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Minami 56
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Milkdrop
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Telek - Flicker (@xis).milk
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INI File
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2003-09-30
|
4KB
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129 lines
[preset00]
fRating=2
fGammaAdj=1.000001
fDecay=1
fVideoEchoZoom=1
fVideoEchoAlpha=0
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=0.3873
fWaveSmoothing=0.63
fWaveParam=1
fModWaveAlphaStart=0.71
fModWaveAlphaEnd=1.3
fWarpAnimSpeed=1
fWarpScale=1
fZoomExponent=1
fShader=0
zoom=1
rot=0
cx=0.5
cy=0.5
dx=0
dy=0
warp=0.001
sx=1
sy=1
wave_r=0.65
wave_g=0.65
wave_b=0.65
wave_x=0.46
wave_y=0.005
ob_size=0.005
ob_r=0
ob_g=0
ob_b=0
ob_a=0.06
ib_size=0.5
ib_r=1
ib_g=1
ib_b=1
ib_a=0
nMotionVectorsX=38.399994
nMotionVectorsY=15.647999
mv_dx=0
mv_dy=0
mv_l=0.5
mv_r=1
mv_g=1
mv_b=0
mv_a=0
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;