home *** CD-ROM | disk | FTP | other *** search
/ GameStar 2004 July & August / Gamestar_64_2004-07-08_dvd.iso / Programy / winamp501_full.exe / $_14327_ / Milkdrop / Telek - Flicker (@xis).milk < prev    next >
INI File  |  2003-09-30  |  4KB  |  129 lines

  1. [preset00]
  2. fRating=2
  3. fGammaAdj=1.000001
  4. fDecay=1
  5. fVideoEchoZoom=1
  6. fVideoEchoAlpha=0
  7. nVideoEchoOrientation=0
  8. nWaveMode=3
  9. bAdditiveWaves=1
  10. bWaveDots=0
  11. bWaveThick=1
  12. bModWaveAlphaByVolume=0
  13. bMaximizeWaveColor=0
  14. bTexWrap=0
  15. bDarkenCenter=0
  16. bRedBlueStereo=0
  17. bBrighten=0
  18. bDarken=0
  19. bSolarize=0
  20. bInvert=0
  21. fWaveAlpha=4.099998
  22. fWaveScale=0.3873
  23. fWaveSmoothing=0.63
  24. fWaveParam=1
  25. fModWaveAlphaStart=0.71
  26. fModWaveAlphaEnd=1.3
  27. fWarpAnimSpeed=1
  28. fWarpScale=1
  29. fZoomExponent=1
  30. fShader=0
  31. zoom=1
  32. rot=0
  33. cx=0.5
  34. cy=0.5
  35. dx=0
  36. dy=0
  37. warp=0.001
  38. sx=1
  39. sy=1
  40. wave_r=0.65
  41. wave_g=0.65
  42. wave_b=0.65
  43. wave_x=0.46
  44. wave_y=0.005
  45. ob_size=0.005
  46. ob_r=0
  47. ob_g=0
  48. ob_b=0
  49. ob_a=0.06
  50. ib_size=0.5
  51. ib_r=1
  52. ib_g=1
  53. ib_b=1
  54. ib_a=0
  55. nMotionVectorsX=38.399994
  56. nMotionVectorsY=15.647999
  57. mv_dx=0
  58. mv_dy=0
  59. mv_l=0.5
  60. mv_r=1
  61. mv_g=1
  62. mv_b=0
  63. mv_a=0
  64. per_frame_1=//virtual
  65. per_frame_2=vnum_increment = 2/fps;
  66. per_frame_3=vtarget = vtarget + if(above(bass*bass_att,4.5), if(below(vtarget,vnum+1),1,0),0);
  67. per_frame_4=vnum = vnum + if(below(vnum,vtarget-vnum_increment*.5), vnum_increment,0);
  68. per_frame_5=monitor = vnum;
  69. per_frame_6=
  70. per_frame_7=vang = vnum*3.14159265358979323*.25;
  71. per_frame_8=q1=vang;
  72. per_frame_9=q2 = vnum_increment;
  73. per_frame_10=q3 = vnum;
  74. per_frame_11=q4=vtarget;
  75. per_frame_12=//vx = (x-.5)*cos(vang) - (y-.5)*sin(vang)+.5;
  76. per_frame_13=//vy = (x-.5)*sin(vang) +(y-.5)*cos(vang)+.5;
  77. per_frame_14=
  78. per_frame_15=bass_x = max(bass_x*.7+max(bass_att-.9,0)*.3,0);    //decaying bass max
  79. per_frame_16=wave_vx = ((frame%3-1)*bass_x* above(vnum,vtarget-vnum_increment*.5) +1)*wave_x;    //spreads flame
  80. per_frame_17=wave_vy=wave_y;
  81. per_frame_18=
  82. per_frame_19=wave_x = -(wave_vx-.5)*cos(vang) + (wave_vy-.5)*sin(vang)+.5;
  83. per_frame_20=wave_y = -(wave_vx-.5)*sin(vang) - (wave_vy-.5)*cos(vang)+.5;
  84. per_frame_21=//end virtual
  85. per_frame_22=wave_r = above(vnum,vtarget-vnum_increment*.5);
  86. per_frame_23=//wave_g = below(bass*bass_att,3.5);
  87. per_frame_24=decay = 3000000+57.75;                                      // Magic 'flame' decay
  88. per_frame_25=//wave_mystery = sin(time*.2)*.05+1;
  89. per_frame_26=
  90. 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
  91. per_frame_28=// ^4 to get it up there quick -> min time with decay on
  92. per_frame_29=
  93. per_frame_30=ob_a = ob_a*(1-bass_x);                         // just so we don't get rid of the wide impressive
  94. per_frame_31=// flames so quickly
  95. per_frame_32=
  96. per_frame_33=//ob_a=0;
  97. per_frame_34=//monitor = ob_a;
  98. per_frame_35=
  99. per_frame_36=//Other decays to try:
  100. 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)
  101. per_frame_38=//3000000 + 57.75 <<<  =:-)
  102. per_frame_39=
  103. per_pixel_1=rot = below(q3, q4-q2*.5)*q2*.8*(1-0*(rad));
  104. per_pixel_2=
  105. per_pixel_3=//virtual axes
  106. per_pixel_4=vang=q1;
  107. per_pixel_5=vx = (x-.5)*cos(vang) - (y-.5)*sin(vang)+.5;
  108. per_pixel_6=vy = (x-.5)*sin(vang) +(y-.5)*cos(vang)+.5;
  109. per_pixel_7=vy=1-vy;
  110. per_pixel_8=
  111. per_pixel_9=dvy = (vx+.08*sin(rand(100)))*2%2*-.01-.005;
  112. per_pixel_10=dvy = -.0025*((1-vy)*10+rand(5));    //wobble, and faster at top - accelerating like real flames
  113. per_pixel_11=
  114. per_pixel_12=dvx = rand(20)*.0001*sin(rand(2)-.5);                       //flicker
  115. per_pixel_13=dvx = dvx*sqr(vy);                                                                //dampens top
  116. per_pixel_14=//dvx = dvx*(1-x/2);                                                        //slows sides
  117. per_pixel_15=dvx = dvx*-.2*(rand(10)-5);                                         //random damper
  118. per_pixel_16=dvx = dvx -(vx-.5)*.04*(.8-sqr(vy));                                 //drift towards centre
  119. per_pixel_17=dvx = dvx + cos(sqr(vy-.5)*10-time*1.1)*sqr(1-(vy))*.01; //add flutter at top
  120. per_pixel_18=
  121. per_pixel_19=//de-virtualise
  122. per_pixel_20=dx = dvx*cos(vang) - dvy*sin(vang);
  123. per_pixel_21=dy = -dvx*sin(vang) - dvy*cos(vang);
  124. per_pixel_22=
  125. per_pixel_23=// Telek - 09/11/2002
  126. per_frame_init_1=bass_x = 1;
  127. per_frame_init_2=vtarget=4.000000;
  128. per_frame_init_3=vnum = 4.000000;
  129.