mirror of
https://github.com/clementine-player/Clementine
synced 2024-12-25 17:12:35 +01:00
94 lines
2.8 KiB
Plaintext
94 lines
2.8 KiB
Plaintext
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[preset00]
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fRating=5.000000
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fGammaAdj=1.000000
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fDecay=1.000000
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fVideoEchoZoom=1.000000
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fVideoEchoAlpha=0.000000
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nVideoEchoOrientation=3
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nWaveMode=3
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bAdditiveWaves=1
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bWaveDots=0
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bWaveThick=1
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bModWaveAlphaByVolume=0
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bMaximizeWaveColor=0
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bTexWrap=0
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bDarkenCenter=0
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bRedBlueStereo=0
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bBrighten=0
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bDarken=0
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bSolarize=0
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bInvert=0
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fWaveAlpha=4.099998
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fWaveScale=0.430333
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fWaveSmoothing=0.630000
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fWaveParam=1.000000
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fModWaveAlphaStart=0.710000
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fModWaveAlphaEnd=1.300000
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fWarpAnimSpeed=1.000000
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fWarpScale=1.000000
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fZoomExponent=1.000000
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fShader=0.000000
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zoom=1.000000
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rot=0.000000
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cx=0.500000
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cy=0.500000
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dx=0.000000
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dy=0.000000
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warp=0.001000
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sx=1.000000
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sy=1.000000
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wave_r=0.650000
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wave_g=0.650000
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wave_b=0.650000
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wave_x=0.460000
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wave_y=0.005000
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ob_size=0.005000
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ob_r=0.000000
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ob_g=0.000000
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ob_b=0.000000
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ob_a=0.060000
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ib_size=0.260000
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ib_r=0.250000
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ib_g=0.250000
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ib_b=0.250000
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ib_a=0.000000
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nMotionVectorsX=58.752007
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nMotionVectorsY=14.400000
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mv_dx=0.006000
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mv_dy=0.000000
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mv_l=5.000000
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mv_r=0.100000
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mv_g=1.000000
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mv_b=0.000000
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mv_a=0.000000
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per_frame_1=bass_x = max(bass_x*.7+max(bass_att-.9,0)*.3,0); //decaying bass max
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per_frame_2=
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per_frame_3=wave_x = ((frame%3-1)*.5*bass_x+1)*wave_x; //spreads flame
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per_frame_4=
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per_frame_5=decay = 3000000+57.75; // Magic 'flame' decay
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per_frame_6=//wave_mystery = sin(time*.2)*.05+1;
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per_frame_7=
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per_frame_8=ob_a = sqr(sqr(sin(time*1)*.25+.25)); // 'ad-lib decay' to black - no ugly artefacts
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per_frame_9=// ^4 to get it up there quick -> min time with decay on.
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per_frame_10=
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per_frame_11=ob_a = ob_a*(1-bass_x); // just so we don't get rid of the wide impressive
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per_frame_12=// flames so quickly
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per_frame_13=
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per_frame_14=monitor = ob_a;
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per_frame_15=
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per_frame_16=//Other decays to try:
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per_frame_17=//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)
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per_frame_18=//3000000 + 57.75 <<< =:-)
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per_pixel_1=dy = (x+.08*sin(rand(100)))*2%2*-.01-.005;
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per_pixel_2=dy = -.0025*((1-y)*10+rand(5)); //wobble, and faster at top - accelerating like real flames
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per_pixel_3=
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per_pixel_4=dx = rand(20)*.0001*sin(rand(2)-.5); //flicker
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per_pixel_5=dx = dx*sqr(y); //dampens top
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per_pixel_6=//dx = dx*(1-x/2); //slows sides
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per_pixel_7=dx = dx*-.2*(rand(10)-5); //random damper
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per_pixel_8=dx = dx -(x-.5)*.04*(.8-sqr(y)); //drift towards centre
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per_pixel_9=dx = dx + cos(sqr(y-.5)*10-time*1.1)*sqr(1-(y))*.01; //add flutter at top
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per_pixel_10=
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per_pixel_11=// Telek - 26/09/2002
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per_frame_init_1=bass_x = 1;
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