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authorIndrajith K L2022-12-03 17:00:20 +0530
committerIndrajith K L2022-12-03 17:00:20 +0530
commitf5c4671bfbad96bf346bd7e9a21fc4317b4959df (patch)
tree2764fc62da58f2ba8da7ed341643fc359873142f /musikcube_win32_with_milkdrop2_0.98.1/plugins/Milkdrop2/data
downloadcli-tools-windows-f5c4671bfbad96bf346bd7e9a21fc4317b4959df.tar.gz
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Adds most of the toolsHEADmaster
Diffstat (limited to 'musikcube_win32_with_milkdrop2_0.98.1/plugins/Milkdrop2/data')
-rw-r--r--musikcube_win32_with_milkdrop2_0.98.1/plugins/Milkdrop2/data/blur1_ps.fx59
-rw-r--r--musikcube_win32_with_milkdrop2_0.98.1/plugins/Milkdrop2/data/blur2_ps.fx61
-rw-r--r--musikcube_win32_with_milkdrop2_0.98.1/plugins/Milkdrop2/data/blur_vs.fx10
-rw-r--r--musikcube_win32_with_milkdrop2_0.98.1/plugins/Milkdrop2/data/comp_ps.fx14
-rw-r--r--musikcube_win32_with_milkdrop2_0.98.1/plugins/Milkdrop2/data/comp_vs.fx14
-rw-r--r--musikcube_win32_with_milkdrop2_0.98.1/plugins/Milkdrop2/data/include.fx155
-rw-r--r--musikcube_win32_with_milkdrop2_0.98.1/plugins/Milkdrop2/data/warp_ps.fx18
-rw-r--r--musikcube_win32_with_milkdrop2_0.98.1/plugins/Milkdrop2/data/warp_vs.fx14
8 files changed, 345 insertions, 0 deletions
diff --git a/musikcube_win32_with_milkdrop2_0.98.1/plugins/Milkdrop2/data/blur1_ps.fx b/musikcube_win32_with_milkdrop2_0.98.1/plugins/Milkdrop2/data/blur1_ps.fx
new file mode 100644
index 0000000..9ab02c9
--- /dev/null
+++ b/musikcube_win32_with_milkdrop2_0.98.1/plugins/Milkdrop2/data/blur1_ps.fx
@@ -0,0 +1,59 @@
+//texture PrevFrameImage;
+//sampler2D sampler_main = sampler_state { Texture = <PrevFrameImage>; };
+//float4 _c0; // source texsize (.xy), and inverse (.zw)
+//float4 _c1; // w1..w4
+//float4 _c2; // d1..d4
+//float4 _c3; // scale, bias, w_div
+
+
+
+
+void PS( float2 uv : TEXCOORD,
+ out float4 ret : COLOR0 )
+{
+ // LONG HORIZ. PASS 1:
+ //const float w[8] = { 4.0, 3.8, 3.5, 2.9, 1.9, 1.2, 0.7, 0.3 }; <- user can specify these
+ //const float w1 = w[0] + w[1];
+ //const float w2 = w[2] + w[3];
+ //const float w3 = w[4] + w[5];
+ //const float w4 = w[6] + w[7];
+ //const float d1 = 0 + 2*w[1]/w1;
+ //const float d2 = 2 + 2*w[3]/w2;
+ //const float d3 = 4 + 2*w[5]/w3;
+ //const float d4 = 6 + 2*w[7]/w4;
+ //const float w_div = 0.5/(w1+w2+w3+w4);
+ #define srctexsize _c0
+ #define w1 _c1.x
+ #define w2 _c1.y
+ #define w3 _c1.z
+ #define w4 _c1.w
+ #define d1 _c2.x
+ #define d2 _c2.y
+ #define d3 _c2.z
+ #define d4 _c2.w
+ #define fscale _c3.x
+ #define fbias _c3.y
+ #define w_div _c3.z
+
+ // note: if you just take one sample at exactly uv.xy, you get an avg of 4 pixels.
+ //float2 uv2 = uv.xy;// + srctexsize.zw*float2(0.5,0.5);
+ float2 uv2 = uv.xy + srctexsize.zw*float2(1,1); // + moves blur UP, LEFT by 1-pixel increments
+
+ float3 blur =
+ ( tex2D( sampler_main, uv2 + float2( d1*srctexsize.z,0) ).xyz
+ + tex2D( sampler_main, uv2 + float2(-d1*srctexsize.z,0) ).xyz)*w1 +
+ ( tex2D( sampler_main, uv2 + float2( d2*srctexsize.z,0) ).xyz
+ + tex2D( sampler_main, uv2 + float2(-d2*srctexsize.z,0) ).xyz)*w2 +
+ ( tex2D( sampler_main, uv2 + float2( d3*srctexsize.z,0) ).xyz
+ + tex2D( sampler_main, uv2 + float2(-d3*srctexsize.z,0) ).xyz)*w3 +
+ ( tex2D( sampler_main, uv2 + float2( d4*srctexsize.z,0) ).xyz
+ + tex2D( sampler_main, uv2 + float2(-d4*srctexsize.z,0) ).xyz)*w4
+ ;
+ blur.xyz *= w_div;
+
+ blur.xyz = blur.xyz*fscale + fbias;
+
+ ret.xyz = blur;
+ ret.w = 1;
+ //ret.xyzw = tex2D(sampler_main, uv + 0*srctexsize.zw);
+}
diff --git a/musikcube_win32_with_milkdrop2_0.98.1/plugins/Milkdrop2/data/blur2_ps.fx b/musikcube_win32_with_milkdrop2_0.98.1/plugins/Milkdrop2/data/blur2_ps.fx
new file mode 100644
index 0000000..c212e06
--- /dev/null
+++ b/musikcube_win32_with_milkdrop2_0.98.1/plugins/Milkdrop2/data/blur2_ps.fx
@@ -0,0 +1,61 @@
+//texture PrevFrameImage;
+//sampler2D sampler_main = sampler_state { Texture = <PrevFrameImage>; };
+//float4 _c0; // source texsize (.xy), and inverse (.zw)
+
+
+
+
+//float4 _c5; // w1,w2,d1,d2
+//float4 _c6; // w_div, edge_darken_c1, edge_darken_c2, edge_darken_c3
+
+void PS( float2 uv : TEXCOORD,
+ out float4 ret : COLOR0 )
+{
+ //SHORT VERTICAL PASS 2:
+ //const float w1 = w[0]+w[1] + w[2]+w[3];
+ //const float w2 = w[4]+w[5] + w[6]+w[7];
+ //const float d1 = 0 + 2*((w[2]+w[3])/w1);
+ //const float d2 = 2 + 2*((w[6]+w[7])/w2);
+ //const float w_div = 1.0/((w1+w2)*2);
+
+
+
+
+
+ #define srctexsize _c0
+ #define w1 _c5.x
+ #define w2 _c5.y
+
+
+ #define d1 _c5.z
+ #define d2 _c5.w
+
+
+ #define edge_darken_c1 _c6.y
+ #define edge_darken_c2 _c6.z
+ #define edge_darken_c3 _c6.w
+
+ #define w_div _c6.x
+
+ // note: if you just take one sample at exactly uv.xy, you get an avg of 4 pixels.
+ //float2 uv2 = uv.xy;// + srctexsize.zw*float2(-0.5,-0.5);
+ float2 uv2 = uv.xy + srctexsize.zw*float2(1,0); // + moves blur UP, LEFT by TWO-pixel increments! (since texture is 1/2 the size of blur1_ps)
+
+ float3 blur =
+ ( tex2D( sampler_main, uv2 + float2(0, d1*srctexsize.w) ).xyz
+ + tex2D( sampler_main, uv2 + float2(0,-d1*srctexsize.w) ).xyz)*w1 +
+ ( tex2D( sampler_main, uv2 + float2(0, d2*srctexsize.w) ).xyz
+ + tex2D( sampler_main, uv2 + float2(0,-d2*srctexsize.w) ).xyz)*w2
+ ;
+ blur.xyz *= w_div;
+
+ // tone it down at the edges: (only happens on 1st X pass!)
+ float t = min( min(uv.x, uv.y), 1-max(uv.x,uv.y) );
+ t = sqrt(t);
+ t = edge_darken_c1 + edge_darken_c2*saturate(t*edge_darken_c3);
+ blur.xyz *= t;
+
+ ret.xyz = blur;
+ ret.w = 1;
+ //ret.xyzw = tex2D(sampler_main, uv + 0*srctexsize.zw);
+}
diff --git a/musikcube_win32_with_milkdrop2_0.98.1/plugins/Milkdrop2/data/blur_vs.fx b/musikcube_win32_with_milkdrop2_0.98.1/plugins/Milkdrop2/data/blur_vs.fx
new file mode 100644
index 0000000..490ad54
--- /dev/null
+++ b/musikcube_win32_with_milkdrop2_0.98.1/plugins/Milkdrop2/data/blur_vs.fx
@@ -0,0 +1,10 @@
+void VS( float3 vPosIn : POSITION,
+ float4 vDiffuseIn : COLOR,
+ float4 uv1 : TEXCOORD0, // .xy = warped UVs, .zw = orig UVs
+ float2 uv2 : TEXCOORD1, // .x = rad, .y = ang
+ out float4 vPosProj : POSITION,
+ out float2 uv : TEXCOORD0 )
+{
+ vPosProj = float4(vPosIn.xy,1,1);
+ uv = uv1.xy;
+}
diff --git a/musikcube_win32_with_milkdrop2_0.98.1/plugins/Milkdrop2/data/comp_ps.fx b/musikcube_win32_with_milkdrop2_0.98.1/plugins/Milkdrop2/data/comp_ps.fx
new file mode 100644
index 0000000..a4020ea
--- /dev/null
+++ b/musikcube_win32_with_milkdrop2_0.98.1/plugins/Milkdrop2/data/comp_ps.fx
@@ -0,0 +1,14 @@
+shader_body
+{
+ //************************************************************
+ // NOTE: the body of this shader will be replaced by MilkDrop
+ // whenever a pre-MilkDrop-2 preset is loaded!
+ //************************************************************
+
+ ret = tex2D(sampler_main, uv).xyz;
+
+ //************************************************************
+ // NOTE: the body of this shader will be replaced by MilkDrop
+ // whenever a pre-MilkDrop-2 preset is loaded!
+ //************************************************************
+} \ No newline at end of file
diff --git a/musikcube_win32_with_milkdrop2_0.98.1/plugins/Milkdrop2/data/comp_vs.fx b/musikcube_win32_with_milkdrop2_0.98.1/plugins/Milkdrop2/data/comp_vs.fx
new file mode 100644
index 0000000..4dab267
--- /dev/null
+++ b/musikcube_win32_with_milkdrop2_0.98.1/plugins/Milkdrop2/data/comp_vs.fx
@@ -0,0 +1,14 @@
+void VS( float3 vPosIn : POSITION,
+ float4 vDiffuseIn : COLOR,
+ float4 uv_in : TEXCOORD0, // .xy = UVs to use (unwarped), .zw = IGNORE
+ float2 rad_ang_in : TEXCOORD1, // .x = rad, .y = ang
+ out float4 vPosProj : POSITION,
+ out float4 _vDiffuse : COLOR,
+ out float2 _uv : TEXCOORD0,
+ out float2 _rad_ang : TEXCOORD1 )
+{
+ vPosProj = float4(vPosIn.x, vPosIn.y, vPosIn.z, 1);
+ _vDiffuse = vDiffuseIn;
+ _uv = uv_in.xy;
+ _rad_ang = rad_ang_in.xy;
+} \ No newline at end of file
diff --git a/musikcube_win32_with_milkdrop2_0.98.1/plugins/Milkdrop2/data/include.fx b/musikcube_win32_with_milkdrop2_0.98.1/plugins/Milkdrop2/data/include.fx
new file mode 100644
index 0000000..480421c
--- /dev/null
+++ b/musikcube_win32_with_milkdrop2_0.98.1/plugins/Milkdrop2/data/include.fx
@@ -0,0 +1,155 @@
+#define M_PI 3.14159265359
+#define M_PI_2 6.28318530718
+#define M_INV_PI_2 0.159154943091895
+
+float4 rand_frame; // random float4, updated each frame
+float4 rand_preset; // random float4, updated once per *preset*
+float4 _c0; // .xy: multiplier to use on UV's to paste an image fullscreen, *aspect-aware*; .zw = inverse.
+float4 _c1, _c2, _c3, _c4;
+float4 _c5; //.xy = scale,bias for reading blur1; .zw = scale,bias for reading blur2;
+float4 _c6; //.xy = scale,bias for reading blur3; .zw = blur1_min,blur1_max
+float4 _c7; // .xy ~= float2(1024,768); .zw ~= float2(1/1024.0, 1/768.0)
+float4 _c8; // .xyzw ~= 0.5 + 0.5*cos(time * float4(~0.3, ~1.3, ~5, ~20))
+float4 _c9; // .xyzw ~= same, but using sin()
+float4 _c10; // .xyzw ~= 0.5 + 0.5*cos(time * float4(~0.005, ~0.008, ~0.013, ~0.022))
+float4 _c11; // .xyzw ~= same, but using sin()
+float4 _c12; // .xyz = mip info for main image (.x=#across, .y=#down, .z=avg); .w = unused
+float4 _c13; //.xy = blur2_min,blur2_max; .zw = blur3_min, blur3_max.
+float4 _qa; // q vars bank 1 [q1-q4]
+float4 _qb; // q vars bank 2 [q5-q8]
+float4 _qc; // q vars ...
+float4 _qd; // q vars
+float4 _qe; // q vars
+float4 _qf; // q vars
+float4 _qg; // q vars
+float4 _qh; // q vars bank 8 [q29-q32]
+
+// note: in general, don't use the current time w/the *dynamic* rotations!
+float4x3 rot_s1; // four random, static rotations. randomized @ preset load time.
+float4x3 rot_s2; // minor translation component (<1).
+float4x3 rot_s3;
+float4x3 rot_s4;
+
+float4x3 rot_d1; // four random, slowly changing rotations.
+float4x3 rot_d2;
+float4x3 rot_d3;
+float4x3 rot_d4;
+float4x3 rot_f1; // faster-changing.
+float4x3 rot_f2;
+float4x3 rot_f3;
+float4x3 rot_f4;
+float4x3 rot_vf1; // very-fast-changing.
+float4x3 rot_vf2;
+float4x3 rot_vf3;
+float4x3 rot_vf4;
+float4x3 rot_uf1; // ultra-fast-changing.
+float4x3 rot_uf2;
+float4x3 rot_uf3;
+float4x3 rot_uf4;
+
+float4x3 rot_rand1; // random every frame
+float4x3 rot_rand2;
+float4x3 rot_rand3;
+float4x3 rot_rand4;
+
+#define time _c2.x
+#define fps _c2.y
+#define frame _c2.z
+#define progress _c2.w
+#define bass _c3.x
+#define mid _c3.y
+#define treb _c3.z
+#define vol _c3.w
+#define bass_att _c4.x
+#define mid_att _c4.y
+#define treb_att _c4.z
+#define vol_att _c4.w
+#define q1 _qa.x
+#define q2 _qa.y
+#define q3 _qa.z
+#define q4 _qa.w
+#define q5 _qb.x
+#define q6 _qb.y
+#define q7 _qb.z
+#define q8 _qb.w
+#define q9 _qc.x
+#define q10 _qc.y
+#define q11 _qc.z
+#define q12 _qc.w
+#define q13 _qd.x
+#define q14 _qd.y
+#define q15 _qd.z
+#define q16 _qd.w
+#define q17 _qe.x
+#define q18 _qe.y
+#define q19 _qe.z
+#define q20 _qe.w
+#define q21 _qf.x
+#define q22 _qf.y
+#define q23 _qf.z
+#define q24 _qf.w
+#define q25 _qg.x
+#define q26 _qg.y
+#define q27 _qg.z
+#define q28 _qg.w
+#define q29 _qh.x
+#define q30 _qh.y
+#define q31 _qh.z
+#define q32 _qh.w
+
+#define aspect _c0
+#define texsize _c7 // .xy = (w,h); .zw = (1/(float)w, 1/(float)h)
+#define roam_cos _c8
+#define roam_sin _c9
+#define slow_roam_cos _c10
+#define slow_roam_sin _c11
+#define mip_x _c12.x
+#define mip_y _c12.y
+#define mip_xy _c12.xy
+#define mip_avg _c12.z
+#define blur1_min _c6.z
+#define blur1_max _c6.w
+#define blur2_min _c13.x
+#define blur2_max _c13.y
+#define blur3_min _c13.z
+#define blur3_max _c13.w
+#define GetMain(uv) (tex2D(sampler_main,uv).xyz)
+#define GetPixel(uv) (tex2D(sampler_main,uv).xyz)
+#define GetBlur1(uv) (tex2D(sampler_blur1,uv).xyz*_c5.x + _c5.y)
+#define GetBlur2(uv) (tex2D(sampler_blur2,uv).xyz*_c5.z + _c5.w)
+#define GetBlur3(uv) (tex2D(sampler_blur3,uv).xyz*_c6.x + _c6.y)
+
+#define lum(x) (dot(x,float3(0.32,0.49,0.29)))
+#define tex2d tex2D
+#define tex3d tex3D
+
+// previous-frame-image samplers:
+texture PrevFrameImage;
+sampler2D sampler_main = sampler_state { Texture = <PrevFrameImage>; };
+sampler2D sampler_fc_main = sampler_state { Texture = <PrevFrameImage>; };
+sampler2D sampler_pc_main = sampler_state { Texture = <PrevFrameImage>; };
+sampler2D sampler_fw_main = sampler_state { Texture = <PrevFrameImage>; };
+sampler2D sampler_pw_main = sampler_state { Texture = <PrevFrameImage>; };
+#define sampler_FC_main sampler_fc_main
+#define sampler_PC_main sampler_pc_main
+#define sampler_FW_main sampler_fw_main
+#define sampler_PW_main sampler_pw_main
+
+// built-in noise textures:
+sampler2D sampler_noise_lq;
+sampler2D sampler_noise_lq_lite;
+sampler2D sampler_noise_mq;
+sampler2D sampler_noise_hq;
+sampler3D sampler_noisevol_lq;
+sampler3D sampler_noisevol_hq;
+float4 texsize_noise_lq;
+float4 texsize_noise_lq_lite;
+float4 texsize_noise_mq;
+float4 texsize_noise_hq;
+float4 texsize_noisevol_lq;
+float4 texsize_noisevol_hq;
+
+// procedural blur textures:
+sampler2D sampler_blur1;
+sampler2D sampler_blur2;
+sampler2D sampler_blur3;
diff --git a/musikcube_win32_with_milkdrop2_0.98.1/plugins/Milkdrop2/data/warp_ps.fx b/musikcube_win32_with_milkdrop2_0.98.1/plugins/Milkdrop2/data/warp_ps.fx
new file mode 100644
index 0000000..27b4b27
--- /dev/null
+++ b/musikcube_win32_with_milkdrop2_0.98.1/plugins/Milkdrop2/data/warp_ps.fx
@@ -0,0 +1,18 @@
+shader_body
+{
+ //************************************************************
+ // NOTE: the body of this shader will be replaced by MilkDrop
+ // whenever a pre-MilkDrop-2 preset is loaded!
+ //************************************************************
+
+ // sample previous frame
+ ret = tex2D( sampler_main, uv ).xyz;
+
+ // darken over time
+ ret -= 0.004;
+
+ //************************************************************
+ // NOTE: the body of this shader will be replaced by MilkDrop
+ // whenever a pre-MilkDrop-2 preset is loaded!
+ //************************************************************
+}
diff --git a/musikcube_win32_with_milkdrop2_0.98.1/plugins/Milkdrop2/data/warp_vs.fx b/musikcube_win32_with_milkdrop2_0.98.1/plugins/Milkdrop2/data/warp_vs.fx
new file mode 100644
index 0000000..79d269e
--- /dev/null
+++ b/musikcube_win32_with_milkdrop2_0.98.1/plugins/Milkdrop2/data/warp_vs.fx
@@ -0,0 +1,14 @@
+void VS( float3 vPosIn : POSITION,
+ float4 vDiffuseIn : COLOR,
+ float4 uv_in : TEXCOORD0, // .xy = warped UVs, .zw = orig UVs
+ float2 rad_ang_in : TEXCOORD1, // .x = rad, .y = ang
+ out float4 vPosProj : POSITION,
+ out float4 _vDiffuse : COLOR,
+ out float4 _uv : TEXCOORD0,
+ out float2 _rad_ang : TEXCOORD1 )
+{
+ vPosProj = float4(vPosIn.x, vPosIn.y, vPosIn.z, 1);
+ _vDiffuse = vDiffuseIn;
+ _uv = uv_in.xyzw;
+ _rad_ang = rad_ang_in.xy;
+}