diff options
Diffstat (limited to 'musikcube_win32_with_milkdrop2_0.98.1/plugins/Milkdrop2/data/include.fx')
-rw-r--r-- | musikcube_win32_with_milkdrop2_0.98.1/plugins/Milkdrop2/data/include.fx | 155 |
1 files changed, 155 insertions, 0 deletions
diff --git a/musikcube_win32_with_milkdrop2_0.98.1/plugins/Milkdrop2/data/include.fx b/musikcube_win32_with_milkdrop2_0.98.1/plugins/Milkdrop2/data/include.fx new file mode 100644 index 0000000..480421c --- /dev/null +++ b/musikcube_win32_with_milkdrop2_0.98.1/plugins/Milkdrop2/data/include.fx @@ -0,0 +1,155 @@ +#define M_PI 3.14159265359 +#define M_PI_2 6.28318530718 +#define M_INV_PI_2 0.159154943091895 + +float4 rand_frame; // random float4, updated each frame +float4 rand_preset; // random float4, updated once per *preset* +float4 _c0; // .xy: multiplier to use on UV's to paste an image fullscreen, *aspect-aware*; .zw = inverse. +float4 _c1, _c2, _c3, _c4; +float4 _c5; //.xy = scale,bias for reading blur1; .zw = scale,bias for reading blur2; +float4 _c6; //.xy = scale,bias for reading blur3; .zw = blur1_min,blur1_max +float4 _c7; // .xy ~= float2(1024,768); .zw ~= float2(1/1024.0, 1/768.0) +float4 _c8; // .xyzw ~= 0.5 + 0.5*cos(time * float4(~0.3, ~1.3, ~5, ~20)) +float4 _c9; // .xyzw ~= same, but using sin() +float4 _c10; // .xyzw ~= 0.5 + 0.5*cos(time * float4(~0.005, ~0.008, ~0.013, ~0.022)) +float4 _c11; // .xyzw ~= same, but using sin() +float4 _c12; // .xyz = mip info for main image (.x=#across, .y=#down, .z=avg); .w = unused +float4 _c13; //.xy = blur2_min,blur2_max; .zw = blur3_min, blur3_max. +float4 _qa; // q vars bank 1 [q1-q4] +float4 _qb; // q vars bank 2 [q5-q8] +float4 _qc; // q vars ... +float4 _qd; // q vars +float4 _qe; // q vars +float4 _qf; // q vars +float4 _qg; // q vars +float4 _qh; // q vars bank 8 [q29-q32] + +// note: in general, don't use the current time w/the *dynamic* rotations! +float4x3 rot_s1; // four random, static rotations. randomized @ preset load time. +float4x3 rot_s2; // minor translation component (<1). +float4x3 rot_s3; +float4x3 rot_s4; + +float4x3 rot_d1; // four random, slowly changing rotations. +float4x3 rot_d2; +float4x3 rot_d3; +float4x3 rot_d4; +float4x3 rot_f1; // faster-changing. +float4x3 rot_f2; +float4x3 rot_f3; +float4x3 rot_f4; +float4x3 rot_vf1; // very-fast-changing. +float4x3 rot_vf2; +float4x3 rot_vf3; +float4x3 rot_vf4; +float4x3 rot_uf1; // ultra-fast-changing. +float4x3 rot_uf2; +float4x3 rot_uf3; +float4x3 rot_uf4; + +float4x3 rot_rand1; // random every frame +float4x3 rot_rand2; +float4x3 rot_rand3; +float4x3 rot_rand4; + +#define time _c2.x +#define fps _c2.y +#define frame _c2.z +#define progress _c2.w +#define bass _c3.x +#define mid _c3.y +#define treb _c3.z +#define vol _c3.w +#define bass_att _c4.x +#define mid_att _c4.y +#define treb_att _c4.z +#define vol_att _c4.w +#define q1 _qa.x +#define q2 _qa.y +#define q3 _qa.z +#define q4 _qa.w +#define q5 _qb.x +#define q6 _qb.y +#define q7 _qb.z +#define q8 _qb.w +#define q9 _qc.x +#define q10 _qc.y +#define q11 _qc.z +#define q12 _qc.w +#define q13 _qd.x +#define q14 _qd.y +#define q15 _qd.z +#define q16 _qd.w +#define q17 _qe.x +#define q18 _qe.y +#define q19 _qe.z +#define q20 _qe.w +#define q21 _qf.x +#define q22 _qf.y +#define q23 _qf.z +#define q24 _qf.w +#define q25 _qg.x +#define q26 _qg.y +#define q27 _qg.z +#define q28 _qg.w +#define q29 _qh.x +#define q30 _qh.y +#define q31 _qh.z +#define q32 _qh.w + +#define aspect _c0 +#define texsize _c7 // .xy = (w,h); .zw = (1/(float)w, 1/(float)h) +#define roam_cos _c8 +#define roam_sin _c9 +#define slow_roam_cos _c10 +#define slow_roam_sin _c11 +#define mip_x _c12.x +#define mip_y _c12.y +#define mip_xy _c12.xy +#define mip_avg _c12.z +#define blur1_min _c6.z +#define blur1_max _c6.w +#define blur2_min _c13.x +#define blur2_max _c13.y +#define blur3_min _c13.z +#define blur3_max _c13.w +#define GetMain(uv) (tex2D(sampler_main,uv).xyz) +#define GetPixel(uv) (tex2D(sampler_main,uv).xyz) +#define GetBlur1(uv) (tex2D(sampler_blur1,uv).xyz*_c5.x + _c5.y) +#define GetBlur2(uv) (tex2D(sampler_blur2,uv).xyz*_c5.z + _c5.w) +#define GetBlur3(uv) (tex2D(sampler_blur3,uv).xyz*_c6.x + _c6.y) + +#define lum(x) (dot(x,float3(0.32,0.49,0.29))) +#define tex2d tex2D +#define tex3d tex3D + +// previous-frame-image samplers: +texture PrevFrameImage; +sampler2D sampler_main = sampler_state { Texture = <PrevFrameImage>; }; +sampler2D sampler_fc_main = sampler_state { Texture = <PrevFrameImage>; }; +sampler2D sampler_pc_main = sampler_state { Texture = <PrevFrameImage>; }; +sampler2D sampler_fw_main = sampler_state { Texture = <PrevFrameImage>; }; +sampler2D sampler_pw_main = sampler_state { Texture = <PrevFrameImage>; }; +#define sampler_FC_main sampler_fc_main +#define sampler_PC_main sampler_pc_main +#define sampler_FW_main sampler_fw_main +#define sampler_PW_main sampler_pw_main + +// built-in noise textures: +sampler2D sampler_noise_lq; +sampler2D sampler_noise_lq_lite; +sampler2D sampler_noise_mq; +sampler2D sampler_noise_hq; +sampler3D sampler_noisevol_lq; +sampler3D sampler_noisevol_hq; +float4 texsize_noise_lq; +float4 texsize_noise_lq_lite; +float4 texsize_noise_mq; +float4 texsize_noise_hq; +float4 texsize_noisevol_lq; +float4 texsize_noisevol_hq; + +// procedural blur textures: +sampler2D sampler_blur1; +sampler2D sampler_blur2; +sampler2D sampler_blur3; |