From f5c4671bfbad96bf346bd7e9a21fc4317b4959df Mon Sep 17 00:00:00 2001 From: Indrajith K L Date: Sat, 3 Dec 2022 17:00:20 +0530 Subject: Adds most of the tools --- .../Milkdrop2/docs/milkdrop_preset_authoring.html | 1990 ++++++++++++++++++++ 1 file changed, 1990 insertions(+) create mode 100644 musikcube_win32_with_milkdrop2_0.98.1/plugins/Milkdrop2/docs/milkdrop_preset_authoring.html (limited to 'musikcube_win32_with_milkdrop2_0.98.1/plugins/Milkdrop2/docs/milkdrop_preset_authoring.html') diff --git a/musikcube_win32_with_milkdrop2_0.98.1/plugins/Milkdrop2/docs/milkdrop_preset_authoring.html b/musikcube_win32_with_milkdrop2_0.98.1/plugins/Milkdrop2/docs/milkdrop_preset_authoring.html new file mode 100644 index 0000000..8825d60 --- /dev/null +++ b/musikcube_win32_with_milkdrop2_0.98.1/plugins/Milkdrop2/docs/milkdrop_preset_authoring.html @@ -0,0 +1,1990 @@ + + +MilkDrop Preset Authoring Guide + + + +
+
+MILKDROP preset authoring guide
+   return to milkdrop.html
+
+
+
+* * *
+Note that there is another, quite comprehensive, Preset Authoring Guide 
+available on the web at http://www.milkdrop.co.uk/, 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.
+* * *
+
+
+Section Listing
+-----------------------
+1. about presets
+2. preset authoring - basic
+3. preset authoring - advanced
+    a. per-frame equations
+    b. per-vertex equations
+    c. variable pools, declaring your own variables, persistence of values
+    d. preset init code; carrying values between variable pools, using q1-q32
+    e. custom shapes & waves
+    f. pixel shaders
+         conceptual overview
+         the WARP shader
+         the COMPOSITE shader
+         pixel shader reference
+           intrinsic instructions
+           per-vertex shader inputs
+           per-frame shader inputs
+         texture sampling
+           milkdrop's built-in textures - main, blur, and noise
+           blur1, blur2, blur3
+           noise textures
+           reading textures from disk
+           random texture selection
+         misc. cool shader tricks
+         quality assurance for shaders
+    g. quality assurance
+    h. debugging
+    i. function reference (for expressions, not shaders)
+
+
+
+1. About Presets
+-----------------------
+    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 http://www.nullsoft.com/free/milkdrop and then jump to the
+    "preset sharing forum" to see what other people have come up with,
+    or post your own cool, new presets.  milkdrop.co.uk/ is another great 
+    place to download collections of presets made by others like yourself.
+
+
+
+2. Preset Authoring - Basic
+-----------------------
+
+    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.
+
+
+
+3. Preset Authoring - Advanced
+-----------------------
+
+    This section describes how to use the 'per-frame' and 'per-vertex' 
+    equations to develop unique new presets.
+
+
+    
+    a. PER-FRAME EQUATIONS
+    ----------------------
+    
+    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    } Click here to see a diagram for the Q vars.
+    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.
+    
+            
+    
+    
+    b. PER-VERTEX EQUATIONS
+    -----------------------
+    
+    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      } Click here to see a diagram for the Q vars.
+    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.
+
+
+
+    
+    c. VARIABLE POOLS; DECLARING YOUR OWN VARIABLES; PERSISTENCE OF VALUES
+    -----------------------
+    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 variable pool.  In addition, the values of user-defined
+    variables will persist from frame to frame.
+    
+    There are three variable "pools" in MilkDrop:
+
+      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.)  
+
+
+
+    
+    d. PRESET INIT CODE; CARRYING VALUES BETWEEN VARIABLE POOLS, USING q1-q32
+    -----------------------
+    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.
+    
+    
+    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 per-vertex code, 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
+    init boxes are missing from the diagram.  That's because the q
+    variables coming out of them don't go anywhere.  The Q values that come
+    into the per-frame wave/shape equations come from the preset per-frame
+    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-frame 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.)
+
+
+
+    
+    e. CUSTOM SHAPES AND WAVES
+    ----------------------
+    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 q_vars.gif 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:
+    t1-t8.  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.
+    
+    
+    
+
+
+    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      } Click here to see a diagram for the Q vars.
+        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      } Click here to see a diagram for the T vars.
+        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      } Click here to see a diagram for the Q vars.
+        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      } Click here to see a diagram for the T vars.
+        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      } Click here to see a diagram for the Q vars.
+        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      } Click here to see a diagram for the T vars.
+        t8         yes    any      } 
+
+       
+
+    
+    f. PIXEL SHADERS
+    ----------------------
+    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 great 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 programmable 
+    pixel shaders.  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).
+    
+    
+    
+    SHADER MODELS - 2.0, 3.0, etc.
+    ------------------------------
+    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.  
+
+
+
+    PRESET FILE VERSIONS & COMPATIBILITY
+    ------------------------------------
+    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 PIXEL SHADER - CONCEPTUAL OVERVIEW
+    -------------------------------------
+    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.
+    
+    
+    
+    
+    WARP SHADER
+    ----------------
+    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.
+        
+        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;
+        }
+
+    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 pixel 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.
+
+    
+    
+    
+    COMPOSITE SHADER
+    ----------------
+    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 current frame.
+        
+        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;
+        }
+
+    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:
+            
+            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));
+            
+    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.
+   
+    
+    
+    PIXEL SHADER REFERENCE
+    ----------------------
+    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.
+      
+    
+    Intrinsic Instructions
+    ----------------------
+    Unless otherwise noted, these instructions all work on float, float2, float3, 
+    or float4 operands.
+    
+    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 A SINGLE FLOAT.
+                    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
+    ------------------
+    tex2D(sampler_name, uv)  
+                  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 
+    { 
+      ... 
+    }
+         
+    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.
+
+    
+    
+    PER-VERTEX SHADER INPUTS
+    ------------------------
+    
+    Warp shader:
+    
+      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]
+    
+    Composite shader:
+    
+      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.
+    
+    
+    
+    PER-FRAME SHADER INPUTS
+    -----------------------
+    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;
+
+
+    
+    TEXTURE SAMPLING
+    ----------------
+    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.
+
+    
+    
+    MILKDROP'S BUILT-IN TEXTURES - MAIN, BLUR, and NOISE
+    ----------------------------------------------------
+    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.
+    
+    
+    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.
+    
+    
+    
+    
+    NOISE TEXTURES
+    --------------
+    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.
+        
+    
+    
+    
+    
+    READING TEXTURES FROM DISK
+    --------------------------
+    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]
+        
+        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)
+        
+    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.
+
+
+
+    
+    RANDOM TEXTURE SELECTION
+    ------------------------
+    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).
+
+
+
+    
+    MISC. COOL SHADER TRICKS
+    ------------------------
+    
+        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.
+        
+        
+
+    
+    
+    QUALITY ASSURANCE FOR SHADERS
+    -----------------------------
+    *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);
+
+        	  
+
+    
+   
+    
+    g. QUALITY ASSURANCE
+    ----------------------
+    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.
+
+
+    
+    h. DEBUGGING
+    -----------------------  
+    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.  
+
+
+
+    
+    i. FUNCTION REFERENCE
+    -----------------------  
+    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            
+            
+
+
+
+return to top
+return to milkdrop.html
+
+ + \ No newline at end of file -- cgit v1.2.3