File: Geiss - Desert Rose (Grow Mix).milk

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projectm 2.1.0+dfsg-4
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  • size: 32,348 kB
  • ctags: 13,907
  • sloc: cpp: 31,087; ansic: 26,914; sh: 816; makefile: 17
file content (273 lines) | stat: -rwxr-xr-x 7,248 bytes parent folder | download | duplicates (4)
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MILKDROP_PRESET_VERSION=201
PSVERSION=2
PSVERSION_WARP=2
PSVERSION_COMP=2
[preset00]
fRating=3.000
fGammaAdj=1.900
fDecay=0.980
fVideoEchoZoom=1.169
fVideoEchoAlpha=0.000
nVideoEchoOrientation=0
nWaveMode=6
bAdditiveWaves=1
bWaveDots=1
bWaveThick=1
bModWaveAlphaByVolume=1
bMaximizeWaveColor=0
bTexWrap=1
bDarkenCenter=0
bRedBlueStereo=0
bBrighten=0
bDarken=0
bSolarize=0
bInvert=0
fWaveAlpha=0.827
fWaveScale=3.878
fWaveSmoothing=0.090
fWaveParam=0.980
fModWaveAlphaStart=1.030
fModWaveAlphaEnd=1.270
fWarpAnimSpeed=1.000
fWarpScale=3.138
fZoomExponent=1.00000
fShader=0.000
zoom=1.00700
rot=0.00000
cx=0.500
cy=0.500
dx=0.00000
dy=0.00000
warp=0.02936
sx=1.00000
sy=1.00000
wave_r=0.500
wave_g=0.500
wave_b=0.500
wave_x=0.500
wave_y=0.720
ob_size=0.010
ob_r=0.000
ob_g=0.000
ob_b=0.000
ob_a=0.000
ib_size=0.010
ib_r=0.250
ib_g=0.250
ib_b=0.250
ib_a=0.000
nMotionVectorsX=12.000
nMotionVectorsY=9.000
mv_dx=0.000
mv_dy=0.000
mv_l=0.900
mv_r=1.000
mv_g=1.000
mv_b=1.000
mv_a=0.000
b1n=0.000
b2n=0.000
b3n=0.000
b1x=1.000
b2x=1.000
b3x=1.000
b1ed=0.250
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=1.00000
wavecode_0_smoothing=0.50000
wavecode_0_r=1.000
wavecode_0_g=1.000
wavecode_0_b=1.000
wavecode_0_a=1.000
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=1.00000
wavecode_1_smoothing=0.50000
wavecode_1_r=1.000
wavecode_1_g=1.000
wavecode_1_b=1.000
wavecode_1_a=1.000
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=1.00000
wavecode_2_smoothing=0.50000
wavecode_2_r=1.000
wavecode_2_g=1.000
wavecode_2_b=1.000
wavecode_2_a=1.000
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=1.00000
wavecode_3_smoothing=0.50000
wavecode_3_r=1.000
wavecode_3_g=1.000
wavecode_3_b=1.000
wavecode_3_a=1.000
shapecode_0_enabled=0
shapecode_0_sides=4
shapecode_0_additive=0
shapecode_0_thickOutline=0
shapecode_0_textured=0
shapecode_0_num_inst=1
shapecode_0_x=0.500
shapecode_0_y=0.500
shapecode_0_rad=0.10000
shapecode_0_ang=0.00000
shapecode_0_tex_ang=0.00000
shapecode_0_tex_zoom=1.00000
shapecode_0_r=1.000
shapecode_0_g=0.000
shapecode_0_b=0.000
shapecode_0_a=1.000
shapecode_0_r2=0.000
shapecode_0_g2=1.000
shapecode_0_b2=0.000
shapecode_0_a2=0.000
shapecode_0_border_r=1.000
shapecode_0_border_g=1.000
shapecode_0_border_b=1.000
shapecode_0_border_a=0.100
shapecode_1_enabled=0
shapecode_1_sides=4
shapecode_1_additive=0
shapecode_1_thickOutline=0
shapecode_1_textured=0
shapecode_1_num_inst=1
shapecode_1_x=0.500
shapecode_1_y=0.500
shapecode_1_rad=0.10000
shapecode_1_ang=0.00000
shapecode_1_tex_ang=0.00000
shapecode_1_tex_zoom=1.00000
shapecode_1_r=1.000
shapecode_1_g=0.000
shapecode_1_b=0.000
shapecode_1_a=1.000
shapecode_1_r2=0.000
shapecode_1_g2=1.000
shapecode_1_b2=0.000
shapecode_1_a2=0.000
shapecode_1_border_r=1.000
shapecode_1_border_g=1.000
shapecode_1_border_b=1.000
shapecode_1_border_a=0.100
shapecode_2_enabled=0
shapecode_2_sides=4
shapecode_2_additive=0
shapecode_2_thickOutline=0
shapecode_2_textured=0
shapecode_2_num_inst=1
shapecode_2_x=0.500
shapecode_2_y=0.500
shapecode_2_rad=0.10000
shapecode_2_ang=0.00000
shapecode_2_tex_ang=0.00000
shapecode_2_tex_zoom=1.00000
shapecode_2_r=1.000
shapecode_2_g=0.000
shapecode_2_b=0.000
shapecode_2_a=1.000
shapecode_2_r2=0.000
shapecode_2_g2=1.000
shapecode_2_b2=0.000
shapecode_2_a2=0.000
shapecode_2_border_r=1.000
shapecode_2_border_g=1.000
shapecode_2_border_b=1.000
shapecode_2_border_a=0.100
shapecode_3_enabled=0
shapecode_3_sides=4
shapecode_3_additive=0
shapecode_3_thickOutline=0
shapecode_3_textured=0
shapecode_3_num_inst=1
shapecode_3_x=0.500
shapecode_3_y=0.500
shapecode_3_rad=0.10000
shapecode_3_ang=0.00000
shapecode_3_tex_ang=0.00000
shapecode_3_tex_zoom=1.00000
shapecode_3_r=1.000
shapecode_3_g=0.000
shapecode_3_b=0.000
shapecode_3_a=1.000
shapecode_3_r2=0.000
shapecode_3_g2=1.000
shapecode_3_b2=0.000
shapecode_3_a2=0.000
shapecode_3_border_r=1.000
shapecode_3_border_g=1.000
shapecode_3_border_b=1.000
shapecode_3_border_a=0.100
per_frame_1=wave_r = 0.6 + 0.4*sin(14.437*time+1);
per_frame_2=wave_g = 0.6 + 0.4*sin(17.344*time+2);
per_frame_3=wave_b = 0.6 + 0.4*sin(22.751*time+3);
per_frame_4=rot = rot + 0.004*( 0.60*sin(0.381*time) + 0.40*sin(0.579*time) );
per_frame_5=cx = cx + 0.210*( 0.60*sin(0.374*time) + 0.40*sin(0.294*time) );
per_frame_6=cy = cy + 0.210*( 0.60*sin(0.393*time) + 0.40*sin(0.223*time) );
per_frame_7=dx = dx + 0.003*( 0.60*sin(0.234*time) + 0.40*sin(0.277*time) );
per_frame_8=dy = dy + 0.003*( 0.60*sin(0.284*time) + 0.40*sin(0.247*time) );
per_frame_9=decay = decay - 0.01*equal(frame%6,0);
per_frame_10=dx = dx + dx_residual;
per_frame_11=dy = dy + dy_residual;
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);
per_frame_13=dx_residual = equal(bass_thresh,2.13)*0.016*sin(time*7) + (1-equal(bass_thresh,2.13))*dx_residual;
per_frame_14=dy_residual = equal(bass_thresh,2.13)*0.012*sin(time*9) + (1-equal(bass_thresh,2.13))*dy_residual;
per_frame_15=wave_x = wave_x - dx_residual*7;
per_frame_16=wave_y = wave_y - dy_residual*7;
per_frame_17=//wave_mystery = time*0.03;
per_frame_18=warp = warp * (1 + 0.3*cos(time*0.284+4));
per_frame_19=zoom = zoom + 0.007*cos(time*0.317+2);
warp_1=`#define MyGet GetPixel
warp_2=`shader_body
warp_3=`{
warp_4=`    // GROW EFFECT - bright pixels spread radially outward.
warp_5=`    // BE CAREFUL - this can really thrash the texture cache! (SLOW)
warp_6=`    float grad_rad = 2;  //TWEAK
warp_7=`    float str = 1.3;      //TWEAK
warp_8=`    float3 d = float3(texsize.zw, 0) * grad_rad;
warp_9=`    float4 lums = 0;
warp_10=`    lums.x = lum( MyGet(uv + texsize.zw*d.xz) );
warp_11=`    lums.y = lum( MyGet(uv - texsize.zw*d.xz) );
warp_12=`    lums.z = lum( MyGet(uv + texsize.zw*d.zy) );
warp_13=`    lums.w = lum( MyGet(uv - texsize.zw*d.zy) );
warp_14=`    float2 grad = float2(lums.x-lums.y, lums.z-lums.w)*str*1000/grad_rad;
warp_15=`    grad = (saturate(grad*0.5+0.5)*2-1)*1.4;
warp_16=`    // sample previous frame
warp_17=`    ret = tex2D( sampler_fc_main, uv + grad*texsize.zw ).xyz;
warp_18=`
warp_19=`    // darken (decay) over time
warp_20=`    ret *= 0.965; //or try: ret -= 0.004;
warp_21=`}
comp_1=`shader_body
comp_2=`{
comp_3=`    ret = tex2D(sampler_main, uv).xyz;
comp_4=`    float lum = dot(ret, float3(0.3,0.5,0.2));
comp_5=`
comp_6=`    // enforce a certain level of color saturation on all pixels:
comp_7=`    float saturation = length(ret - lum.xxx);
comp_8=`    ret = lerp(lum, ret, saturation*60);
comp_9=`}
comp_10=`
comp_11=`