0.005000
ob_size=0.005000
ob_r=0.000000
ob_g=0.000000
ob_b=0.000000
ob_a=0.060000
ib_size=0.500000
ib_r=1.000000
ib_g=1.000000
ib_b=1.000000
ib_a=0.000000
nMotionVectorsX=38.399994
nMotionVectorsY=15.647999
mv_dx=0.000000
mv_dy=0.000000
mv_l=0.500000
mv_r=1.000000
mv_g=1.000000
mv_b=0.000000
mv_a=0.000000
per_frame_1=//virtual
per_frame_2=vnum_increment = 2/fps;
per_frame_3=vtarget = vtarget + if(above(bass*bass_att,4.5), if(below(vtarget,vnum+1),1,0),0);
per_frame_4=vnum = vnum + if(below(vnum,vtarget-vnum_increment*.5), vnum_increment,0);
per_frame_5=monitor = vnum;
per_frame_6=
per_frame_7=vang = vnum*3.14159265358979323*.25;
per_frame_8=q1=vang;
per_frame_9=q2 = vnum_increment;
per_frame_10=q3 = vnum;
per_frame_11=q4=vtarget;
per_frame_12=//vx = (x-.5)*cos(vang) - (y-.5)*sin(vang)+.5;
per_frame_13=//vy = (x-.5)*sin(vang) +(y-.5)*cos(vang)+.5;
per_frame_14=
per_frame_15=bass_x = max(bass_x*.7+max(bass_att-.9,0)*.3,0);    //decaying bass max
per_frame_16=wave_vx = ((frame%3-1)*bass_x* above(vnum,vtarget-vnum_increment*.5) +1)*wave_x;    //spreads flame
per_frame_17=wave_vy=wave_y;
per_frame_18=
per_frame_19=wave_x = -(wave_vx-.5)*cos(vang) + (wave_vy-.5)*sin(vang)+.5;
per_frame_20=wave_y = -(wave_vx-.5)*sin(vang) - (wave_vy-.5)*cos(vang)+.5;
per_frame_21=//end virtual
per_frame_22=wave_r = above(vnum,vtarget-vnum_increment*.5);
per_frame_23=//wave_g = below(bass*bass_att,3.5);
per_frame_24=decay = 3000000+57.75;                                      // Magic 'flame' decay
per_frame_25=//wave_mystery = sin(time*.2)*.05+1;
per_frame_26=
per_frame_27=ob_a = max(sqr(sqr(sin(time*1)*.25+.25)),if(below(vnum,vtarget-.1),.2,0));     // 'ad-lib decay' to black - no ugly artefacts
per_frame_28=// ^4 to get it up there quick -> min time with decay on.
per_frame_29=
per_frame_30=ob_a = ob_a*(1-bass_x);                         // just so we don't get rid of the wide impressive
per_frame_31=// flames so quickly
per_frame_32=
per_frame_33=//ob_a=0;
per_frame_34=//monitor = ob_a;
per_frame_35=
per_frame_36=//Other decays to try:
per_frame_37=//300000 +  42.53, 90.63, 43.00   These are all fairly similar, but all are stable (equiv to decay  0.990 -> 1 in terms of speed of fade)
per_frame_38=//3000000 + 57.75 <<<  =:-)
per_frame_39=
per_pixel_1=rot = below(q3, q4-q2*.5)*q2*.8*(1-0*(rad));
per_pixel_2=
per_pixel_3=//virtual axes
per_pixel_4=vang=q1;
per_pixel_5=vx = (x-.5)*cos(vang) - (y-.5)*sin(vang)+.5;
per_pixel_6=vy = (x-.5)*sin(vang) +(y-.5)*cos(vang)+.5;
per_pixel_7=vy=1-vy;
per_pixel_8=
per_pixel_9=dvy = (vx+.08*sin(rand(100)))*2%2*-.01-.005;
per_pixel_10=dvy = -.0025*((1-vy)*10+rand(5));    //wobble, and faster at top - accelerating like real flames
per_pixel_11=
per_pixel_12=dvx = rand(20)*.0001*sin(rand(2)-.5);                       //flicker
per_pixel_13=dvx = dvx*sqr(vy);                                                                //dampens top
per_pixel_14=//dvx = dvx*(1-x/2);                                                        //slows sides
per_pixel_15=dvx = dvx*-.2*(rand(10)-5);                                         //random damper
per_pixel_16=dvx = dvx -(vx-.5)*.04*(.8-sqr(vy));                                 //drift towards centre
per_pixel_17=dvx = dvx + cos(sqr(vy-.5)*10-time*1.1)*sqr(1-(vy))*.01; //add flutter at top
per_pixel_18=
per_pixel_19=//de-virtualise
per_pixel_20=dx = dvx*cos(vang) - dvy*sin(vang);
per_pixel_21=dy = -dvx*sin(vang) - dvy*cos(vang);
per_pixel_22=
per_pixel_23=// Telek - 09/11/2002
per_frame_init_1=bass_x = 1;
per_frame_init_2=vtarget=4.000000;
per_frame_init_3=vnum = 4.000000;