File: Telek - Directive Swagger (Spectral Inferno) with radial blur.milk

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projectm 2.1.0+dfsg-4
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file content (332 lines) | stat: -rwxr-xr-x 9,004 bytes parent folder | download | duplicates (4)
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MILKDROP_PRESET_VERSION=201
PSVERSION=2
PSVERSION_WARP=2
PSVERSION_COMP=2
[preset00]
fRating=2.000000
fGammaAdj=1.210000
fDecay=1.0
fVideoEchoZoom=1.006596
fVideoEchoAlpha=0.0
nVideoEchoOrientation=3
nWaveMode=3
bAdditiveWaves=0
bWaveDots=1
bWaveThick=1
bModWaveAlphaByVolume=0
bMaximizeWaveColor=0
bTexWrap=0
bDarkenCenter=0
bRedBlueStereo=0
bBrighten=0
bDarken=1
bSolarize=0
bInvert=0
fWaveAlpha=9.088520
fWaveScale=0.499500
fWaveSmoothing=0.0
fWaveParam=1.0
fModWaveAlphaStart=0.710000
fModWaveAlphaEnd=1.3
fWarpAnimSpeed=1.0
fWarpScale=1.331000
fZoomExponent=1.0
fShader=0.0
zoom=0.999514
rot=0.0
cx=0.5
cy=0.5
dx=0.0
dy=0.0
warp=0.010000
sx=1.0
sy=1.0
wave_r=0.990000
wave_g=0.0
wave_b=0.0
wave_x=0.5
wave_y=0.5
ob_size=0.005000
ob_r=0.3
ob_g=0.0
ob_b=0.5
ob_a=0.0
ib_size=0.260000
ib_r=0.25
ib_g=0.25
ib_b=0.25
ib_a=0.0
nMotionVectorsX=64.0
nMotionVectorsY=2.759997
mv_dx=0.0
mv_dy=-0.620000
mv_l=5.0
mv_r=0.0
mv_g=1.0
mv_b=1.0
mv_a=0.4
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_init_1=ddx = 0;
per_frame_init_2=ddy = 0;
per_frame_init_3=start = time;
per_frame_init_4=rt = 0;
per_frame_init_5=beatcount = 0;
per_frame_1=// Hello,
per_frame_2=
per_frame_3=// My beat detection algorithm had the aim of being able to detect and pickup a reliable beat throughout a song.  This has creative possibilities of being able to PREDICT coming beats, and to have things lasting for (say) half a beat, etc.  It still requires work, but I think I have made progress
per_frame_4=// I emplore you to have a look over it and try to underdstand it. Help me out here - I think it could be reallly good
per_frame_5=
per_frame_6=//Telek Sterling =:-)
per_frame_7=//Dilettante Extrodinaire
per_frame_8=
per_frame_9=
per_frame_10=//rt = realtime (for use with beat count)
per_frame_11=rt=time-start;
per_frame_12=
per_frame_13=//color cycling, yellow dynamic treble
per_frame_14=wave_g = max(0,min(1,.25*sin(time*10)+treb/2));
per_frame_15=wave_x = cos(time*2.12)*.33+.5;
per_frame_16=wave_y = sin(time*1.5)*.13+.3;
per_frame_17=
per_frame_18=//initialisation bug patch
per_frame_19=beatrate = if(below(beatcount,2),.1,beatrate);
per_frame_20=
per_frame_21=//beat = if(longer that 10 sec,1,above(bass, decaying threshold)*(can't be less that .4 of last beat length)
per_frame_22=beat =if(above(rt-lastbeat,10),1, above(bass,1.6+.2*(lastbeat-rt)/beatrate)* above((rt-lastbeat)/beatrate,max(.4,.95-abs(accuracy*2))));
per_frame_23=
per_frame_24=//Testing auto-beat trigger... exciting stuff.
per_frame_25=beat = if(beat,1, if(below(abs(accuracy),0.1)*below((lastbeat-rt)/beatrate,-1),1,0));
per_frame_26=
per_frame_27=//Comparison of last beat duration to current. Best value is 0. -1 and 5 are pretty bad
per_frame_28=accuracy =if(beat,(rt-nextbeat)/beatrate,accuracy);
per_frame_29=
per_frame_30=beatcount = beatcount + beat;
per_frame_31=
per_frame_32=w_a = if(beat,1,w_a*0);
per_frame_33=wave_a = w_a;            // I can't actually change this, can I..... Oh well, it's here now
per_frame_34=
per_frame_35=//Preserve beat rate
per_frame_36=l_beatrate=if(beat,beatrate, l_beatrate);
per_frame_37=//Record new beatrate
per_frame_38=beatrate = if(beat,rt-lastbeat,beatrate);
per_frame_39=
per_frame_40=//Record most recent beat
per_frame_41=lastbeat=if(beat,rt,lastbeat);
per_frame_42=//Predict time of next beat
per_frame_43=nextbeat=if(beat,rt+beatrate,nextbeat);
per_frame_44=
per_frame_45=
per_frame_46=
per_frame_47=
per_frame_48=//Actual Display code:
per_frame_49=
per_frame_50=//Current direction of travel
per_frame_51=state = beat * (state+1)%4+(1-beat)*state;
per_frame_52=
per_frame_53=//acceleration of horizon point
per_frame_54=dddy = state%2-.5;
per_frame_55=dddx = above(state,1.5)-.5;
per_frame_56=
per_frame_57=//adjustment factors to play with
per_frame_58=ddx = dddx*.5;
per_frame_59=ddy = dddy*.5;
per_frame_60=
per_frame_61=
per_frame_62=q1 = (qq1*19+ddx)*.041;
per_frame_63=//preserve q variables
per_frame_64=qq1 = q1;
per_frame_65=
per_frame_66=q2 = (qq2*19+ddy)*.035;
per_frame_67=qq2 = q2;
per_frame_68=
per_frame_69=//Decay to Blue!!
per_frame_70=ob_a = 0.1*above(frame%10,6);
per_frame_71=
per_frame_72=
per_frame_73=
per_frame_74=
per_frame_75=//Well, what do we want to monitor??
per_frame_76=
per_frame_77=//monitor = q1;
per_frame_78=//monitor = beat;
per_frame_79=//monitor = 1.6+.2*(lastbeat-rt)/beatrate;
per_frame_80=monitor = (rt-lastbeat)/beatrate;
per_frame_81=//monitor = accuracy;
per_frame_82=//monitor = max(.4,.95-abs(accuracy*2));
per_frame_83=//monitor = wave_a;
per_frame_84=//monitor = wave_g;
per_frame_85=//qwer =   accuracy + if(below(abs(accuracy),0.1)*above((lastbeat-rt)/beatrate,1),1,0)*1000;
per_frame_86=//monitor = qwer;
per_frame_87=//monitor  = (lastbeat-rt)/beatrate;
per_pixel_1=dx = sin(.5-x)*.1+q1;
per_pixel_2=dy = sin(.5-y)*.1+q2;
warp_1=`shader_body
warp_2=`{  
warp_3=`    // Really smooth RADIAL BLUR:
warp_4=`    float2 v1 = normalize(uv - 0.5);
warp_5=`    //float2 v1 = float2(3,0);               // or for an aggressive horiz. blur
warp_6=`    //float2 v1 = normalize(uv - 0.5).yx * float2(-1,1) * 2;
warp_7=`    ret   = (  tex2D( sampler_main, uv + texsize.zw*(v1*-4.5) )*0.19
warp_8=`                 + tex2D( sampler_main, uv + texsize.zw*(v1*-1.5) )*0.31
warp_9=`                 + tex2D( sampler_main, uv + texsize.zw*(v1* 1.5) )*0.31
warp_10=`                 + tex2D( sampler_main, uv + texsize.zw*(v1* 4.5) )*0.19
warp_11=`                ) - 0.009;              
warp_12=`}
warp_13=` 
comp_1=`shader_body
comp_2=`{  
comp_3=`    ret = tex2D(sampler_main, uv).xyz;
comp_4=`    ret *= 1.333; // a little bit of overbright
comp_5=`}
comp_6=`
comp_7=`