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+<HTML>
+<HEAD>
+<TITLE>MilkDrop Preset Authoring Guide</TITLE>
+</HEAD>
+<BODY>
+<A NAME="milkdrop_preset_authoring_top">
+<PRE>
+
+<B>MILKDROP preset authoring guide</B>
+ <A HREF="milkdrop.html">return to milkdrop.html</A>
+
+
+
+* * *
+Note that there is another, quite comprehensive, Preset Authoring Guide
+available on the web at <A HREF="http://www.milkdrop.co.uk/">http://www.milkdrop.co.uk/</A>, which is continually
+updated and expanded through the hard work of a few dedicated preset
+authors. Whereas this guide (the one you are currently viewing) gives the bare
+technical specifications for writing your own presets, the guide at milkdrop.co.uk
+'starts at the beginning' and walks you through all of the mathematics and subtleties
+of 'rolling your own', explaining things in great detail. The guide at milkdrop.co.uk
+is very highly recommended to anyone who wishes to learn more about creating their
+own presets.
+* * *
+
+
+<B>Section Listing</B>
+-----------------------
+1. <A HREF="#1">about presets</A>
+2. <A HREF="#2">preset authoring - basic</A>
+3. <A HREF="#3">preset authoring - advanced</A>
+ a. <A HREF="#3a">per-frame equations</A>
+ b. <A HREF="#3b">per-vertex equations</A>
+ c. <A HREF="#3c">variable pools, declaring your own variables, persistence of values</A>
+ d. <A HREF="#3d">preset init code; carrying values between variable pools, using q1-q32</A>
+ e. <A HREF="#3e">custom shapes & waves</A>
+ f. <A HREF="#3f">pixel shaders</A>
+ <A HREF="#3f1">conceptual overview</A>
+ <A HREF="#3f2">the WARP shader</A>
+ <A HREF="#3f3">the COMPOSITE shader</A>
+ <A HREF="#3f4">pixel shader reference</A>
+ <A HREF="#3f5">intrinsic instructions</A>
+ <A HREF="#3f6">per-vertex shader inputs</A>
+ <A HREF="#3f7">per-frame shader inputs</A>
+ <A HREF="#3f8">texture sampling</A>
+ <A HREF="#3f9">milkdrop's built-in textures - main, blur, and noise</A>
+ <A HREF="#3f9b">blur1, blur2, blur3</A>
+ <A HREF="#3f9c">noise textures</A>
+ <A HREF="#3f9d">reading textures from disk</A>
+ <A HREF="#3f9e">random texture selection</A>
+ <A HREF="#3f10">misc. cool shader tricks</A>
+ <A HREF="#3f11">quality assurance for shaders</A>
+ g. <A HREF="#3r">quality assurance</A>
+ h. <A HREF="#3s">debugging</A>
+ i. <A HREF="#3t">function reference</A> (for expressions, not shaders)
+
+
+<A NAME="1">
+<B>1. About Presets</B>
+-----------------------
+ When you watch MilkDrop, you are watching a series of Presets. Each
+ one has its own look and feel, draws the sound waves in a particular
+ way, and has certain motions to it. After some time, you will see
+ a short blend transition, and then you will be watching a new preset.
+
+ A single 'preset' is a collection of parameters that tell MilkDrop how
+ to draw the wave, how to warp the image around, and so on. MilkDrop
+ ships with over 100 built-in presets, each one having a distinct
+ look and feel to it.
+
+ Using MilkDrop's built-in "preset-editing menu" (the M key), you can
+ edit presets on the fly, on-screen, from within the program. You can
+ make slight adjustments to existing presets, then save over them;
+ or you can change lots of things, so the preset doesn't look anything
+ like the original, and then save it under a new name. You can even
+ write insane new mathematical equations, of your own imagination,
+ into your preset files and come up with things that MilkDrop has never
+ done before!
+
+ Each preset is saved as a file with the ".milk" extension, so you can
+ easily send them to your friends or post them on the web. You can also
+ go to <A HREF="http://www.nullsoft.com/free/milkdrop">http://www.nullsoft.com/free/milkdrop</A> and then jump to the
+ "preset sharing forum" to see what other people have come up with,
+ or post your own cool, new presets. <A HREF="http://www.milkdrop.co.uk/">milkdrop.co.uk/</A> is another great
+ place to download collections of presets made by others like yourself.
+
+
+<A NAME="2">
+<B>2. Preset Authoring - Basic</B>
+-----------------------
+
+ You can edit the properties of the current preset by hitting 'M',
+ which brings up the "preset-editing menu". From this menu you
+ can use the up and down arrow keys to select an item. Press
+ the RIGHT arrow key to move forward through the menu and select
+ the item (note: you can also hit SPACE or RETURN to do this);
+ ***press the LEFT arrow key to go back to the previous menu.***
+
+ Pressing 'M' while the menu is already showing will hide the menu;
+ pressing ESCAPE will do the same thing. Press 'M' again to bring
+ the menu back.
+
+ Once you've reached an item on the menu whose value can be edited,
+ use the UP and DOWN arrow keys to increase or decrease its value,
+ respectively. Changes will register immediately. Use PAGE UP and
+ PAGE DOWN to increase the value more quickly. Hold down SHIFT
+ and use the UP/DOWN arrow keys to change the value very slowly.
+ Hit RETURN To keep the new value, or ESC to abort the change.
+
+ If the item you're editing is a text string, you can use the
+ arrow keys to move around. The Insert key can be used to toggle
+ between insert and overtype modes. You can hold shift and use
+ the arrow keys (home, end, left, right) to make a selection,
+ which will be identified by brackets []. You can then use CTRL-C
+ or CTRL-X to copy or cut text. CTRL-P pastes. When finished
+ editing, hit RETURN To keep the new string, or ESC to abort the
+ change.
+
+ You'll want to get into the habit of using SCROLL LOCK whenever
+ you're making changes to a preset that you intend to save;
+ otherwise, MilkDrop is sure to move you along to a new (random)
+ preset, over time. When the menus are showing, the preset is
+ automatically temporarily locked, but BE CAREFUL - if you're not
+ also using SCROLL LOCK, then 0.1 seconds after you hide the menu
+ to take a look at your new masterpiece, MilkDrop might load a
+ random new preset on you, and you'd lose your changes! And you
+ might then ask me: "how large is large?" And I will tell you:
+ "thirty."
+
+ There are also some hotkeys that will allow you to change certain
+ common parameters to the current preset. These are listed below.
+
+ MOTION
+ i/I - zoom in/out
+ [ / ] - push motion to the left/right (dx)
+ { / } - push motion up/down (dy)
+ < / > - rotate left/right (rot)
+ o/O - shrink/grow the amplitude of the warp effect
+
+ WAVEFORM
+ W - cycle through waveforms
+ j/J - scale waveform down/up
+ e/E - make the waveform more transparent/more solid
+
+ BRIGHTNESS **
+ g/G - decrease, increase gamma (brightness) **
+
+ VIDEO ECHO effect **
+ q/Q - scale 2nd graphics layer down/up **
+ F - flip 2nd graphics layer (cycles through 4 fixed orientations) **
+
+ ** these keys only have an effect if you are running a
+ MilkDrop 1-era preset. In MilkDrop 2-era presets,
+ these values are embedded in the shader, so you need
+ to go into the composite shader and tweak the code.
+
+
+<A NAME="3">
+<B>3. Preset Authoring - Advanced</B>
+-----------------------
+
+ This section describes how to use the 'per-frame' and 'per-vertex'
+ equations to develop unique new presets.
+
+
+ <A NAME="3a">
+ <B>a. PER-FRAME EQUATIONS</B>
+ ----------------------
+
+ When you hit 'm' to show the preset-editing menu, several items
+ show up. If you explore the sub-menus, you'll see that
+ all of the properties that make up the preset you're currently
+ viewing are there. The values you can specify here (such as
+ zoom amount, rotation amount, wave color, etc.) are all static
+ values, meaning that they don't change in time. For example,
+ take the 'zoom amount' option under the 'motion' submenu.
+ If this value is 1.0, there is no zoom. If the value is 1.01,
+ the image zooms in 1% every frame. If the value is 1.10, the
+ image zooms in 10% every frame. If the value is 0.9, the image
+ zooms out 10% every frame; and so on.
+
+ However, presets get far more interesting if you can take these
+ parameters (such as the zoom amount) and animate them (make them
+ change over time). For example, if you could take the 'zoom
+ amount' parameter and make it oscillate (vary) between 0.9 and
+ 1.1 over time, the image would cyclically zoom in and out, in
+ time.
+
+ You can do this - by writing 'per-frame' and 'per-vertex'
+ equations. Let's start with 'per-frame' equations. These are
+ executed once per frame. So, if you were to type the following
+ equation in:
+
+ zoom = zoom + 0.1*sin(time);
+
+ ...then the zoom amount would oscillate between 0.9 and 1.1
+ over time. (Recall from your geometry classes that sin()
+ returns a value between -1 and 1.) The equation says: "take
+ the static value of 'zoom', then replace it with that value,
+ plus some variation." This particular equation would oscillate
+ (cycle) every 6.28 seconds, since the sin() function's
+ period is 6.28 (PI*2) seconds. If you wanted it to make it
+ cycle every 2 seconds, you could use:
+
+ zoom = zoom + 0.1*sin(time*3.14);
+
+ Now, let's say you wanted to make the color of the waveform
+ (sound wave) that gets plotted on the screen vary through time.
+ The color is defined by three values, one for each of the main
+ color components (red, green, and blue), each in the range 0 to 1
+ (0 is dark, 1 is full intensity). You could use something like this:
+
+ wave_r = wave_r + 0.5*sin(time*1.13);
+ wave_g = wave_g + 0.5*sin(time*1.23);
+ wave_b = wave_b + 0.5*sin(time*1.33);
+
+ It's nice to stagger the frequencies (1.13, 1.23, and 1.33) of
+ the sine functions for the red, green, and blue color components
+ of the wave so that they cycle at different rates, to avoid them
+ always being all the same (which would create a greyscale wave).
+
+ Here is a full list of the variables available for writing per-frame
+ equations:
+
+ NAME WRITABLE? RANGE DESCRIPTION
+ ---- --------- ----- -----------
+ zoom yes >0 controls inward/outward motion. 0.9=zoom out 10% per frame, 1.0=no zoom, 1.1=zoom in 10%
+ zoomexp yes >0 controls the curvature of the zoom; 1=normal
+ rot yes controls the amount of rotation. 0=none, 0.1=slightly right, -0.1=slightly clockwise, 0.1=CCW
+ warp yes >0 controls the magnitude of the warping; 0=none, 1=normal, 2=major warping...
+ cx yes 0..1 controls where the center of rotation and stretching is, horizontally. 0=left, 0.5=center, 1=right
+ cy yes 0..1 controls where the center of rotation and stretching is, vertically. 0=top, 0.5=center, 1=bottom
+ dx yes controls amount of constant horizontal motion; -0.01 = move left 1% per frame, 0=none, 0.01 = move right 1%
+ dy yes controls amount of constant vertical motion; -0.01 = move up 1% per frame, 0=none, 0.01 = move down 1%
+ sx yes >0 controls amount of constant horizontal stretching; 0.99=shrink 1%, 1=normal, 1.01=stretch 1%
+ sy yes >0 controls amount of constant vertical stretching; 0.99=shrink 1%, 1=normal, 1.01=stretch 1%
+ wave_mode yes 0,1,2,3,4,5,6,7 controls which of the 8 types of waveform is drawn
+ wave_x yes 0..1 position of the waveform: 0 = far left edge of screen, 0.5 = center, 1 = far right
+ wave_y yes 0..1 position of the waveform: 0 = very bottom of screen, 0.5 = center, 1 = top
+ wave_r yes 0..1 amount of red color in the wave (0..1),
+ wave_g yes 0..1 amount of green color in the wave (0..1)
+ wave_b yes 0..1 amount of blue color in the wave (0..1)
+ wave_a yes 0..1 opacity of the wave (0..1) [0=transparent, 1=opaque]
+ wave_mystery yes -1..1 what this parameter does is a mystery. (honestly, though, this value does different things for each waveform; for example, it could control angle at which the waveform was drawn.)
+ wave_usedots yes 0/1 if 1, the waveform is drawn as dots (instead of lines)
+ wave_thick yes 0/1 if 1, the waveform's lines (or dots) are drawn with double thickness
+ wave_additive yes 0/1 if 1, the wave is drawn additively, saturating the image at white
+ wave_brighten yes 0/1 if 1, all 3 r/g/b colors will be scaled up until at least one reaches 1.0
+ ob_size yes 0..0.5 thickness of the outer border drawn at the edges of the screen every frame
+ ob_r yes 0..1 amount of red color in the outer border
+ ob_g yes 0..1 amount of green color in the outer border
+ ob_b yes 0..1 amount of blue color in the outer border
+ ob_a yes 0..1 opacity of the outer border (0=transparent, 1=opaque)
+ ib_size yes 0..0.5 thickness of the inner border drawn at the edges of the screen every frame
+ ib_r yes 0..1 amount of red color in the inner border
+ ib_g yes 0..1 amount of green color in the inner border
+ ib_b yes 0..1 amount of blue color in the inner border
+ ib_a yes 0..1 opacity of the inner border (0=transparent, 1=opaque)
+ mv_r yes 0..1 amount of red color in the motion vectors
+ mv_g yes 0..1 amount of green color in the motion vectors
+ mv_b yes 0..1 amount of blue color in the motion vectors
+ mv_a yes 0..1 opacity of the motion vectors (0=transparent, 1=opaque)
+ mv_x yes 0..64 the number of motion vectors in the X direction
+ mv_y yes 0..48 the number of motion vectors in the Y direction
+ mv_l yes 0..5 the length of the motion vectors (0=no trail, 1=normal, 2=double...)
+ mv_dx yes -1..1 horizontal placement offset of the motion vectors
+ mv_dy yes -1..1 vertical placement offset of the motion vectors
+ decay yes 0..1 controls the eventual fade to black; 1=no fade, 0.9=strong fade, 0.98=recommended
+ gamma yes >0 controls display brightness; 1=normal, 2=double, 3=triple, etc.
+ echo_zoom yes >0 controls the size of the second graphics layer
+ echo_alpha yes >0 controls the opacity of the second graphics layer; 0=transparent (off), 0.5=half-mix, 1=opaque
+ echo_orient yes 0,1,2,3 selects an orientation for the second graphics layer. 0=normal, 1=flip on x, 2=flip on y, 3=flip on both
+ darken_center yes 0/1 if 1, help keeps the image from getting too bright by continually dimming the center point
+ wrap yes 0/1 sets whether or not screen elements can drift off of one side and onto the other
+ invert yes 0/1 inverts the colors in the image
+ brighten yes 0/1 brightens the darker parts of the image (nonlinear; square root filter)
+ darken yes 0/1 darkens the brighter parts of the image (nonlinear; squaring filter)
+ solarize yes 0/1 emphasizes mid-range colors
+ monitor yes any set this value for debugging your preset code; if you hit the 'N' key,
+ the value of 'monitor' will be posted in the upper-right corner of milkdrop.
+ for example, setting "monitor = q3;" would let you keep an eye on q3's value.
+
+ time NO >0 retrieves the current time, in seconds, since MilkDrop started running
+ fps NO >0 retrieves the current framerate, in frames per second.
+ frame NO retrieves the number of frames of animation elapsed since the program started
+ progress NO 0..1 progress through the current preset; if preset was just loaded, this is closer to 0; if preset is about to end, this is closer to 1.
+ -note that if Scroll Lock is on, 'progress' will freeze!
+
+ bass NO >0 retrieves the current amount of bass. 1 is normal; below ~0.7 is quiet; above ~1.3 is loud bass
+ mid NO >0 -same, but for mids (middle frequencies)
+ treb NO >0 -same, but for treble (high) frequencies
+ bass_att NO >0 retrieves an attenuated reading on the bass, meaning that it is damped in time and doesn't change so rapidly.
+ mid_att NO >0 -same, but for mids (middle frequencies)
+ treb_att NO >0 -same, but for treble (high) frequencies
+
+ meshx NO 8-128 tells you the user's mesh size in the X direction. always an integer value.
+ meshy NO 6-96 tells you the user's mesh size in the Y direction. always an integer value.
+ pixelsx NO 16-4096 width of the viz window, in pixels. If Canvas Stretch is on, this is the pre-stretched size. (same as "texsize.x" for shaders)
+ pixelsy NO 16-4096 height of the viz window, in pixels. If Canvas Stretch is on, this is the pre-stretched size. (same as "texsize.y" for shaders)
+ aspectx NO >0 multiply an x-coordinate by this to make the preset look the same at any aspect (window height:width) ratio.
+ -value: if widescreen, 1; if window is tall, h/w.
+ aspecty NO >0 multiply a y-coordinate by this to make the preset look the same at any aspect (window height:width) ratio.
+ -value: if widescreen, w/h; if window is tall, 1.
+
+ blur1_min yes 0..1 Normally these are set to 0 (min) and 1 (max).
+ blur2_min yes 0..1 You can clamp the values in the blur texture to a tighter
+ blur3_min yes 0..1 range, though.
+ blur1_max yes 0..1 This will increase the precision in the blur textures,
+ blur2_max yes 0..1 but you run the risk of clamping values to your min/max.
+ blur3_max yes 0..1 If you use the GetBlur1() .. GetBlur3() functions to sample
+ blur1_edge_darken yes 0..1 the blur texture, they will automatically "unpack" the
+ values for you in the end!
+
+ q1 yes any } Used to carry values along a chain
+ q2 yes any } from the preset init code,
+ q3 yes any } to the preset per-frame code, then on
+ q4 yes any } to the preset per-vertex code;
+ q5 yes any } or to the custom shape per-frame code,
+ q6 yes any } or to the custom wave per-frame code,
+ q7 yes any } then to the custom wave per-vertex code;
+ ... } or to the [pixel] shader code.
+ q31 yes any } <B><A HREF="q_vars.gif">Click here to see a diagram for the Q vars</A>.</B>
+ q32 yes any }
+
+
+ Some of the variables are read-only, meaning that you shouldn't change
+ their values them through the equations. You can; it won't stop you;
+ but the results are unpredictable.
+
+ You can also make up to 30 of your own variables. For example:
+
+ my_volume = (bass + mid + treb)/3;
+ zoom = zoom + 0.1*(my_volume - 1);
+
+ This would make the zoom amount increase when the music is loud,
+ and decrease when the music is quiet.
+
+ HOWEVER, custom variables do not carry over from per-frame equations
+ to per-vertex equations; if you set a custom variable's value in the
+ per-frame equations, and try to read it in the per-vertex equations,
+ you will not get the correct value. Instead, you have to "bridge the
+ gap" using 32 special variables: q1 through q32. This is usually only
+ used when you want to precompute some custom values in the per-frame
+ equations for later use in the per-vertex equations (or for use in
+ the pixel shaders). For a good example of this, see the 'dynamic swirls'
+ preset. See below for more information on q1-q32.
+
+
+
+ <A NAME="3b">
+ <B>b. PER-VERTEX EQUATIONS</B>
+ -----------------------
+
+ So far we've discussed only how to change parameters based on
+ time. What if you wanted to also vary a parameter, such as the
+ zoom amount, in different ways, for different locations on the
+ screen? For example, normally, the result of the 'zoom' parameter
+ is to just do a flat zoom. This doesn't look very realistic,
+ because you don't see any perspective in the zoom. It would be
+ better if we could give a unique zoom amount to each pixel on
+ the screen; we could make the pixels far away from the center
+ zoom more, and this would give it more perspective. In order
+ to do this, we use "per-vertex" equations, instead of per-frame
+ equations.
+
+ The code for this per-vertex equation is simple:
+
+ zoom = zoom + rad*0.1;
+
+ Where 'rad' is the radius of the pixel if it were cast into
+ polar coordinates; from another perspective, 'rad' is the distance
+ of the pixel from the center of the screen. 'rad is zero at the
+ center, and 1 at the corners. So if we run the above code,
+ the image will be zoomed into 10% more at the edges of the screen
+ than at the center.
+
+ The per-vertex equations are really just like the per-frame equations,
+ except for a variables. The following variables are available
+ exclusively to per-vertex equations (and not to per-frame equations):
+
+ NAME WRITEABLE? RANGE DESCRIPTION
+ ---- ---------- ----- -----------
+ x NO 0..1 retrieves the x-position of the current pixel. At the very left edge of the screen this would be 0; in the middle, 0.5; and at the right, 1.
+ y NO 0..1 retrieves the y-position of the current pixel. At the very top edge of the screen this would be 0; in the middle, 0.5; and at the bottom, 1.
+ rad NO 0..1 retrives the distance of the pixel from the center of the screen. At the center of the screen this will be zero, and at the corners, 1.
+ (The middle of the edges will be 0.707 (half of the square root of 2).
+ ang NO 0..6.28 retrieves the angle of the current pixel, with respect to the center of the screen.
+ If the point is to the right of the center, this is zero; above it, it is PI/2 (1.57); to the left, it is PI (3.14); and below, it is 4.71 (PI*3/2).
+ If it is just a dab below being directly to the right of the center of the screen, the value will approach 6.28 (PI*2).
+ (note: this is simply the arctangent of y over x, precomputed for you.)
+
+ zoom yes >0 controls inward/outward motion. 0.9=zoom out 10% per frame, 1.0=no zoom, 1.1=zoom in 10%
+ zoomexp yes >0 controls the curvature of the zoom; 1=normal
+ rot yes controls the amount of rotation. 0=none, 0.1=slightly right, -0.1=slightly clockwise, 0.1=CCW
+ warp yes >0 controls the magnitude of the warping; 0=none, 1=normal, 2=major warping...
+ cx yes 0..1 controls where the center of rotation and stretching is, horizontally. 0=left, 0.5=center, 1=right
+ cy yes 0..1 controls where the center of rotation and stretching is, vertically. 0=top, 0.5=center, 1=bottom
+ dx yes controls amount of constant horizontal motion; -0.01 = move left 1% per frame, 0=none, 0.01 = move right 1%
+ dy yes controls amount of constant vertical motion; -0.01 = move up 1% per frame, 0=none, 0.01 = move down 1%
+ sx yes >0 controls amount of constant horizontal stretching; 0.99=shrink 1%, 1=normal, 1.01=stretch 1%
+ sy yes >0 controls amount of constant vertical stretching; 0.99=shrink 1%, 1=normal, 1.01=stretch 1%
+
+ time NO >0 retrieves the current time, in seconds, since MilkDrop started running
+ fps NO >0 retrieves the current framerate, in frames per second.
+ frame NO retrieves the number of frames of animation elapsed since the program started
+ progress NO 0..1 progress through the current preset; if preset was just loaded, this is closer to 0; if preset is about to end, this is closer to 1.
+ -note that if Scroll Lock is on, 'progress' will freeze!
+
+ bass NO >0 retrieves the current amount of bass. 1 is normal; below ~0.7 is quiet; above ~1.3 is loud bass
+ mid NO >0 -same, but for mids (middle frequencies)
+ treb NO >0 -same, but for treble (high) frequencies
+ bass_att NO >0 retrieves an attenuated reading on the bass, meaning that it is damped in time and doesn't change so rapidly.
+ mid_att NO >0 -same, but for mids (middle frequencies)
+ treb_att NO >0 -same, but for treble (high) frequencies
+
+ meshx NO 8-192 tells you the user's mesh size in the X direction. always an integer value.
+ meshy NO 6-144 tells you the user's mesh size in the Y direction. always an integer value.
+ pixelsx NO 16-4096 width of the viz window, in pixels. If Canvas Stretch is on, this is the pre-stretched size. (same as "texsize.x" for shaders)
+ pixelsy NO 16-4096 height of the viz window, in pixels. If Canvas Stretch is on, this is the pre-stretched size. (same as "texsize.y" for shaders)
+ aspectx NO >0 multiply an x-coordinate by this to make the preset look the same at any aspect (window height:width) ratio.
+ -value: if widescreen, 1; if window is tall, h/w.
+ aspecty NO >0 multiply a y-coordinate by this to make the preset look the same at any aspect (window height:width) ratio.
+ -value: if widescreen, w/h; if window is tall, 1.
+
+ q1 yes any } Used to carry values along a chain
+ q2 yes any } from the preset init code,
+ q3 yes any } to the preset per-frame code, then on
+ q4 yes any } to the preset per-vertex code;
+ q5 yes any } or to the custom shape per-frame code,
+ q6 yes any } or to the custom wave per-frame code,
+ q7 yes any } then to the custom wave per-vertex code;
+ ... } or to the [pixel] shader code.
+ q31 yes any } <B><A HREF="q_vars.gif">Click here to see a diagram for the Q vars</A>.</B>
+ q32 yes any }
+
+
+ The main reason for distinction between per-frame and per-vertex equations
+ is simple: SPEED. If you have a per-vertex equation that doesn't make use
+ of the x, y, rad, or ang variables, then there's no reason for it to be
+ executed per-vertex; it could be executed once per frame, and the result
+ would be the same. So, here's a maxim to write on the wall:
+
+ "If a per-vertex equation doesn't use at least one of the variables
+ { x, y, rad, ang }, then it should be actually be a per-frame
+ equation."
+
+ You might be wondering how on earth all these formulas could be computed
+ for every pixel on the screen, every frame, and still yield a high frame
+ rate. Well, that's the magic of the hamster. And the fact that it really
+ does the processing only at certain points on the screen, then interpolates
+ the results across the space between the points. In the config panel,
+ the "mesh size" option defines how many points (in X and Y) there are at
+ which the per-vertex equations are actually computed. When you crank this
+ option up, you start eating up CPU cycles rather quickly.
+
+
+
+ <A NAME="3c">
+ <B>c. VARIABLE POOLS; DECLARING YOUR OWN VARIABLES; PERSISTENCE OF VALUES</B>
+ -----------------------
+ Declaring and using your own variables is easy - in some bit of code
+ (init equations, per-frame equations, etc.) you just write something like
+ the following:
+
+ billy = 5.3;
+
+ This creates a variable called 'billy' and sets its value to 5.3. You can
+ then freely read and/or modify the value of 'billy' within that section
+ of code.
+
+ However, sometimes it is desireable to create (really, initialize) a variable
+ in an "init" equations, then use and/or update it in the "per-frame" equations.
+ You can always do this, because paired init and per-frame equations
+ share the same <EM>variable pool.</EM> In addition, the values of user-defined
+ variables will persist from frame to frame.
+
+ <U>There are three variable "pools" in MilkDrop</U>:
+
+ 1. preset init code + preset per-frame code
+ 2. custom wave init + custom wave per-frame code
+ 3. custom shape init + custom shape per-frame code
+
+ So, you can probably guess that if you declare a variable in the preset
+ init code, you can then read it in the preset per-frame code. You can
+ also write to it (update it), and its value will persist to the next
+ frame. All three pools work this way.
+
+ As explained, though, you can't read the value of 'billy' in when in another
+ variable pool. (This is intentional, and keeps MilkDrop running nice and
+ fast.) If you want to pass values around between variable pools, you need
+ to use a set of special variables: q1, q2, q3, etc. on up to q32. See
+ the next section for details on how they work and how to properly use them.
+ Just remember: the Q variables (and later, the T variables) are the only ones
+ that you can use to "jump" between (carry values between) variable pools.
+
+ You might notice that there are two other types of equations that weren't
+ listed above. They are:
+
+ * preset per-vertex code
+ * custom wave per-point code
+
+ For these two code sections, persistent values don't really make sense,
+ because there is no way to properly initialize them. Any user-defined
+ variables in these code sections should just be treated as scratch
+ variables, not persisting from frame to frame, from vertex to vertex,
+ or from point to point (even though technically, they will... but it
+ probably won't be what you want). The only thing that really makes sense
+ here is when you want to carry values along from point to point as
+ you run the custom wave per-point code; to do this, use q1-q32. (See
+ the next section for a more detailed explanation.)
+
+
+
+ <A NAME="3d">
+ <B>d. PRESET INIT CODE; CARRYING VALUES BETWEEN VARIABLE POOLS, USING q1-q32</B>
+ -----------------------
+ As we've just seen, you can't normally pass values around between variable
+ pools. However, there is one mechanism for bridging this gap: the 'Q'
+ variables. They are named q1, q2, q3, and so on, through q32. Their
+ main function is to bridge the gap between various variable pools.
+
+ In MilkDrop 1.03 and later, you can write code that is executed only once,
+ when a preset is loaded (switched to). This 'preset initialization' code
+ does two useful things:
+
+ 1. It allows you to set the initial value of your own (user-defined)
+ variables (such as 'my_variable'), as just explained.
+
+ 2. It allows you to write the default ("sticky") values for q1, q2, q3...
+ through q32. Whatever these values end up at after the init code,
+ those are the values that q1-q32 will be reset to at the start of
+ each frame (...the input to the per-frame equations). If the
+ per-frame equations change the values of q1-q32, those new values will
+ propagate on to other variable pools (see the diagram below), but on
+ the next frame, the values will be reset to the original "sticky"
+ defaults.
+
+ See the flow chart below for a brief, and complete, glance at how the values
+ of the Q variables flow throughout MilkDrop.
+ <IMG SRC="q_vars.gif">
+
+ Let's walk through the flow of the chart.
+
+ If you write to the values of q1..q32 from the "preset init code", the values
+ you write will become the new 'base values' to which q1..q32 are initialized
+ at the start of each frame, for the per-frame code. So when you access (read)
+ q1-q32 in the per-frame code, you'll get the values that were *initially* set -
+ over and over, every frame. You can then modify them (or not) in the per-frame
+ code, and the (possibly modified values) will then be readable by the per-vertex
+ code - as well as by all pixel shader code, and others. However, any modified
+ values will not persist to the next frame; they will be reset again, at the
+ start of the next frame, to the values they had at the end of the preset init
+ code.
+
+ In the <B>per-vertex code</B>, the q1-q32 values start (for the first vertex
+ in any frame) as the values they had at the end of the per-frame code. If you
+ modify q1-q32 in the per-vertex code, those modified values will carry over
+ from vertex to vertex. (This isn't a very desireable effect; you should avoid
+ writing to the Q variables from the per-vertex equations.) Next frame, they
+ will be reset to whatever value they had at the end of the [next frame's
+ execution of the] per-frame code. (It's all in the diagram... look at that,
+ and you'll just get it.)
+
+ There is one trick here. You might notice that the custom wave/shape
+ <EM>init</EM> boxes are missing from the diagram. That's because the q
+ variables coming out of them <EM>don't go anywhere</EM>. The Q values that come
+ into the per-<EM>frame</EM> wave/shape equations come from the <EM>preset per-frame</EM>
+ equations, as you can see. But, just to humor you: in the wave/shape init code,
+ the Q values coming in are the results from the preset init code. Any Q values
+ you write to there (in the wave/shape init code) will be meaningless; although
+ you can write to (initialize) your own custom variables, and read those in
+ later, in the wave/shape per-frame equations! So, really, you can still route
+ data that way, if you really want to.
+
+ Side note: when you edit the preset init code and apply it (by hitting
+ CTRL+ENTER), the init code will re-execute immediately. However, when you
+ edit the regular per-frame/per-vertex code and hit CTRL+ENTER, the preset init
+ code will NOT be re-executed; the results of the last execution will persist.
+ If you change per-frame/per-vertex code and want to re-execute the initialization
+ code (i.e. to randomize it or reset the preset), you'll have to save the preset
+ and then re-load it.
+
+ (Historical note: nothing here has changed since MilkDrop 1; these diagrams were
+ just re-designed to be much simpler to read. Actually, there was a bug in
+ the old diagrams that is now fixed: on frame 0, they showed the Q values
+ going straight from the (frame 0!?) per-<EM>frame</EM> code, into the custom
+ wave/shape init code. On frame 0, those Q values actually come straight from
+ the preset init code. HOWEVER, they are virtually useless, as discussed above.)
+
+
+
+ <A NAME="3e">
+ <B>e. CUSTOM SHAPES AND WAVES</B>
+ ----------------------
+ As of MilkDrop 1.04, two new features are available: custom shapes, and custom
+ waves. A preset can have up to 4 of each.
+
+ With custom shapes, you can draw an n-sided shape (with 3-100 sides) anywhere
+ on the screen, at any angle and size, in any color, and at any opacity. You
+ even have the option to map the previous frame's image onto the shape, which
+ makes for some incredible possibilities (such as realtime hardware fractals -
+ see the 'Geiss - Feedback' preset). You can also write per-frame code to
+ control all of these things about the shape(s). This way, they can react to
+ the audio or change over time - whatever you can imagine. You are limited to
+ four custom shapes per preset, however, each one of those can be instanced,
+ which lets you draw a huge number (up to 1024) of them each frame, if you
+ want to, and each one can be totally different (as long as the value of
+ the 'instance' variable ends up influencing the other properties).
+
+ With custom waves, you can draw the waveform (or the frequency spectrum)
+ wherever, whenever, and however you want; a great addition since MilkDrop
+ 1.03, where only the built-in waveforms were possible. With custom waves
+ you can also write per-frame code to control the waves, and per-point code
+ to place every point (or line segment) on the wave exactly where you want,
+ and in exactly the color you want, and so on.
+
+ Remember those q1-q32 variables that were committed at the end of the preset
+ initialization code, then reset (to those values) at the beginning of each
+ frame, and then (potentially) modified in the preset per-frame code? Those
+ (potentially modified) values of q1-q32 - as they were at the end of the
+ preset's per-frame code, each frame - are piped into the custom wave & custom
+ shape per-frame code. So if you read 'q3' in the custom wave per-frame
+ code, what you're really reading is the value of 'q3' as it was left at the
+ end of this frame's per-frame code. Again, see the <A HREF="q_vars.gif">q_vars.gif</A> image
+ for a diagram of the flow of the values of the q1-q32 varibles.
+
+ For custom waves and shapes, you can modify q1-q32, if you like, in the per-
+ frame equations. As usual, the values of the Q variables will not persist
+ from frame to frame, though - they are reset on each new frame, to match
+ the values they had at the end of the *preset's* per-frame code, this frame.
+
+ For custom waves, you also have one more link in the chain: per-point
+ (aka per-vertex) code. This code is executed once for each data point in the
+ waveform. The initial values of q1-q32 coming in (for the first point)
+ are the values that stood at the end of the custom wave per-frame code,
+ this frame. If you then modify q1-q32 in the per-point code (or even if you
+ don't), the values will pass on to the next point. You could, for example,
+ smooth out a waveform using this.
+
+ THE 'T' VARIABLES
+ ----------------------
+ There are 8 additional variables available for custom waves and shapes:
+ <B>t1-t8</B>. These are very similar to the Q variables, but they exist only
+ for custom waves & shapes. To see how the data flows from variable pool
+ to variable pool for the T vars, take a look at the diagram below. Like
+ the Q variables, they exist to help you bridge some gaps between variable
+ pools. However, the T variables are a bit simpler to understand than the
+ Q's. The diagram below should explain it all.
+
+ <IMG SRC="t_vars.gif">
+
+
+
+ CUSTOM SHAPE PER-FRAME VARIABLES
+ ----------------------
+ NAME WRITABLE? RANGE DESCRIPTION
+ ---- --------- ----- -----------
+ num_inst no 1-1024 The total # of instances (the number of times to repeat the per-frame equations for, & draw, this shape).
+ instance no 0..num_inst-1 The current instance number that the equations are being executed for.
+ sides yes 3-100 the default number of sides that make up the polygonal shape
+ thick yes 0/1 if ON, the border will be overdrawn 4X to make it thicker, bolder, and more visible
+ additive yes 0/1 if ON, the shape will add color to sature the image toward white; otherwise, it will replace what's there.
+ x yes 0..1 default x position of the shape (0..1; 0=left side, 1=right side)
+ y yes 0..1 default y position of the shape (0..1; 0=bottom, 1=top of screen)
+ rad yes 0+ default radius of the shape (0+)
+ ang yes 0..6.28 default rotation angle of the shape (0...2*pi)
+ textured yes 0/1 if ON, the shape will be textured with the image from the previous frame
+ tex_zoom yes >0 the portion of the previous frame's image to use with the shape
+ tex_ang yes 0..6.28 the angle at which to rotate the previous frame's image before applying it to the shape
+ r yes 0..1 default amount of red color toward the center of the shape (0..1)
+ g yes 0..1 default amount of green color toward the center of the shape (0..1)
+ b yes 0..1 default amount of blue color toward the center of the shape (0..1)
+ a yes 0..1 default opacity of the center of the shape; 0=transparent, 1=opaque
+ r2 yes 0..1 default amount of red color toward the outer edge of the shape (0..1)
+ g2 yes 0..1 default amount of green color toward the outer edge of the shape (0..1)
+ b2 yes 0..1 default amount of blue color toward the outer edge of the shape (0..1)
+ a2 yes 0..1 default opacity of the outer edge of the shape; 0=transparent, 1=opaque
+ border_r yes 0..1 default amount of red color in the shape's border (0..1)
+ border_g yes 0..1 default amount of green color in the shape's border (0..1)
+ border_b yes 0..1 default amount of blue color in the shape's border (0..1)
+ border_a yes 0..1 default opacity of the shape's border; 0=transparent, 1=opaque
+
+ time NO >0 retrieves the current time, in seconds, since MilkDrop started running
+ fps NO >0 retrieves the current framerate, in frames per second.
+ frame NO retrieves the number of frames of animation elapsed since the program started
+ progress NO 0..1 progress through the current preset; if preset was just loaded, this is closer to 0; if preset is about to end, this is closer to 1.
+ -note that if Scroll Lock is on, 'progress' will freeze!
+
+ bass NO >0 retrieves the current amount of bass. 1 is normal; below ~0.7 is quiet; above ~1.3 is loud bass
+ mid NO >0 -same, but for mids (middle frequencies)
+ treb NO >0 -same, but for treble (high) frequencies
+ bass_att NO >0 retrieves an attenuated reading on the bass, meaning that it is damped in time and doesn't change so rapidly.
+ mid_att NO >0 -same, but for mids (middle frequencies)
+ treb_att NO >0 -same, but for treble (high) frequencies
+
+ q1 yes any } Used to carry values along a chain
+ q2 yes any } from the preset init code,
+ q3 yes any } to the preset per-frame code, then on
+ q4 yes any } to the preset per-vertex code;
+ q5 yes any } or to the custom shape per-frame code,
+ q6 yes any } or to the custom wave per-frame code,
+ q7 yes any } then to the custom wave per-vertex code;
+ ... } or to the [pixel] shader code.
+ q31 yes any } <B><A HREF="q_vars.gif">Click here to see a diagram for the Q vars</A>.</B>
+ q32 yes any }
+
+ t1 yes any } Used to carry information
+ t2 yes any } from the custom shape init code
+ t3 yes any } to the custom shape per-frame code.
+ t4 yes any } <B><A HREF="t_vars.gif">Click here to see a diagram for the T vars</A>.</B>
+ t5 yes any }
+ t6 yes any }
+ t7 yes any }
+ t8 yes any }
+
+
+ CUSTOM WAVE PER-FRAME VARIABLES
+ ---------------------
+ NAME WRITABLE? RANGE DESCRIPTION
+ ---- --------- ----- -----------
+ r yes 0..1 base amount of red color in the wave (0..1)
+ g yes 0..1 base amount of green color in the wave (0..1)
+ b yes 0..1 base amount of blue color in the wave (0..1)
+ a yes 0..1 base opacity of the waveform; 0=transparent, 1=opaque
+ samples yes 0-512 read: retrieves the # of samples specified for this custom wave (from the menu).
+ write: lets you dynamically change that #, frame to frame.
+
+ time NO >0 retrieves the current time, in seconds, since MilkDrop started running
+ fps NO >0 retrieves the current framerate, in frames per second.
+ frame NO retrieves the number of frames of animation elapsed since the program started
+ progress NO 0..1 progress through the current preset; if preset was just loaded, this is closer to 0; if preset is about to end, this is closer to 1.
+ -note that if Scroll Lock is on, 'progress' will freeze!
+
+ bass NO >0 retrieves the current amount of bass. 1 is normal; below ~0.7 is quiet; above ~1.3 is loud bass
+ mid NO >0 -same, but for mids (middle frequencies)
+ treb NO >0 -same, but for treble (high) frequencies
+ bass_att NO >0 retrieves an attenuated reading on the bass, meaning that it is damped in time and doesn't change so rapidly.
+ mid_att NO >0 -same, but for mids (middle frequencies)
+ treb_att NO >0 -same, but for treble (high) frequencies
+
+ q1 yes any } Used to carry values along a chain
+ q2 yes any } from the preset init code,
+ q3 yes any } to the preset per-frame code, then on
+ q4 yes any } to the preset per-vertex code;
+ q5 yes any } or to the custom shape per-frame code,
+ q6 yes any } or to the custom wave per-frame code,
+ q7 yes any } then to the custom wave per-vertex code;
+ ... } or to the [pixel] shader code.
+ q31 yes any } <B><A HREF="q_vars.gif">Click here to see a diagram for the Q vars</A>.</B>
+ q32 yes any }
+
+ t1 yes any } Used to carry information
+ t2 yes any } from the custom wave init code,
+ t3 yes any } to the custom wave per-frame code,
+ t4 yes any } then on to the custom wave per-point code
+ t5 yes any } (and from point to point, too, if you write
+ t6 yes any } to the values from the per-point equations).
+ t7 yes any } <B><A HREF="t_vars.gif">Click here to see a diagram for the T vars</A>.</B>
+ t8 yes any }
+
+
+ CUSTOM WAVE PER-POINT (aka PER-VERTEX) VARIABLES
+ ---------------------
+ NAME WRITABLE? RANGE DESCRIPTION
+ ---- --------- ----- -----------
+ x yes 0..1 the x position of this point that makes up the wave (0=left, 1=right)
+ y yes 0..1 the y position of this point that makes up the wave (0=bottom, 1=top)
+ sample no 0..1 how far along we are, through the samples that make up the waveform: 0=first sample, 0.5 = half-way through; 1=last sample.
+ value1 no any the value of the Left audio channel sample at this point in the waveform (or freq. spectrum).
+ value2 no any the value of the Right audio channel sample at this point in the waveform (or freq. spectrum).
+ r yes 0..1 amount of red color in this point of the wave (0..1)
+ g yes 0..1 amount of green color in this point of the wave (0..1)
+ b yes 0..1 amount of blue color in this point of the wave (0..1)
+ a yes 0..1 opacity of this point of the waveform; 0=transparent, 1=opaque
+
+ time NO >0 retrieves the current time, in seconds, since MilkDrop started running
+ fps NO >0 retrieves the current framerate, in frames per second.
+ frame NO retrieves the number of frames of animation elapsed since the program started
+ progress NO 0..1 progress through the current preset; if preset was just loaded, this is closer to 0; if preset is about to end, this is closer to 1.
+ -note that if Scroll Lock is on, 'progress' will freeze!
+
+ bass NO >0 retrieves the current amount of bass. 1 is normal; below ~0.7 is quiet; above ~1.3 is loud bass
+ mid NO >0 -same, but for mids (middle frequencies)
+ treb NO >0 -same, but for treble (high) frequencies
+ bass_att NO >0 retrieves an attenuated reading on the bass, meaning that it is damped in time and doesn't change so rapidly.
+ mid_att NO >0 -same, but for mids (middle frequencies)
+ treb_att NO >0 -same, but for treble (high) frequencies
+
+ q1 yes any } Used to carry values along a chain
+ q2 yes any } from the preset init code,
+ q3 yes any } to the preset per-frame code, then on
+ q4 yes any } to the preset per-vertex code;
+ q5 yes any } or to the custom shape per-frame code,
+ q6 yes any } or to the custom wave per-frame code,
+ q7 yes any } then to the custom wave per-vertex code;
+ ... } or to the [pixel] shader code.
+ q31 yes any } <B><A HREF="q_vars.gif">Click here to see a diagram for the Q vars</A>.</B>
+ q32 yes any }
+
+ t1 yes any } Used to carry information
+ t2 yes any } from the custom wave init code,
+ t3 yes any } to the custom wave per-frame code,
+ t4 yes any } then on to the custom wave per-point code
+ t5 yes any } (and from point to point, too, if you write
+ t6 yes any } to the values from the per-point equations).
+ t7 yes any } <B><A HREF="t_vars.gif">Click here to see a diagram for the T vars</A>.</B>
+ t8 yes any }
+
+
+
+ <A NAME="3f">
+ <B>f. PIXEL SHADERS</B>
+ ----------------------
+ The world of realtime computer graphics made a huge stride around 2002-2003,
+ with the advent of pixel shaders. Lots of people want to learn how to
+ use pixel shaders; writing presets for MilkDrop is a <EM>great</EM> way
+ to learn them, because you get to see the effects of your code instantly,
+ on the screen.
+
+ MilkDrop 1 ran on what is called the "fixed function" graphics pipeline.
+ That meant that certain common graphics operations - and very few of them -
+ could be executed for each pixel. You could do a few things - maybe multiply
+ by a texture or a color, then maybe one more simple operation - but that was about it.
+
+ Newer presets (MilkDrop 2 and later) can take advantage of <EM>programmable
+ pixel shaders</EM>. GPUs (graphics processing units) are now capable of
+ executing dozens, even thousands (on more expensive hardware) of instructions
+ per pixel. To tell the GPU what to do at each pixel, you write some code
+ called a "pixel shader". It looks a lot like C, except you'll see
+ the types float3 (...often representing a color, or maybe a 3D coordinate),
+ as well as float2 and float4, as often as you'll see the simple
+ "float" type. There is also a lot of emphasis on sampling from textures.
+ Textures can either be procedural (like the image from the previous
+ frame, or a nicely gaussian-blurred version of it, or a procedurally-
+ generated noise texture), or they can be loaded from disk. To sample
+ from a texture on disk (...but cached in video memory, of course),
+ in the shader, you simply specify the name of the image file you want to load,
+ and how you want to sample it (what kind of filtering & wrapping) as well as
+ where (the UV coordinates, like XY coordinates, always in the [0..1] range).
+ It reads the sample (as a float4 - some image formats have four channels
+ instead of just r/g/b). You can then do whatever you like (mathematically)
+ with that sample, take other samples, combine them, and so on. The final
+ output of the shader is always a color value, and it is this color value
+ that is written to the render target (an internal texture, or the screen).
+
+
+
+ <B>SHADER MODELS - 2.0, 3.0, etc.</B>
+ ------------------------------
+ Since pixel shaders were born, there have been a few revisions. Each new
+ model has more capabilities than the last.
+
+ MilkDrop 1 only supports fixed-function graphics - i.e. no pixel shaders.
+ MilkDrop 2 supports shader model 2 at the lowest level. (If your GPU
+ doesn't support this, MilkDrop 2 should still run - it just won't show
+ you any presets that use pixel shaders.) Shader model 2 has a limit of
+ 64 instructions (per shader), though.
+
+ Presets can be authored to use Shader Model 3, however. This shader
+ model is not as widely supported (...so be careful writing presets for
+ it - half of the GPUs out there don't support it yet, so the preset
+ won't show up in the preset list on those computers). However, it is
+ much more powerful, with a virtually unlimited number of instructions.
+ (You're just limited by the speed of your GPU and the number of pixels
+ you need to draw each frame!) On a GeForce 8000-series, believe it
+ or not, you can easily achieve smooth framerates running shaders with
+ THOUSANDS of instructions!
+
+ Shader Model 4.0 also exists, but only in DirectX 10; and DirectX 10
+ is only available with Windows Vista. Because not many people have
+ Vista yet, we've decided to wait (a damn long time) until going down
+ that path. Shader Model 3 has virtually everything we need in it
+ anyway.
+
+
+
+ <B>PRESET FILE VERSIONS & COMPATIBILITY</B>
+ ------------------------------------
+ Note that if you load a MilkDrop 1 preset, you can save it back to disk
+ (even after changing code, variables, etc.) and it will still be readable
+ by MilkDrop 1. Only if you select the menu option to "Upgrade [its]
+ Pixel Shader Version" will you be making it no longer backwards-compatible.
+ Once you've done this, though, you'll notice that the menus look slightly
+ different - some new shader-based options will appear, and some old stuff
+ (video echo, gamma, etc. - all things that are now folded into the
+ composite shader) are all gone. You'll also notice that two nice little
+ default shaders (warp and composite) have been written for you, and that
+ the relevant values and options from the old preset (gamma, decay, video
+ echo, texture wrap, etc.) have all been set correctly in the new shaders,
+ so that the preset does exactly what it did before. The only difference
+ is that now, the preset takes advantage of the full programmability of
+ pixel shaders (and you have a lot of freedom to tweak it), instead of
+ being restricted by the highly restrictive DX8 fixed-function graphics
+ pipeline.
+
+ Some of the mash-up functions (discussed later) will mix old and new
+ presets together. In this case, the newly-created preset file will only
+ look correct on MilkDrop 1.xx if it uses neither a warp nor composite shader.
+ It will still run in MilkDrop 1, but without shaders, so whatever random
+ values gamma, video echo, etc. were left at, will all kick back in.
+
+ One last note: keep in mind that MilkDrop 2 is smart enough to not show
+ you any presets that your GPU can't support. MilkDrop 1, though, isn't
+ so smart - it will let you look at MilkDrop 2 presets. It will
+ ignore all the shader stuff, and probably not display correctly, though.
+
+
+ <A NAME="3f1">
+ <B>A PIXEL SHADER - CONCEPTUAL OVERVIEW</B>
+ -------------------------------------
+ Games are what have driven the Hardware Graphics revolution, and games
+ work by projecting many thousands of 3D triangles onto your screen and
+ rasterizing (pixelizing) & shading them. In MilkDrop, also,
+ your graphics processing unit (GPU) is told to draw many triangle onto
+ your screen. Each is described by three vertices (points). The interior
+ of the triangle is a bunch of pixels. The GPU runs your "shader" code
+ on each pixel to determine how to shade the pixel - i.e., light it,
+ or determine its color. (The terminology is more geared toward the
+ idea that these triangles were originally in 3D and require realistic
+ lighting and shading.)
+
+ In MilkDrop, the shaders are run on a dumb, regular grid of triangles
+ that covers the entire visualizer window. The results of the preset's
+ per-vertex equations are interpolated across the face of each of these
+ triangles, and your pixel shader will see the interpolated results.
+ They come in in the form of "UV" coordinates - they tell you where
+ to sample (read) the source image, in order to create the desired warping
+ effect each frame - the long-term effect of which is to create perceived
+ motion.
+
+ You can then sample that image (or others), do some math on the result,
+ sample some other textures, do some more math, etc. By the end of
+ the shader, whatever value is in "ret" (a float3 - three floating-point
+ values) is the color that will be written for that pixel.
+
+ Each preset in MilkDrop 2 has two pixel shaders: the warp shader,
+ which warps the image from frame to frame, and the composite shader,
+ which draws the frame to the screen (with or without special effects).
+
+ To edit or experiment with these shaders, while MilkDrop is running,
+ hit 'M' to view the preset editing menu. The scroll down to either
+ [edit warp shader]
+ or
+ [edit composite shader]
+ and hit ENTER. If you don't see either of these options, it means
+ the current preset is an old MilkDrop 1 preset; in this case, you can
+ either try a different preset, or you can upgrade the current preset
+ by selecting
+
+ update preset's pixel shader version
+
+ toward the bottom of the menu. Keep in mind that if you upgrade
+ a preset's pixel shader version and then save it to disk, it might
+ not be usable anymore on other computers with older graphics chips.
+
+ Now go edit one of the two shaders. Once you're in there, editing,
+ hit F9 - this will toggle the onscreen quick reference for writing
+ shaders. It's very handy. Press F9 again to hide it.
+
+
+
+ <A NAME="3f2">
+ <B>WARP SHADER</B>
+ ----------------
+ Here is an example of a simple WARP shader. It is run over every pixel of
+ the internal canvas, with the output being back to the canvas itself (it's
+ a double-buffered texture). Any special effects that happen here get "baked"
+ into the image, and will persist into the next frame.
+ <font color=#A00000>
+ shader_body
+ {
+ // sample a pixel from the previous frame.
+ // uv coord is slightly warped (driven by the per-vertex equations),
+ // and is what creates the main "movement" in our preset.
+ ret = tex2D( sampler_main, uv ).xyz;
+
+ // darken over time
+ ret *= 0.97;
+ }</font>
+
+ There are only two instructions here... sample the old frame, and
+ darken the old color value (color values are always in the 0..1 range)
+ to prevent the screen from turning white over time.
+
+ This code is run on every pixel on the screen. If the UV's coming in
+ were just [0..1] on X and Y, corresponding exactly to the location of
+ the <EM>pixel</EM> on the screen, there would be no movement (or warp).
+ What creates the warp is that the UV coordinates are slightly "off".
+ Each frame, MilkDrop executes the per-vertex equations for the current
+ preset at all the vertices on a grid covering the screen. The resulting
+ UV coordinates are then interpolated (by the GPU) between the vertices,
+ and this shader code is executed at each pixel, with the UV coordinates
+ smoothly interpolated for you to do your sampling. Note that the
+ original, un-distorted UV coordinates are always available in uv_orig.
+ If the preset had no motion in it, or if we used uv_orig instead of uv,
+ we would just see pixels getting darker over time, with no apparent motion.
+
+ Note that MilkDrop's internal canvas (texture) can only store colors
+ in the [0..1] range, so if your shader outputs values beyond that range,
+ the values will be clipped to 0 or 1. Within the body of the shader,
+ you can go nuts, using any number ranges you want; this restriction only
+ applies to the final output.
+
+ Note that there are several ways to darken pixels over time, and the
+ color precision (8 bits per color channel, or 256 shades, or [0..1]
+ in increments of 0.004) means you have to be careful about darkening
+ the color over time. If you're going to darken using this:
+
+ ret *= 0.97;
+
+ then you shouldn't use a multiplier above 0.98, because, due to precision,
+ dark-ish pixels will never become fully dark. Another way to do it
+ is this:
+
+ ret -= 0.004;
+
+ The above darkening method will make the pixels go dark, although,
+ sometimes too quickly. One way around this is to use error diffusion
+ dithering (discussed later in this guide).
+
+ Probably the best thing is to combine the two:
+
+ ret = (ret - 0.002)*0.99;
+
+ This gives you a partially constant, partially linear darkening effect,
+ and it tends to look the best. Tweak the values as needed.
+
+
+
+ <A NAME="3f3">
+ <B>COMPOSITE SHADER</B>
+ ----------------
+ Here is an example of a simple COMPOSITE shader. It is run over every
+ pixel in the visualizer window, the output being the actual screen that
+ you see. Anything you do here will NOT affect the subsequent frame -
+ it will only affect the display of the <EM>current</EM> frame.
+ <font color=#A00000>
+ shader_body
+ {
+ // sample the corresponding pixel from the internal rendering canvas
+ // note that, here, 'uv' is undistorted.
+ // in the warp shader, 'uv' is warped, and 'uv_orig' is undistorted!
+ ret = tex2D(sampler_main, uv).xyz;
+
+ // make it a little bit "overbright"
+ ret *= 1.8;
+ }</font>
+
+ The composite shader is easy to understand. We just sample the
+ internal canvas at the uv coords (undistorted here - but we could
+ play with them if we want!), and manipulate the result if we want
+ (here we brighten it a bit). The "overbrightening" here is nice because
+ pixels in the brighter ranges will (for display to the user only)
+ wash out to a white color; however, they can stay that way
+ for a bit. If we just displayed the color as-is here, and
+ instead drew our waveforms twice as bright, they would likely
+ start out at white but very quickly fade to shades of grey.
+
+ Note that we could do other fancy stuff here instead, like:
+ <font color=#A00000>
+ float2 uv_flipped = 1 - uv; // '1' auto-replicates to float2(1,1)
+ ret = max( tex2D(sampler_main, uv).xyz,
+ tex2D(sampler_main, uv_flipped).xyz );
+ ret = pow(ret, float3(0.5, 1, 2));
+ </font>
+ This would flip the image about its diagonal, always show you
+ the brighter pixel from the two orientations, and then ramp
+ the R/G/B channels at different exponents to create a bit of
+ a cepia color tone. Not too tough!
+
+ Now that you have an understanding of what the two shaders do,
+ let's look at all the intrinsic types and operators you can use
+ in shaders.
+
+
+ <A NAME="3f4">
+ <B>PIXEL SHADER REFERENCE</B>
+ ----------------------
+ Here is a list of all the shader functions and operations at your disposal.
+
+ Data types
+ ----------
+ float 1-4 component full-precision floating-point values.
+ float2 Use these for most things except color values.
+ float3 (When working with UV coords, time values, or big ranges
+ float4 of values, for example.)
+
+ half 1-4 component half-precision floating-point values.
+ half2 Much faster on some older hardware; although drivers usually
+ half3 automatically substitute the 'half' type on you (behind your back)
+ half4 wherever it is prudent. Use 'half' for color values, or other
+ computations where precision is largely unimportant.
+
+ float2x2 2d transformation matrix. (Rotate and/or scale.)
+ float3x2 2d transformation matrix. (Rotate, scale, translation.)
+ float3x3 3d transformation matrix. (Rotate and/or scale.)
+ float4x3 3d transformation matrix. (Rotate, scale, translation.)
+
+ Operators
+ ----------
+ + - * / typical arithmetic operators.
+
+ a += b same as "a = a + b". Also valid: -= *= /=
+
+ == equality test.
+ < less than.
+ <= less than or equal to.
+ > greater than.
+ >= your mom is soo fat.
+
+ var.x swizzle operators. You can stick a dot after any variable
+ var.y and put up to four letters after it. If the variable is
+ var.z a float4, you can choose from x, y, z, and w; if it's a float2,
+ var.w just x and y; and so on. The data type yielded can be different
+ var.xy than the input, and is determined by the number of letters after
+ var.wzxy the dot, and which fields (from the input) you chose.
+ etc. For example, if you had:
+ float alpha = 104.37;
+ float2 bravo = float2(1,2);
+ float3 chuck = float3(10,20,30);
+ float4 delta = float4(5,6,7,8);
+ Then these swizzles would yield:
+ alpha.xxx -> float3(104.37, 104.37, 104.37)
+ bravo.yx -> float2(2,1)
+ chuck.z -> 30
+ delta.wywy -> float4(8,6,8,6)
+
+ Preprocessor
+ ------------
+ If you're familiar with C/C++, you can use simple things like
+ #define, #if (condition) / #endif, #if / #elif/#else / #endif, and so on.
+
+ <A NAME="3f5">
+ <B>Intrinsic Instructions</B>
+ ----------------------
+ Unless otherwise noted, these instructions all work on float, float2, float3,
+ or float4 operands.
+ <FONT COLOR="green">
+ math operations
+ ---------------
+ abs(a) Absolute value. Returns max(a, -a).
+ frac(a) Fractional value. Returns (a - (int)a). (the part after the decimal)
+ floor(a) Floor. Returns ((int)a). (the part before the decimal)
+ Only works on single floats.
+ saturate(a) Clamps a to the [0..1] range. Often FREE (costs no extra instructions).
+ max(a,b) Returns the greater of each component between a and b.
+ min(a,b) Returns the lesser of each component between a and b.
+ sqrt(a) Returns square root of input(s). Input should be >= 0. Output always positive.
+ pow(a,b) Returns a^b. b can be same type as a, or just a scalar (single float).
+ exp(a) Returns 2^a.
+ log(a) Returns log2(a).
+ lerp(a,b,c) Linear interpolate... blends from a to b based on the value of c[0..1].
+ (Or extrapolates, if c is outside [0..1] range.)
+ a and b must be same type; can can be that same type, or just float.
+ Returns a + c*(b-a). Return type is same as a and b.
+ dot(a,b) Dot product. All versions return <EM>A SINGLE FLOAT</EM>.
+ dot(float a, float b) returns a+b.
+ dot(float2 a, float2 b) returns a.x*b.x + a.y*b.y.
+ dot(float3 a, float3 b) returns a.x*b.x + a.y*b.y + a.z*b.z.
+ dot(float4 a, float4 b) returns a.x*b.x + a.y*b.y + a.z*b.z + a.w*b.w.
+ lum(a) Converts a color (float3) to greyscale, or "luminance", for the human eye.
+ Returns dot(a, float3(0.32,0.49,0.29)).
+ Tip: oversaturate a color using "col = lerp(lum(col), col, 2);"
+ length(a) Input is float2, float3, or float4 vector; returns the length of the vector.
+ Returns sqrt(
+ normalize(a) Input is float2, float3, or float4 vector; normalizes it to unit length (1.0).
+ Returns a / length(a).
+
+ texture operations
+ ------------------
+ <FONT COLOR="black">tex2D(sampler_name, uv) </FONT>
+ Samples a 2D texture at the coordinates 'uv', where UV is a float2.
+ Returns a float4 (r,g,b,alpha).
+
+ tex3D(sampler_name, uvw)
+ Samples a volume (3D) texture at the coordinates 'uvw', where UVW is a float3.
+ You could use this to sample a built-in "noise volume" or a volume texture
+ from a .DDS texture (that holds a 3D texture).
+ Returns a float4 (r,g,b,alpha).
+
+ GetBlur1(uv) Samples a slightly-blurred version of the main texture
+ (internal canvas). Input is float2; outputs (returns) a float3.
+ GetBlur2(uv) Samples a more-blurred version.
+ GetBlur3(uv) Samples a very blurry version.
+
+
+ mega-slow operations
+ --------------------
+ sin(a) Returns cos(a), where a is in radians. Output is in -1..1 range.
+ SLOW - use with care.
+ cos(a) Returns sin(a), where a is in radians. Output is in -1..1 range.
+ SLOW - use with care.
+ atan2(y,x) Returns the arctangent of y/x. In english, this means that if you give
+ it a Y and X coordinate (with the origin at zero), it will tell you
+ the angle you are at, with respect to the origin. The signs of x and y
+ are used to determine the quadrant of the return values in the range
+ [-pi, pi]. atan2 is well-defined for every point other than the origin.
+ You basically always want to use it like this:
+ float2 uv2 = (uv-0.5)*aspect.xy; // widescreen- or 4:3-friendly
+ float ang = atan2(uv2.y,uv2.x);
+ SLOW - use with care.
+ mul(a,b) Multiplies a vector and a matrix together. You can treat the matrix
+ as row-major or column-major based on whether you do mul(vec,mat)
+ or mul(mat,vec).
+ cross(a,b) Cross product. Returns (a.yzx*b.zxy - a.zxy*b.yzx).
+ Input and output must be float3's.
+ Slow - use with care.
+ if (a == b) 'If' blocks work in pixel shaders, although they can be very slow;
+ { the full code is always executed, whether the branch is taken or not.
+ ... You can use the equality operator, == (note the two equals signs!
+ } very important!) or the >, >=, <, or <= comparators.
+ else
+ {
+ ...
+ }
+ </FONT>
+ Keep in mind that cos(), sin(), and atan2() are incredibly slow (~8 instructions).
+ Almost everything else (even divide, taking a reciprocal square root, etc.) is 1
+ or maybe, at most, 2 instructions.
+
+ Note that the saturate() instruction, as well as multiplying by 2, 4, or 8,
+ or dividing by 2, 4, or 8, is a free operation on many GPUs. And the ALUs
+ inside a GPU almost always do a multiply + add (both) in a single instruction.
+
+ Also, you can divide by an integer constant without suffixing it with ".0";
+ in C/C++, "float x = 1/5;" will give you ZERO; but in shader language, it
+ will give you what you expect: 0.2.
+
+
+ <A NAME="3f6">
+ <B>PER-VERTEX SHADER INPUTS</B>
+ ------------------------
+
+ <U>Warp shader</U>:
+
+ float2 uv; // .xy = warped UV coords, ~[0..1]
+ float2 uv_orig; // .xy = original (un-warped) UV coords. [0..1]
+ float rad; // radius of the current pixel from center of screen [0..1]
+ float ang; // angle of the current pixel from center of screen [0..2*PI]
+
+ <U>Composite shader</U>:
+
+ float2 uv; // .xy = [un-warped] UV coords.
+ float rad; // radius of the current pixel from center of screen [0..1]
+ float ang; // angle of the current pixel from center of screen [0..2*PI]
+ float3 hue_shader; // .xyz = a color that varies across the screen
+ // (the old 'hue shader' effect from MilkDrop 1).
+
+ Note that for both shaders, the vertex-interpolated angle value (ang)
+ gets a bit wonky near the center of the screen, where it is very difficult to
+ interpolate well (because it wraps suddenly from 0 to PI*2 at 9 o'clock on your
+ screen). If you see artifacts due to this, just use
+
+ float better_ang = atan2(uv.y - 0.5, uv.x - 0.5);
+
+ It's very slow, but will give you perfect results. Also, if you want a slightly
+ higher-quality value for the radius, use:
+
+ float better_rad = length(uv - 0.5);
+
+ The unwarped UV values will always be of impeccable quality, though,
+ because they will be interpolated in the direction that they vary,
+ and the rectilinear mesh is aligned perfectly for this.
+
+
+ <A NAME="3f7">
+ <B>PER-FRAME SHADER INPUTS</B>
+ -----------------------
+ MilkDrop feeds lots of data into the the shaders. Here is a list of everything
+ that the shaders can access.
+
+ float4 rand_preset; // 4 random floats [0..1], updated once per preset
+ float4 rand_frame; // 4 random floats [0..1], updated each frame
+ float time; // the time, in seconds, starting at zero when the *preset* starts.
+ // (wraps back to zero after 10,000 seconds locked on a single preset.)
+ float fps; // the current framerate (frames per second).
+ float frame; // the current frame #.
+ float progress; // the progress through the current preset. [0..1]
+
+ float bass; // immediate info about audio levels,
+ float mid; // just like in the per-frame equations,
+ float treb; // etc.
+ float vol; //
+ float bass_att; // slightly dampened info about audio levels.
+ float mid_att; // look at bass/bass_att, for example;
+ float treb_att; // if it's >1, then the bass is spiking.
+ float vol_att; //
+
+ float4 aspect // .xy: multiplier to use on UV's to paste an image fullscreen, *aspect-aware*; .zw = inverse.
+ float4 texsize // info about the size of the internal canvas, in pixels.
+ // .xy = (width,height); .zw = (1/(float)w, 1/(float)h)
+
+ // here are some values that roam around in the [0..1] range at varying speeds.
+ float4 slow_roam_cos // .xyzw ~= 0.5 + 0.5*cos(time * float4(~0.005, ~0.008, ~0.013, ~0.022))
+ float4 roam_cos // .xyzw ~= 0.5 + 0.5*cos(time * float4(~0.3, ~1.3, ~5, ~20))
+ // here are the corresponding sine values, in case you want them.
+ // pick a cos/sin pair and use the same accessor on it (.x, .z, etc.)
+ // to get plot a point making a circle over time.
+ float4 slow_roam_sin // .xyzw ~= same, but using sin()
+ float4 roam_sin // .xyzw ~= same, but using sin()
+ // of course, if you want anything more complicated, just generate it
+ // yourself in the per-frame equations, save it in q1-q32, and it will
+ // be available to your shaders!
+
+ float q1; // The values of the q1-q32 variables,
+ float q2; // as output by the preset's per-frame equations.
+ //... //
+ float q31; //
+ float q32; //
+
+ float4 _qa; // q1-q4 The values of the q1-q32 variables,
+ float4 _qb; // q5-q8 grouped into float4's
+ float4 _qc; // q9-q12 for more convenient access.
+ float4 _qd; // q13-q16
+ float4 _qe; // q17-q20
+ float4 _qf; // q21-q24
+ float4 _qg; // q25-q28
+ float4 _qh; // q29-q32
+
+ float blur1_min // these are the values of the min/max
+ float blur1_max // allowable color values for the 3 blur passes,
+ float blur2_min // as set from the onscreen menus.
+ float blur2_max // more info below.
+ float blur3_min //
+ float blur3_max //
+
+ // note/warning: in general, don't use the current time value
+ // as an input to the *dynamic* rotations; as time gets large,
+ // the results will become total chaos.
+ float4x3 rot_s1; // four random, static rotations.
+ float4x3 rot_s2; // randomized @ preset load time.
+ float4x3 rot_s3; // minor translation component (<1).
+ 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;
+
+
+ <A NAME="3f8">
+ <B>TEXTURE SAMPLING</B>
+ ----------------
+ We've already used one texture: the internal canvas, also called "Main".
+ Because it's always being used, you don't have to declare it. You can
+ just sample it. However, you have some options for how to sample it.
+ There are four samplers tied to the Main canvas:
+
+ BEHAVIOR OUTSIDE
+ SAMPLER NAME FILTERING METHOD [0..1] UV RANGE
+ ------------ ---------------- ----------------
+ sampler_fw_main* bilinear filtering wrap
+ sampler_fc_main bilinear filtering clamp
+ sampler_pw_main point sampling wrap
+ sampler_pc_main point sampling clamp
+
+ * you can also just use "sampler_main" for this one,
+ since it's by far the most common.
+
+ When you go to sample a texture, the GPU finds the exact spot
+ in the texture that the UV coordinates point to. The chances
+ are good that it falls in between 4 texels (pixels) rather than
+ perfectly on one of them. If you use bilinear filtering to
+ sample, it will return a properly-weighted average of the four
+ pixels. If you use point sampling, it will just return the
+ nearest single pixel (also called "nearest neighbor").
+
+ Wrap vs. clamp is also pretty simple: if you specify a UV coord
+ of float2(-0.1, 0.5), the wrap mode would map this to (0.9, 0.5),
+ while the clamp mode would clamp it at (0.0, 0.5). Wrap mode
+ tends to create tiled images, while clamp mode takes the border
+ color and extends it out infinitely.
+
+ In general, other textures can be sampled similarly, using these
+ same two-letter prefixes ("_fw", "_pc", etc.). Or, you can
+ always just leave off the prefix, and MilkDrop will assume you
+ want to do "_fw" - bilinear filtering and wrap mode - the defaults.
+
+
+ <A NAME="3f9">
+ <B>MILKDROP'S BUILT-IN TEXTURES - MAIN, BLUR, and NOISE</B>
+ ----------------------------------------------------
+ MilkDrop has several built-in textures you can sample from.
+
+ MAIN
+ ----
+ First, there is the Main texture (the internal canvas). As already
+ mentioned, you can sample from it by using sampler_main or one
+ of its variants.
+
+ <A NAME="3f9b">
+ BLUR1, BLUR2, BLUR3
+ -------------------
+ Next, there are several blurred versions of the main texture.
+ These are called Blur1, Blur2, and Blur3. Each one is
+ progressively blurrier. You can access them using these special
+ functions:
+
+ GetBlur1(uv) // these take a float2 as input
+ GetBlur2(uv) // & return a float3 color value
+ GetBlur3(uv)
+
+ GetBlur1 returns a slightly blurred image, GetBlur2 a more blurry image,
+ and GetBlur3 an extremely blurry image. A call to one of the GetBlur
+ functions is very fast, but keep in mind that the blur textures are only
+ generated each frame if the shaders actually use them, and the results
+ find their way into the final output color value of the pixel shader!
+ Blur1 is the fastest to generate; then Blur2 (because it is generated
+ from Blur1); and finally, Blur3 is the slowest (generated from Blur2).
+
+ Here is an example of how to use one:
+
+ float3 blurry = GetBlur2(uv);
+
+ You could add this to your sample from the Main texture to
+ produce a softer-looking image, for example. Or, you could
+ do an edge detect in the composite shader, by taking the
+ [absolute value of the] difference between the crisp and blurred
+ main textures:
+
+ float3 crisp = tex2D(sampler_main, uv).xyz;
+ float3 blurry = GetBlur1(uv);
+ ret = abs( crisp - blurry )*4;
+
+ The "skin dots" effect in some of the presets (it makes spots
+ and stripes like you might see on fish or leopards, in nature)
+ is based on a very mild edge-detect in the *warp* shader,
+ and uses it to enforce a certain amount of variance in the
+ color values. It also serves to break up large areas of solid
+ white pixels.
+
+ Note that you can do some cool glow effects by raising the
+ "min" values above 0. Say, for example, you set blur1_min
+ to 0.5. That means that any pixels with color values below
+ 0.5 will get clipped to 0.5. So, when you call GetBlur1(),
+ it's going to give you values in the range [0.5 .. 1.0].
+ However, because you were only using half the range of possible
+ values, the precision of these values will be twice as good.
+ That's the purpose of the min/max values. Watch out, though -
+ having your values clipped to a minimum of 0.5 would look bad
+ if you actually had colors that are over 0.5, and you're not
+ subtracting that 0.5 off.
+
+ However, if you do set a min and then subtract it off, you can
+ also get some great glow effects, where only really
+ bright pixels contribute to the "glow" If you set the min to
+ 0.7, for example, and then sample like this:
+
+ ret += (GetBlur1(uv) - blur1_min)*2;
+
+ It will subtract off the 0.7 minimum threshold, but because
+ of the clipping, you will basically just see the bright
+ pixels "glowing". The *2 is just for a little extra glow.
+
+
+
+ <A NAME="3f9c">
+ <B>NOISE TEXTURES</B>
+ --------------
+ There are also "noise" (random value) textures built in to MilkDrop.
+ They are generated when MilkDrop starts, but only so the large amount
+ of (random) data wouldn't bloat the size of the MilkDrop download.
+ They vary in the quality (smoothness) of the noise, as well as
+ how often the pattern repeats itself. Always use the smallest
+ possible noise texture (_lite or _lq versions) when possible.
+
+ Here are the details on the six textures:
+
+ NAME DIMS PIXELS QUALITY
+ ---- ---- ------ ---------
+ noise_lq 2D 256x256 low
+ noise_lq_lite 2D 32x32 low
+ noise_mq 2D 64x64 medium
+ noise_hq 2D 32x32 high
+ noisevol_lq 3D 32x32x32 low
+ noisevol_hq 3D 8x8x8 high
+
+ Notice that four of them are two-dimensional (use tex2D(float2 uv)
+ to sample them), and two of them are three-dimensional (use
+ tex3D(float3 uvw) to sample them).
+
+ They come in at various sizes. You should always use the smallest
+ one necessary, to be video memory cache-friendly!
+
+ The _lq, _mq, and _hq suffixes denote low, medium, or high quality.
+ The _lq textures have one random value at every texel in the
+ texture. But the _mq textures have (generally) about four texels
+ per random value, with high-quality [cubic] filtering baked into the
+ texture. (Sometimes you just want something better than bilinear
+ filtering, you know?) The high-quality textures usually have about
+ 8 texels for every random value. The sizes given here, in pixels,
+ are actually abstractions - they are the conceptual # of pixels
+ (values) before repetition. In reality, the textures are bigger
+ (for medium & high quality), and the extra texels are all filled
+ in using high-quality interpolation.
+
+ The higher-quality textures aren't any slower to use, as long as
+ you're sampling them at the right frequency. If you sample any
+ of these at too high a frequency (i.e. tile them like crazy /
+ multiply the UV's by a large number) your video memory texture
+ cache will bring your GPU to a grinding halt. Don't do it!
+
+ If using Noise textures with the default sampler settings (filtering
+ and wrap), you don't need to declare them above the shader_body; they
+ are always available. However, if you want to sample them with
+ special options (clamping or point sampling), then you do have to.
+ (ex: "sampler sampler_fc_noise_lq", or "sampler_pw_noise_lq").
+
+ To sample a color value from a noise texture, add code like this:
+
+ float4 noiseVal = tex2D(sampler_noise_lq, uv_orig );
+
+ This returns a float4 of values in the [0..1] range. However, the noise
+ image will be stretched up so the 64x64 pixels cover the screen. What we'd
+ really like is to tile it so the noise values map 1:1 to pixels on the
+ screen.
+
+ To do this, we need to invoke another handy feature: you can fetch the size
+ of any texture in MilkDrop. Just declare a float4 (still outside the shader
+ body) with the name of the texture, preceded by "texsize_" - like this:
+
+ float4 texsize_noise_lq; // .xy = (w,h); .zw = (1/(float)w, 1/(float)h)
+
+ Also, recall that the size of the Main canvas is universally available to
+ all shaders, and looks like this: (this is auto-declared for you, by the way)
+
+ float4 texsize // .xy = (w,h); .zw = (1/(float)w, 1/(float)h)
+
+ So, if we change our sampling code to look like this:
+
+ float4 noiseVal = tex2D(sampler_noise_lq, uv_orig*texsize.xy*texsize_noise_lq.zw );
+
+ It's going to do exactly that. This is a very common and useful technique.
+ uv_orig gives you the original (unwarped)
+ UV coordinates [0..1]. If we then multiply by texsize.xy, we get the
+ pixel number we are on. For example, if the screen was 1280 x 1024 pixels,
+ we'd get float2 in the range [0..1279, 0..1023]. If we then multiply by
+ texsize_noise_lq.zw, we're dividing by the size of the noise texture,
+ in pixels (this one is 256x256). So, we'd end up with UV coords roughly
+ in the range [0..5, 0..4] - our image has been perfect tiled onto the
+ screen, with the pixels displaying 1:1.
+
+ This can be used to mix a bit of random noise into the image each frame,
+ which can increase image quality - it's similar to error diffusion
+ dithering (which is one of the things that set the original Geiss
+ plugin/screensaver apart from the others, image-quality wise!). You
+ can ponder the reasons why. Also, further adding "rand_frame.xy" to the
+ UV coords will reposition the noise values every frame, making it seem
+ like truly random [changing] noise:
+
+ float2 noise_uv = uv_orig*texsize.xy*texsize_noise_lq.zw + rand_frame.xy;
+ float4 noiseVal = tex2D(sampler_noise_lq, noise_uv);
+
+ To add random dithering (which, statistically, is the same as error-
+ diffusion dithering), try this:
+
+ float2 uv_noise = uv_orig*texsize.xy*texsize_noise_lq.zw + rand_frame.xy;
+ half4 noiseVal = tex2D(sampler_noise_lq, uv_noise);
+ ret = tex2D(sampler_main, uv);
+ ret += (noiseVal.xyz*2-1) * 0.01;
+
+ This will add a good deal of noise into the image each frame. Adding
+ 'rand_frame.xy' to the UV coordinate serves to randomly place
+ the noise texture each frame, preventing the noise imprint from being
+ exactly the same each frame, which would cause artifact buildup.
+
+ Important: Note that the medium- and high-quality textures should never be
+ used for 1:1 mapping! - it is a huge waste. You will only benefit from their
+ higher quality if you are *zoomed in* on these textures, seeing them
+ magnified, sampling them at a low frequency. If they are minified
+ (sampled at a high frequency / zoomed out of) or even displayed at 1:1,
+ you will thrash your video memory cache and the preset will run very
+ slow.
+
+
+
+
+ <A NAME="3f9d">
+ <B>READING TEXTURES FROM DISK</B>
+ --------------------------
+ Declaring and sampling from your own textures is easy. First,
+ create your texture. If you plan on sharing your presets with
+ other people, please make your texture SMALL (256x256 or less)
+ and save it as a JPG file at 95% quality. The file size should
+ be between 10k and 50k (kilobytes). Of course, the textures
+ could be huge, crisp photos if you want - they will just be
+ heavy (to send to other people) and will cause a little delay
+ when you switch to a preset that uses them (and loads the texture).
+
+ Save the texture to the folder:
+
+ c:\program files\winamp\plugins\milkdrop2\textures
+
+ or wherever you installed Winamp and MilkDrop to. Let's imagine
+ you called your texture billy.jpg.
+
+ Then, in any shader, above the shader_body section, declare a sampler
+ for the texture:
+
+ sampler sampler_billy;
+
+ That's all you have to do. It will find the file (billy.jpg)
+ and load it. Note that the sampler name DOES have to start with
+ "sampler_", and if you want, you could prefix it with "sampler_pc_"
+ or "sampler_fw_" (or whatever) to turn on texture clamp and/or point
+ sampling.
+
+ Texture formats supported include: [in order of priority]
+ <FONT COLOR="green">
+ jpg (great compression)
+ dds (a microsoft/directx format - very flexible - can even do 3D)
+ png (portable network graphics; can give you compress w/an alpha channel)
+ tga (truevision Targa - 1, 3, or 4 channels)
+ bmp (puke)
+ dib (puke)
+ </FONT>
+ Now that you've declared the texture, you can sample it like this,
+ from within the shader_body section:
+
+ float3 mypixel = tex2D(sampler_billy, uv2).xyz;
+
+ So first it will try to find billy.jpg; then billy.dds; and so
+ on, until it finds a valid texture. If the texture can not be
+ found in the "milkdrop2\textures" directory, it will then also try
+ to find it **in the current preset directory**; this is done so that
+ preset downloaders can be lazy and just put the presets, along
+ with the textures that come with them, into the same directory.
+
+ If your shader wants to know how big the texture is, declare this
+ (also above the shader_body section):
+
+ float4 texsize_billy; // .xy = (w,h); .zw = (1/w, 1/h)
+
+ MilkDrop will see the "texsize_" prefix and automatically know what
+ to do. (You don't have to include the //comment, of course.)
+
+ To stretch this texture to cover the screen, do this (in the shader
+ body):
+
+ ret = tex2D(sampler_billy, uv).xyz;
+
+ Or to map it fitted to the screen, aspect-aware:
+
+ ret = tex2D(sampler_billy, uv * aspect.xy).xyz;
+
+ Or to tile it so the pixels are represented 1:1:
+
+ ret = tex2D(sampler_billy, uv * texsize.xy * texsize_billy.zw).xyz;
+
+ Or to map it tiled exactly 5 times:
+
+ ret = tex2D(sampler_billy, uv * 5).xyz;
+
+ Or to zoom into the center 20% of the image:
+
+ ret = tex2D(sampler_billy, (uv-0.5)*0.2 + 0.5 ).xyz;
+
+ Of course, you could also declare sampler_pw_billy, to do point
+ sampling, or sampler_fc_billy, for clamping, and so on.
+
+
+
+ <A NAME="3f9e">
+ <B>RANDOM TEXTURE SELECTION</B>
+ ------------------------
+ You can also load in a random texture. Just use the name "rand00"
+ through "rand15" as the filename, and MilkDrop will pick a random
+ file and do the rest. The texsize_ parameters work too. For example:
+
+ sampler sampler_rand07;
+ float4 texsize_rand07;
+
+ shader_body
+ {
+ ...
+ float3 color = tex2D(sampler_rand07, uv);
+ ...
+ }
+
+ You can also choose from random subsets of textures on disk! Say you
+ have a whole slew of random textures in your textures\ subdirectory,
+ but you have a subset in there that begin with the word "smalltiled".
+ If you specify:
+
+ sampler sampler_rand02_smalltiled;
+ float4 texsize_rand02; // ...it's smart enough to get it from just this.
+
+ shader_body
+ {
+ ...
+ float3 color = tex2D(sampler_rand07_smalltiled, uv);
+ ...
+ }
+
+ Then every time the preset loads (or the shader is recompiled), it's
+ going to pick a new random texture, but it will choose only from the
+ subset of those textures whose names begin with "smalltiled".
+
+ One last thing, a tip: if you are working in windowed mode (or multimon)
+ and added textures to the directory and haven't yet exited the plugin,
+ to force the list of textures to update itself, edit one of the shaders
+ (any shader) and then hit CTRL+ENTER (accept). That will trigger it
+ to rescan the directory (but only if it needs to, because your shaders
+ ask for random textures).
+
+
+
+ <A NAME="3f10">
+ <B>MISC. COOL SHADER TRICKS</B>
+ ------------------------
+
+ AUTO CENTER DARKENING
+ ---------------------
+ MilkDrop 1 had a cool feature, "center darken", that would quickly dampen
+ bright pixels placed at the center of the screen, because in "zoomy"
+ (forward motion) presets, the screen would quickly become all white
+ if you didn't. As presets get more sophisticated, though, where the
+ "center" of the zooming motion is can be very hard to pinpoint.
+
+ You can actually find it algorithmically. Wherever on the screen you
+ have warped UV coordinates that are very close to the original UV
+ coordinates, it means there's either no motion there, or it's the
+ center of motion - you'll know, based on what kind of preset you're
+ writing. If it's a "zoomy" preset, it's probably the latter. In this
+ case, just use something like this in your warp shader:
+
+ // this darkens the pixels at the center of the zoom, only
+ ret *= 0.97 + 0.03*saturate( length(uv - uv_orig)*200 );
+
+
+ RANDOM DIFFUSION DITHER
+ -----------------------
+ See above, in the "noise" section.
+
+
+ SOFT MAX
+ --------
+ The max(a,b) function returns the max. value for each channel
+ of the two inputs, however, this can have a discontinuous
+ look sometimes, as it switches from a to b or back suddenly.
+ If you want a not-so-accurate, but smoother, max function,
+ try this:
+
+ a + b - a*b
+
+ Note that the inputs must be in the [0..1] range.
+
+
+
+
+ <A NAME="3f11">
+ <B>QUALITY ASSURANCE FOR SHADERS</B>
+ -----------------------------
+ *Please* adhere to these guidelines when writing shaders...
+
+ 1. use small (256x256 or less) textures; save as jpg 95%
+ -so your presets are small to download, and so they load w/o a pause.
+
+ 2. make sure your shaders are zippy.
+ -avoid 'if' statements.
+ -avoid "massive zoom-outs" of any texture. Sampling textures at too
+ high a frequency thrashes your texture cache and will drop your
+ framerate like mad. Sample things near 1:1, or feel free to zoom
+ in close on them, but avoid extreme zoom-outs.
+ -avoid sin() and cos() functions if you can. If their inputs don't
+ vary from pixel to pixel, calculate the sin/cos values in
+ the per-frame equations, then store them in q1-q32, and read
+ them into your shader from there.
+ -any calculation that results in the same value for all pixels
+ on the screen should be offloaded into MilkDrop's per-frame
+ equations, then passed to the shader via the q1-q32 variables.
+ These variables are directly accessible from all shaders (q1,
+ q2, etc.) and can also be read in as float4's for convenience
+ (q1-q4 make up a float4 called _qa; q5-q8 come together in _qb;
+ etc.).
+ -also avoid doing motion/warping calculations in the warp shader,
+ that you could do in the per-vertex equations. Those run on the
+ CPU, which is a huge resource that is almost never completely
+ used; the GPU, although processing 1,000 times as much math
+ because it works per-pixel instead of per-vertex, can use as
+ much of a break as it can get. Any low-frequency effects (values
+ that vary slowly over the screen) should go in the per-vertex
+ equations, and only the high-frequency component of the motion
+ or warping should come from the pixel shader.
+ -keep in mind that the DirectX shader compiler is superb at
+ optimizing; anything that can be thrown out, will be. Things like
+ ret *= 1.0;
+ ret += 0;
+ ret += tex2D(mytex, uv).xyz * 0;
+ will completely disappear. If you sample a texture and then the
+ sample doesn't end up making it into the final output color value,
+ the texture will never even get bound (or loaded from disk),
+ let alone sampled. And so on.
+ -you can use the 'half' type wherever you don't need full 'float'
+ precision. Generally use 'float' for UVs and time values, and
+ 'half' for almost everything else. However, don't stress about it
+ too much, because most GPUs run
+ everything at full-precision & full-speed nowadays - and for the
+ older GPUs that don't, the driver is probably very smart (if it's
+ an Nvidia or ATI card) about auto-substituting halfs for floats
+ wherever possible.
+
+ 3. before sharing your presets, please make sure they look good in a
+ SQUARE or WIDESCREEN window. If they don't, scan these guidelines
+ and you will probably be able to easily fix it.
+
+ The overall design goal in MilkDrop, concerning aspect ratio, is to
+ fit the preset to the long axis of the window, and to crop the rest,
+ but to do all of this without any stretching or zooming (so all internal
+ canvas pixels map 1:1 to screen pixels).
+
+ -per-frame/per-vertex equations:
+ * multiply XY coords by the values "aspectx" and "aspecty", respectively.
+
+ -shader code:
+ * multiply UV coordinates by 'aspect.xy', prior to using them
+ to sample a texture, to make the texture fit on the screen properly.
+ (For example, if the screen is wide, the image will be fitted to cover
+ the width of the screen, and it will be cropped at the top and bottom.)
+
+ * multiply by 'aspect.zw' to make it fit the other way (it will fit
+ the image to be completely visible in one dimension, and tiled in the
+ other direction).
+
+ * any time you perturb the UV coordinates in the warp shader, prior to
+ sampling the Main texture, you should multiply the "delta" you are applying
+ by aspect.xy. Otherwise, in a widescreen window, the "delta" will actually
+ be dramatically squished, or in a tall window, the change would be
+ elongated very vertically.
+
+ * the 'ang' value is aspect-aware, in the per-vertex equations, as well
+ as in the warp and composite shaders. However, if you generate your own
+ high-quality "ang" value using atan2(), beware - you really
+ should multiply the UV's by aspect.xy beforehand, like this:
+ float2 uv2 = (uv-0.5)*aspect.xy;
+ float ang = atan2(uv2.y,uv2.x);
+
+
+
+
+
+ <A NAME="3g">
+ <B>g. QUALITY ASSURANCE</B>
+ ----------------------
+ When designing presets, please adhere to the pixel shader 'quality assurance'
+ guidelines in the above section, as they are very important. But, in order
+ to make sure the presets you create work well on other systems, please
+ also keep in mind:
+
+ 1. Keep your presets fast. There's nothing to spoil the mood like
+ a preset popping up that chokes at 10 fps. Since division is 11
+ times slower than multiplication (or addition/subtraction), if you
+ divide a bunch of values by one other value, pre-divide that value
+ ("inv = 1/myval;") and then multiply those other values by that
+ inverse. Also, never put computations in the per-vertex code that
+ are the same for every pixel; move these into the per-frame code,
+ and carry the results to the per-vertex code using the q1-q32 variables.
+ Remember that maxim: "If a per-vertex equation doesn't use at least
+ one of the variables { x, y, rad, ang }, then it should be actually
+ be a per-frame equation."
+
+ 2. Design your presets using the default mesh size option
+ from the config panel, or at least check, before you distribute them,
+ to make sure they look correct at the default mesh size. If your
+ mesh is too coarse (small), then a viewer with the default mesh size
+ might see unexpected "bonus" effects that you might not have intended,
+ and might mess up your preset. If your mesh is too fine, then a
+ viewer with the default might not see all the detail you intended,
+ and it might look bad.
+
+ 2. Try to design your presets in a 32-bit video mode, so that its
+ brightness levels are standard. The thing to really watch out
+ for is designing your presets in 16-bit color when the "fix pink/
+ white color saturation artifact" checkbox is checked. This
+ checkbox keeps the image extra dark to avoid color saturation,
+ which is only necessary on some cards, in 16-bit color. If this
+ is the case for you, and you write a preset, then when you run
+ it on another machine, it might appear insanely bright.
+
+ 3. Don't underestimate the power of the 'dx' and 'dy' parameters
+ (in the per-vertex equations). Some of the best presets are based
+ on using these. If you strip everything out of a preset so that
+ there's no motion at all, then you can use the dx and dy parameters
+ to have precise manual control over the motion. Basically, all the
+ other effects (zoom, warp, rot, etc.) are just complicated
+ abstractions; they could all be simulated by using only { x, y,
+ rad, ang } and { dx, dy }.
+
+ 4. If you use the 'progress' variable in a preset, make sure you
+ try the preset out with several values for 'Time Between Auto
+ Preset Changes'. The biggest thing to avoid is using something
+ like sin(progress), since the rate at which 'progress' increases
+ can vary drastically from system to system, dependong on the user's
+ setting for 'Time Between Auto Preset Changes'.
+
+ 5. if writing shaders, please also see the 'Quality Assurance for
+ Shaders' section above.
+
+
+ <A NAME="3h">
+ <B>h. DEBUGGING</B>
+ -----------------------
+ One feature that preset authors should definitely be aware of is the
+ variable monitoring feature, which lets you monitor (watch) the value
+ of any per-frame variable you like. First, hit the 'N' key to show
+ the monitor value, which will probably display zero. Then all you
+ have to do is add a line like this to the per-frame equations:
+
+ monitor = x;
+
+ where 'x' is the variable or expression you want to monitor. Once you
+ hit CTRL+ENTER to accept the changes, you should see the value of the
+ per-frame variable or expression in the upper-right corner of the
+ screen!
+
+ Once again, note that it only works for *per-frame* equations, and NOT
+ for per-vertex equations.
+
+
+
+ <A NAME="3i">
+ <B>i. FUNCTION REFERENCE</B>
+ -----------------------
+ Following is a list of the functions supported by the expression evaluator
+ (for preset init, per-frame, and per-vertex equations; NOT for pixel shaders).
+ The list was blatently ripped from the help box of Justin Frankels' AVS
+ plug-in, since MilkDrop uses the expression evaluator that he wrote.
+
+ Format your expressions using a semicolon (;) to delimit between statements.
+ Use parenthesis ['(' and ')'] to denote precedence if you are unsure.
+ The following operators are available:
+ = : assign
+ +,-,/,* : plus, minus, divide, multiply
+ | : convert to integer, and do bitwise or
+ & : convert to integer, and do bitwise and
+ % : convert to integer, and get remainder
+ The following functions are available:
+ int(var) : returns the integer value of 'var' (rounds toward zero)
+ abs(var) : returns the absolute value of var
+ sin(var) : returns the sine of the angle var (expressed in radians)
+ cos(var) : returns the cosine of the angle var
+ tan(var) : returns the tangent of the angle var
+ asin(var) : returns the arcsine of var
+ acos(var) : returns the arccosine of var
+ atan(var) : returns the arctangent of var
+ sqr(var) : returns the square of var
+ sqrt(var) : returns the square root of var
+ pow(var,var2) : returns var to the power of var2
+ log(var) : returns the log base e of var
+ log10(var) : returns the log base 10 of var
+ sign(var) : returns the sign of var or 0
+ min(var,var2) : returns the smalest value
+ max(var,var2) : returns the greatest value
+ sigmoid(var,var2) : returns sigmoid function value of x=var (var2=constraint)
+ rand(var) : returns a random integer modulo 'var'; e.g. rand(4) will return 0, 1, 2, or 3.
+ bor(var,var2) : boolean or, returns 1 if var or var2 is != 0
+ bnot(var) : boolean not, returns 1 if var == 0 or 0 if var != 0
+ if(cond,vartrue,varfalse) : if condition is nonzero, returns valtrue, otherwise returns valfalse
+ equal(var,var2) : returns 1 if var = var2, else 0
+ above(var,var2) : returns 1 if var > var2, else 0
+ below(var,var2) : returns 1 if var < var2, else 0
+
+
+
+
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