Eo.S. + Geiss - glowsticks v2 02 (Relief Mix).milk 15 KB

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  1. MILKDROP_PRESET_VERSION=201
  2. PSVERSION=2
  3. PSVERSION_WARP=2
  4. PSVERSION_COMP=2
  5. [preset00]
  6. fRating=4.000
  7. fGammaAdj=1.000
  8. fDecay=0.960
  9. fVideoEchoZoom=1.007
  10. fVideoEchoAlpha=0.000
  11. nVideoEchoOrientation=1
  12. nWaveMode=2
  13. bAdditiveWaves=0
  14. bWaveDots=1
  15. bWaveThick=0
  16. bModWaveAlphaByVolume=0
  17. bMaximizeWaveColor=0
  18. bTexWrap=0
  19. bDarkenCenter=0
  20. bRedBlueStereo=0
  21. bBrighten=0
  22. bDarken=1
  23. bSolarize=0
  24. bInvert=0
  25. fWaveAlpha=0.001
  26. fWaveScale=0.012
  27. fWaveSmoothing=0.900
  28. fWaveParam=0.000
  29. fModWaveAlphaStart=0.750
  30. fModWaveAlphaEnd=0.950
  31. fWarpAnimSpeed=0.010
  32. fWarpScale=1.611
  33. fZoomExponent=1.00000
  34. fShader=0.000
  35. zoom=1.00000
  36. rot=0.00400
  37. cx=0.500
  38. cy=0.500
  39. dx=0.00000
  40. dy=0.00000
  41. warp=0.12532
  42. sx=1.00000
  43. sy=1.00000
  44. wave_r=0.500
  45. wave_g=0.400
  46. wave_b=0.300
  47. wave_x=0.500
  48. wave_y=0.500
  49. ob_size=0.000
  50. ob_r=0.110
  51. ob_g=0.000
  52. ob_b=0.100
  53. ob_a=0.000
  54. ib_size=0.000
  55. ib_r=0.000
  56. ib_g=0.000
  57. ib_b=0.000
  58. ib_a=0.000
  59. nMotionVectorsX=3.000
  60. nMotionVectorsY=2.000
  61. mv_dx=0.020
  62. mv_dy=-0.020
  63. mv_l=0.150
  64. mv_r=0.490
  65. mv_g=0.480
  66. mv_b=0.300
  67. mv_a=0.000
  68. b1n=0.000
  69. b2n=0.000
  70. b3n=0.000
  71. b1x=1.000
  72. b2x=1.000
  73. b3x=1.000
  74. b1ed=0.250
  75. wavecode_0_enabled=1
  76. wavecode_0_samples=512
  77. wavecode_0_sep=0
  78. wavecode_0_bSpectrum=0
  79. wavecode_0_bUseDots=0
  80. wavecode_0_bDrawThick=1
  81. wavecode_0_bAdditive=0
  82. wavecode_0_scaling=1.00000
  83. wavecode_0_smoothing=0.50000
  84. wavecode_0_r=0.100
  85. wavecode_0_g=1.000
  86. wavecode_0_b=0.700
  87. wavecode_0_a=1.000
  88. wave_0_per_point1=n=sample*6.283;
  89. wave_0_per_point2=phs=-sample * 0.2;
  90. wave_0_per_point3=tm=q1 + phs;
  91. wave_0_per_point4=
  92. wave_0_per_point5=flip=flip+1;
  93. wave_0_per_point6=flip=flip*below(flip,2);
  94. wave_0_per_point7=
  95. wave_0_per_point8=xp=0;
  96. wave_0_per_point9=yp=flip*0.1 + (sin(tm)*0.5 + 0.5)*0.2;
  97. wave_0_per_point10=zp=0;
  98. wave_0_per_point11=
  99. wave_0_per_point12=//wrist movement;
  100. wave_0_per_point13=ang=sin(tm*2)*0.5 +0.5;
  101. wave_0_per_point14=
  102. wave_0_per_point15=xq=xp;
  103. wave_0_per_point16=yq=yp*sin(ang) + zp*cos(ang);
  104. wave_0_per_point17=zq=yp*cos(ang) - zp*sin(ang);
  105. wave_0_per_point18=yq=yp;
  106. wave_0_per_point19=zq=zp;
  107. wave_0_per_point20=
  108. wave_0_per_point21=ang=tm*8;
  109. wave_0_per_point22=xp=xq*sin(ang) + yq*cos(ang);
  110. wave_0_per_point23=yp=xq*cos(ang) - yq*sin(ang);
  111. wave_0_per_point24=zp=zq;
  112. wave_0_per_point25=
  113. wave_0_per_point26=//forearm movement;
  114. wave_0_per_point27=zp=zp-0.3;
  115. wave_0_per_point28=ang=3.14 + sin(tm*2 - 0.5)*1.5;
  116. wave_0_per_point29=xq=xp;
  117. wave_0_per_point30=yq=yp*sin(ang) + zp*cos(ang);
  118. wave_0_per_point31=zq=yp*cos(ang) - zp*sin(ang);
  119. wave_0_per_point32=
  120. wave_0_per_point33=//upper arm twist
  121. wave_0_per_point34=ang=-1.0 + cos(tm*3 + 0.5);
  122. wave_0_per_point35=xp=xq*sin(ang) + yq*cos(ang);
  123. wave_0_per_point36=yp=xq*cos(ang) - yq*sin(ang);
  124. wave_0_per_point37=zp=zq;
  125. wave_0_per_point38=
  126. wave_0_per_point39=//upper arm outward;
  127. wave_0_per_point40=zp=zp-0.35;
  128. wave_0_per_point41=ang=cos(tm*2)*0.75 - 1.05;
  129. wave_0_per_point42=xq=xp*sin(ang) + zp*cos(ang);
  130. wave_0_per_point43=yq=yp;
  131. wave_0_per_point44=zq=xp*cos(ang) - zp*sin(ang);
  132. wave_0_per_point45=
  133. wave_0_per_point46=//upper arm up down;
  134. wave_0_per_point47=ang=cos(tm)*0.5 - 0.5;
  135. wave_0_per_point48=xp=xq;
  136. wave_0_per_point49=yp=yq*cos(ang) - zq*sin(ang);
  137. wave_0_per_point50=zp=yq*sin(ang) + zq*cos(ang);
  138. wave_0_per_point51=
  139. wave_0_per_point52=//xp=xq;yp=yq;zp=zq;
  140. wave_0_per_point53=
  141. wave_0_per_point54=
  142. wave_0_per_point55=//project into screenspace and draw on screen
  143. wave_0_per_point56=zp=zp+2;
  144. wave_0_per_point57=xs=xp/zp;
  145. wave_0_per_point58=ys=yp/zp;
  146. wave_0_per_point59=
  147. wave_0_per_point60=x=xs+0.5;
  148. wave_0_per_point61=y=ys*1.3+0.5;
  149. wave_0_per_point62=
  150. wave_0_per_point63=
  151. wave_0_per_point64=a=(1-sample)*flip;
  152. wave_0_per_point65=
  153. wave_0_per_point66=b=b+pow(1-sample,2)*0.3
  154. wavecode_1_enabled=1
  155. wavecode_1_samples=512
  156. wavecode_1_sep=0
  157. wavecode_1_bSpectrum=0
  158. wavecode_1_bUseDots=0
  159. wavecode_1_bDrawThick=1
  160. wavecode_1_bAdditive=0
  161. wavecode_1_scaling=1.00000
  162. wavecode_1_smoothing=0.50000
  163. wavecode_1_r=0.200
  164. wavecode_1_g=1.000
  165. wavecode_1_b=0.600
  166. wavecode_1_a=1.000
  167. wave_1_per_point1=n=sample*6.283;
  168. wave_1_per_point2=phs=-sample * 0.2;
  169. wave_1_per_point3=tm=q1 + phs;
  170. wave_1_per_point4=
  171. wave_1_per_point5=flip=flip+1;
  172. wave_1_per_point6=flip=flip*below(flip,2);
  173. wave_1_per_point7=
  174. wave_1_per_point8=xp=0;
  175. wave_1_per_point9=yp=flip*0.1 + (sin(tm)*0.5 + 0.5)*0.2;
  176. wave_1_per_point10=yp=-yp;
  177. wave_1_per_point11=zp=0;
  178. wave_1_per_point12=
  179. wave_1_per_point13=//wrist movement;
  180. wave_1_per_point14=ang=sin(tm*2)*0.5 +0.5;
  181. wave_1_per_point15=
  182. wave_1_per_point16=xq=xp;
  183. wave_1_per_point17=yq=yp*sin(ang) + zp*cos(ang);
  184. wave_1_per_point18=zq=yp*cos(ang) - zp*sin(ang);
  185. wave_1_per_point19=yq=yp;
  186. wave_1_per_point20=zq=zp;
  187. wave_1_per_point21=
  188. wave_1_per_point22=ang=tm*8;
  189. wave_1_per_point23=xp=xq*sin(ang) + yq*cos(ang);
  190. wave_1_per_point24=yp=xq*cos(ang) - yq*sin(ang);
  191. wave_1_per_point25=zp=zq;
  192. wave_1_per_point26=
  193. wave_1_per_point27=//forearm movement;
  194. wave_1_per_point28=zp=zp-0.3;
  195. wave_1_per_point29=ang=3.14 + sin(tm*2 - 0.5)*1.5;
  196. wave_1_per_point30=xq=xp;
  197. wave_1_per_point31=yq=yp*sin(ang) + zp*cos(ang);
  198. wave_1_per_point32=zq=yp*cos(ang) - zp*sin(ang);
  199. wave_1_per_point33=
  200. wave_1_per_point34=//upper arm twist
  201. wave_1_per_point35=ang=-1.0 + cos(tm*3 + 0.5);
  202. wave_1_per_point36=xp=xq*sin(ang) + yq*cos(ang);
  203. wave_1_per_point37=yp=xq*cos(ang) - yq*sin(ang);
  204. wave_1_per_point38=zp=zq;
  205. wave_1_per_point39=
  206. wave_1_per_point40=//upper arm outward;
  207. wave_1_per_point41=zp=zp-0.35;
  208. wave_1_per_point42=ang=cos(tm*2)*0.75 - 1.05;
  209. wave_1_per_point43=xq=xp*sin(ang) + zp*cos(ang);
  210. wave_1_per_point44=yq=yp;
  211. wave_1_per_point45=zq=xp*cos(ang) - zp*sin(ang);
  212. wave_1_per_point46=
  213. wave_1_per_point47=//upper arm up down;
  214. wave_1_per_point48=ang=cos(tm)*0.5 - 0.5;
  215. wave_1_per_point49=xp=xq;
  216. wave_1_per_point50=yp=yq*cos(ang) - zq*sin(ang);
  217. wave_1_per_point51=zp=yq*sin(ang) + zq*cos(ang);
  218. wave_1_per_point52=
  219. wave_1_per_point53=//xp=xq;yp=yq;zp=zq;
  220. wave_1_per_point54=
  221. wave_1_per_point55=
  222. wave_1_per_point56=//project into screenspace and draw on screen
  223. wave_1_per_point57=zp=zp+2;
  224. wave_1_per_point58=xs=xp/zp;
  225. wave_1_per_point59=ys=yp/zp;
  226. wave_1_per_point60=
  227. wave_1_per_point61=x=xs+0.5;
  228. wave_1_per_point62=y=ys*1.3+0.5;
  229. wave_1_per_point63=
  230. wave_1_per_point64=
  231. wave_1_per_point65=a=(1-sample)*flip;
  232. wave_1_per_point66=
  233. wave_1_per_point67=
  234. wave_1_per_point68=b=b+pow(1-sample,2)*0.3
  235. wave_1_per_point69=
  236. wavecode_2_enabled=0
  237. wavecode_2_samples=512
  238. wavecode_2_sep=0
  239. wavecode_2_bSpectrum=0
  240. wavecode_2_bUseDots=0
  241. wavecode_2_bDrawThick=1
  242. wavecode_2_bAdditive=1
  243. wavecode_2_scaling=1.00000
  244. wavecode_2_smoothing=0.50000
  245. wavecode_2_r=1.000
  246. wavecode_2_g=0.600
  247. wavecode_2_b=0.100
  248. wavecode_2_a=1.000
  249. wave_2_per_point1=n=sample*6.283;
  250. wave_2_per_point2=tm=q1;
  251. wave_2_per_point3=phs=-sample*0.5;
  252. wave_2_per_point4=
  253. wave_2_per_point5=flip=flip+1;
  254. wave_2_per_point6=flip=flip*below(flip,2);
  255. wave_2_per_point7=
  256. wave_2_per_point8=xp=0;
  257. wave_2_per_point9=yp=flip*0.1;
  258. wave_2_per_point10=zp=0;
  259. wave_2_per_point11=
  260. wave_2_per_point12=//wrist movement;
  261. wave_2_per_point13=ang=sin(tm*2+phs - 2)*0.5 +0.5 + 2;
  262. wave_2_per_point14=
  263. wave_2_per_point15=xq=xp;
  264. wave_2_per_point16=yq=yp*sin(ang) + zp*cos(ang);
  265. wave_2_per_point17=zq=yp*cos(ang) - zp*sin(ang);
  266. wave_2_per_point18=
  267. wave_2_per_point19=ang=cos(tm*2+phs - 2)*1.5 ;
  268. wave_2_per_point20=xp=xq*sin(ang) + yq*cos(ang);
  269. wave_2_per_point21=yp=xq*cos(ang) - yq*sin(ang);
  270. wave_2_per_point22=zp=zq;
  271. wave_2_per_point23=
  272. wave_2_per_point24=//forearm movement;
  273. wave_2_per_point25=zp=zp-0.3;
  274. wave_2_per_point26=ang=3.14 + sin(tm*2+phs - 0.5)*1.5;
  275. wave_2_per_point27=xq=xp;
  276. wave_2_per_point28=yq=yp*sin(ang) + zp*cos(ang);
  277. wave_2_per_point29=zq=yp*cos(ang) - zp*sin(ang);
  278. wave_2_per_point30=
  279. wave_2_per_point31=//upper arm twist
  280. wave_2_per_point32=ang=-1.0 + cos(tm*3 + 0.5 +phs + 0.5);
  281. wave_2_per_point33=xp=xq*sin(ang) + yq*cos(ang);
  282. wave_2_per_point34=yp=xq*cos(ang) - yq*sin(ang);
  283. wave_2_per_point35=zp=zq;
  284. wave_2_per_point36=
  285. wave_2_per_point37=//upper arm outward;
  286. wave_2_per_point38=zp=zp-0.35;
  287. wave_2_per_point39=ang=cos(tm*2+phs)*0.75 - 1.05;
  288. wave_2_per_point40=xq=xp*sin(ang) + zp*cos(ang);
  289. wave_2_per_point41=yq=yp;
  290. wave_2_per_point42=zq=xp*cos(ang) - zp*sin(ang);
  291. wave_2_per_point43=
  292. wave_2_per_point44=//upper arm up down;
  293. wave_2_per_point45=ang=cos(tm+phs)*0.5 - 0.5;
  294. wave_2_per_point46=xp=xq;
  295. wave_2_per_point47=yp=yq*cos(ang) - zq*sin(ang);
  296. wave_2_per_point48=zp=yq*sin(ang) + zq*cos(ang);
  297. wave_2_per_point49=
  298. wave_2_per_point50=//xp=xq;yp=yq;zp=zq;
  299. wave_2_per_point51=
  300. wave_2_per_point52=
  301. wave_2_per_point53=//project into screenspace and draw on screen
  302. wave_2_per_point54=zp=zp+2;
  303. wave_2_per_point55=xs=xp/zp;
  304. wave_2_per_point56=ys=yp/zp;
  305. wave_2_per_point57=
  306. wave_2_per_point58=x=xs+0.5;
  307. wave_2_per_point59=y=ys*1.3+0.5;
  308. wave_2_per_point60=
  309. wave_2_per_point61=
  310. wave_2_per_point62=a=(1-sample)*0.05
  311. wave_2_per_point63=
  312. wavecode_3_enabled=0
  313. wavecode_3_samples=512
  314. wavecode_3_sep=0
  315. wavecode_3_bSpectrum=0
  316. wavecode_3_bUseDots=0
  317. wavecode_3_bDrawThick=1
  318. wavecode_3_bAdditive=1
  319. wavecode_3_scaling=1.00000
  320. wavecode_3_smoothing=0.50000
  321. wavecode_3_r=1.000
  322. wavecode_3_g=0.300
  323. wavecode_3_b=0.100
  324. wavecode_3_a=1.000
  325. wave_3_per_point1=n=sample*6.283;
  326. wave_3_per_point2=tm=q1 ;
  327. wave_3_per_point3=phs=-sample*0.5;
  328. wave_3_per_point4=
  329. wave_3_per_point5=flip=flip+1;
  330. wave_3_per_point6=flip=flip*below(flip,2);
  331. wave_3_per_point7=
  332. wave_3_per_point8=xp=0;
  333. wave_3_per_point9=yp=flip*0.1;
  334. wave_3_per_point10=zp=0;
  335. wave_3_per_point11=
  336. wave_3_per_point12=//wrist movement;
  337. wave_3_per_point13=ang=sin(tm*2+phs-2)*0.5 +0.5 + 2;
  338. wave_3_per_point14=
  339. wave_3_per_point15=xq=xp;
  340. wave_3_per_point16=yq=yp*sin(ang) + zp*cos(ang);
  341. wave_3_per_point17=zq=yp*cos(ang) - zp*sin(ang);
  342. wave_3_per_point18=
  343. wave_3_per_point19=ang=cos(tm*2+phs-2)*1.5;
  344. wave_3_per_point20=xp=xq*sin(ang) + yq*cos(ang);
  345. wave_3_per_point21=yp=xq*cos(ang) - yq*sin(ang);
  346. wave_3_per_point22=zp=zq;
  347. wave_3_per_point23=
  348. wave_3_per_point24=//forearm movement;
  349. wave_3_per_point25=zp=zp-0.3;
  350. wave_3_per_point26=ang=3.14 + sin(tm*2+phs-0.5)*1.5;
  351. wave_3_per_point27=xq=xp;
  352. wave_3_per_point28=yq=yp*sin(ang) + zp*cos(ang);
  353. wave_3_per_point29=zq=yp*cos(ang) - zp*sin(ang);
  354. wave_3_per_point30=
  355. wave_3_per_point31=//upper arm twist
  356. wave_3_per_point32=ang=-1.0 + cos(tm*3 + 0.5 +phs);
  357. wave_3_per_point33=xp=xq*sin(ang) + yq*cos(ang);
  358. wave_3_per_point34=yp=xq*cos(ang) - yq*sin(ang);
  359. wave_3_per_point35=zp=zq;
  360. wave_3_per_point36=
  361. wave_3_per_point37=//upper arm outward;
  362. wave_3_per_point38=zp=zp-0.35;
  363. wave_3_per_point39=ang=cos(tm*2+phs)*0.75 - 1.05;
  364. wave_3_per_point40=xq=xp*sin(ang) + zp*cos(ang);
  365. wave_3_per_point41=yq=yp;
  366. wave_3_per_point42=zq=xp*cos(ang) - zp*sin(ang);
  367. wave_3_per_point43=
  368. wave_3_per_point44=//upper arm up down;
  369. wave_3_per_point45=ang=cos(tm+phs)*0.5 - 0.5;
  370. wave_3_per_point46=xp=xq;
  371. wave_3_per_point47=yp=yq*cos(ang) - zq*sin(ang);
  372. wave_3_per_point48=zp=yq*sin(ang) + zq*cos(ang);
  373. wave_3_per_point49=
  374. wave_3_per_point50=//xp=xq;yp=yq;zp=zq;
  375. wave_3_per_point51=
  376. wave_3_per_point52=
  377. wave_3_per_point53=//project into screenspace and draw on screen
  378. wave_3_per_point54=zp=zp+2;
  379. wave_3_per_point55=xs=xp/zp;
  380. wave_3_per_point56=ys=yp/zp;
  381. wave_3_per_point57=
  382. wave_3_per_point58=x=-xs+0.5;
  383. wave_3_per_point59=y=ys*1.3+0.5;
  384. wave_3_per_point60=
  385. wave_3_per_point61=
  386. wave_3_per_point62=a=(1-sample)*0.05;
  387. wave_3_per_point63=
  388. shapecode_0_enabled=1
  389. shapecode_0_sides=5
  390. shapecode_0_additive=0
  391. shapecode_0_thickOutline=0
  392. shapecode_0_textured=1
  393. shapecode_0_num_inst=1
  394. shapecode_0_x=0.500
  395. shapecode_0_y=0.500
  396. shapecode_0_rad=1.06779
  397. shapecode_0_ang=0.75398
  398. shapecode_0_tex_ang=0.00000
  399. shapecode_0_tex_zoom=0.77977
  400. shapecode_0_r=1.000
  401. shapecode_0_g=1.000
  402. shapecode_0_b=1.000
  403. shapecode_0_a=1.000
  404. shapecode_0_r2=1.000
  405. shapecode_0_g2=1.000
  406. shapecode_0_b2=1.000
  407. shapecode_0_a2=0.000
  408. shapecode_0_border_r=1.000
  409. shapecode_0_border_g=1.000
  410. shapecode_0_border_b=1.000
  411. shapecode_0_border_a=0.000
  412. shapecode_1_enabled=0
  413. shapecode_1_sides=4
  414. shapecode_1_additive=0
  415. shapecode_1_thickOutline=0
  416. shapecode_1_textured=0
  417. shapecode_1_num_inst=1
  418. shapecode_1_x=0.500
  419. shapecode_1_y=0.500
  420. shapecode_1_rad=0.10000
  421. shapecode_1_ang=0.00000
  422. shapecode_1_tex_ang=0.00000
  423. shapecode_1_tex_zoom=1.00000
  424. shapecode_1_r=1.000
  425. shapecode_1_g=0.000
  426. shapecode_1_b=0.000
  427. shapecode_1_a=1.000
  428. shapecode_1_r2=0.000
  429. shapecode_1_g2=1.000
  430. shapecode_1_b2=0.000
  431. shapecode_1_a2=0.000
  432. shapecode_1_border_r=1.000
  433. shapecode_1_border_g=1.000
  434. shapecode_1_border_b=1.000
  435. shapecode_1_border_a=0.100
  436. shapecode_2_enabled=0
  437. shapecode_2_sides=4
  438. shapecode_2_additive=0
  439. shapecode_2_thickOutline=0
  440. shapecode_2_textured=0
  441. shapecode_2_num_inst=1
  442. shapecode_2_x=0.500
  443. shapecode_2_y=0.500
  444. shapecode_2_rad=0.10000
  445. shapecode_2_ang=0.00000
  446. shapecode_2_tex_ang=0.00000
  447. shapecode_2_tex_zoom=1.00000
  448. shapecode_2_r=1.000
  449. shapecode_2_g=0.000
  450. shapecode_2_b=0.000
  451. shapecode_2_a=1.000
  452. shapecode_2_r2=0.000
  453. shapecode_2_g2=1.000
  454. shapecode_2_b2=0.000
  455. shapecode_2_a2=0.000
  456. shapecode_2_border_r=1.000
  457. shapecode_2_border_g=1.000
  458. shapecode_2_border_b=1.000
  459. shapecode_2_border_a=0.100
  460. shapecode_3_enabled=0
  461. shapecode_3_sides=4
  462. shapecode_3_additive=0
  463. shapecode_3_thickOutline=0
  464. shapecode_3_textured=0
  465. shapecode_3_num_inst=1
  466. shapecode_3_x=0.500
  467. shapecode_3_y=0.500
  468. shapecode_3_rad=0.10000
  469. shapecode_3_ang=0.00000
  470. shapecode_3_tex_ang=0.00000
  471. shapecode_3_tex_zoom=1.00000
  472. shapecode_3_r=1.000
  473. shapecode_3_g=0.000
  474. shapecode_3_b=0.000
  475. shapecode_3_a=1.000
  476. shapecode_3_r2=0.000
  477. shapecode_3_g2=1.000
  478. shapecode_3_b2=0.000
  479. shapecode_3_a2=0.000
  480. shapecode_3_border_r=1.000
  481. shapecode_3_border_g=1.000
  482. shapecode_3_border_b=1.000
  483. shapecode_3_border_a=0.100
  484. per_frame_init_1=mv_x=64;mv_y=48;
  485. per_frame_init_2=nut=0;
  486. per_frame_init_3=stp=0;stq=0;
  487. per_frame_init_4=rtp=0;rtq=0;
  488. per_frame_init_5=wvr=0;
  489. per_frame_init_6=decay=0;
  490. per_frame_init_7=dcsp=0
  491. per_frame_init_8=
  492. per_frame_1=decay=0.98;
  493. per_frame_2=zoom=1.002;
  494. per_frame_3=
  495. per_frame_4=q1=time*0.9;
  496. per_frame_5=
  497. per_frame_6=
  498. per_frame_7=
  499. per_frame_8=
  500. warp_1=`shader_body
  501. warp_2=`{
  502. warp_3=` // sample previous frame
  503. warp_4=` ret = tex2D( sampler_fc_main, uv ).xyz;
  504. warp_5=`
  505. warp_6=` // darken (decay) over time
  506. warp_7=` //ret *= 0.96; //or try: ret -= 0.004;
  507. warp_8=`
  508. warp_9=`
  509. warp_10=`}
  510. comp_1=`shader_body
  511. comp_2=`{
  512. comp_3=` float2 uv2;
  513. comp_4=`
  514. comp_5=` // the weights of the 4 height value frequencies:
  515. comp_6=` float4 c = float4(1,0.3,0.1,0);
  516. comp_7=`
  517. comp_8=` uv2 = uv + float2(1,0)*texsize.zw;
  518. comp_9=` float gx1 = GetPixel(uv2).x*c.x + GetBlur1(uv2).x*c.y + GetBlur2(uv2).x*c.z + GetBlur3(uv2).x*c.w;
  519. comp_10=` uv2 = uv + float2(-1,0)*texsize.zw;
  520. comp_11=` float gx2 = GetPixel(uv2).x*c.x + GetBlur1(uv2).x*c.y + GetBlur2(uv2).x*c.z + GetBlur3(uv2).x*c.w;
  521. comp_12=`
  522. comp_13=` uv2 = uv + float2(0,1)*texsize.zw;
  523. comp_14=` float gy1 = GetPixel(uv2).x*c.x + GetBlur1(uv2).x*c.y + GetBlur2(uv2).x*c.z + GetBlur3(uv2).x*c.w;
  524. comp_15=` uv2 = uv + float2(0,-1)*texsize.zw;
  525. comp_16=` float gy2 = GetPixel(uv2).x*c.x + GetBlur1(uv2).x*c.y + GetBlur2(uv2).x*c.z + GetBlur3(uv2).x*c.w;
  526. comp_17=`
  527. comp_18=` // compute gradient vector:
  528. comp_19=` float3 g = normalize(float3(gx1-gx2, gy1-gy2, 0.08));
  529. comp_20=`
  530. comp_21=` // hacked default lighting from it:
  531. comp_22=` float3 dir1 = normalize(float3(0.3,-0.13,0.05));
  532. comp_23=` float3 col1 = float3(1.3,0.9,0.6)*1.5;
  533. comp_24=` ret = col1 * saturate(dot(g,dir1));
  534. comp_25=`
  535. comp_26=`}