qml: show the media title on top of the player view
[vlc.git] / share / visualization / Eo.S. - heater core C_Phat's_on route_mix+beam.milk
blob012087231dffd5aa1dbd7b42178c8f0c69716065
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61 mv_g=0.499900\r
62 mv_b=0.499900\r
63 mv_a=0.000000\r
64 wavecode_0_enabled=1\r
65 wavecode_0_samples=512\r
66 wavecode_0_sep=0\r
67 wavecode_0_bSpectrum=0\r
68 wavecode_0_bUseDots=1\r
69 wavecode_0_bDrawThick=1\r
70 wavecode_0_bAdditive=1\r
71 wavecode_0_scaling=1.000000\r
72 wavecode_0_smoothing=0.500000\r
73 wavecode_0_r=0.000000\r
74 wavecode_0_g=0.900000\r
75 wavecode_0_b=0.800000\r
76 wavecode_0_a=1.000000\r
77 wave_0_per_point1=n=sample*6.283;\r
78 wave_0_per_point2=\r
79 wave_0_per_point3=freq=sin(q7*0.5)*4+4;\r
80 wave_0_per_point4=\r
81 wave_0_per_point5=scale=sin(n*freq)*0.3+0.7;\r
82 wave_0_per_point6=xp=sin(n*1)*0.3*scale;\r
83 wave_0_per_point7=yp=cos(n*1)*0.3*scale;\r
84 wave_0_per_point8=zp=abs(sin(n*freq+time)*0.1);\r
85 wave_0_per_point9=\r
86 wave_0_per_point10=//rotate on y\r
87 wave_0_per_point11=ang=(q7+time*0.01)*0.2;\r
88 wave_0_per_point12=xp2=xp*sin(ang) + zp*cos(ang);\r
89 wave_0_per_point13=yp2=yp;\r
90 wave_0_per_point14=zp2=xp*cos(ang) - zp*sin(ang);\r
91 wave_0_per_point15=\r
92 wave_0_per_point16=//rotate on x\r
93 wave_0_per_point17=ang=(q7+time*0.01)*0.3;\r
94 wave_0_per_point18=xp3=xp2;\r
95 wave_0_per_point19=yp3=yp2*sin(ang) + zp2*cos(ang);\r
96 wave_0_per_point20=zp3=yp2*cos(ang) - zp2*sin(ang);\r
97 wave_0_per_point21=\r
98 wave_0_per_point22=\r
99 wave_0_per_point23=xp=xp3;\r
100 wave_0_per_point24=yp=yp3;\r
101 wave_0_per_point25=zp=zp3;\r
102 wave_0_per_point26=zp=zp+2.1;\r
103 wave_0_per_point27=xs=xp/zp;\r
104 wave_0_per_point28=ys=yp/zp;\r
105 wave_0_per_point29=\r
106 wave_0_per_point30=x=xs+0.5;\r
107 wave_0_per_point31=y=ys*1.3+0.5;\r
108 wave_0_per_point32=\r
109 wave_0_per_point33=\r
110 wave_0_per_point34=aflux=sin(n*8+time)*0.5+0.5;\r
111 wave_0_per_point35=a=1 - (aflux*aflux)*q8*3\r
112 wavecode_1_enabled=1\r
113 wavecode_1_samples=512\r
114 wavecode_1_sep=0\r
115 wavecode_1_bSpectrum=0\r
116 wavecode_1_bUseDots=1\r
117 wavecode_1_bDrawThick=1\r
118 wavecode_1_bAdditive=0\r
119 wavecode_1_scaling=1.000000\r
120 wavecode_1_smoothing=0.500000\r
121 wavecode_1_r=0.700000\r
122 wavecode_1_g=0.000000\r
123 wavecode_1_b=1.000000\r
124 wavecode_1_a=1.000000\r
125 wave_1_per_point1=n=sample*6.283;\r
126 wave_1_per_point2=\r
127 wave_1_per_point3=freq=sin(q7*0.5)*4+4;\r
128 wave_1_per_point4=\r
129 wave_1_per_point5=scale=sin(n*freq)*0.3+0.7;\r
130 wave_1_per_point6=xp=sin(n*1)*0.3*scale;\r
131 wave_1_per_point7=yp=cos(n*1)*0.3*scale;\r
132 wave_1_per_point8=zp=-abs(sin(n*freq+time)*0.1);\r
133 wave_1_per_point9=\r
134 wave_1_per_point10=//rotate on y\r
135 wave_1_per_point11=ang=(q7+time*0.01)*0.2;\r
136 wave_1_per_point12=xp2=xp*sin(ang) + zp*cos(ang);\r
137 wave_1_per_point13=yp2=yp;\r
138 wave_1_per_point14=zp2=xp*cos(ang) - zp*sin(ang);\r
139 wave_1_per_point15=\r
140 wave_1_per_point16=//rotate on x\r
141 wave_1_per_point17=ang=(q7+time*0.01)*0.3;\r
142 wave_1_per_point18=xp3=xp2;\r
143 wave_1_per_point19=yp3=yp2*sin(ang) + zp2*cos(ang);\r
144 wave_1_per_point20=zp3=yp2*cos(ang) - zp2*sin(ang);\r
145 wave_1_per_point21=\r
146 wave_1_per_point22=\r
147 wave_1_per_point23=xp=xp3;\r
148 wave_1_per_point24=yp=yp3;\r
149 wave_1_per_point25=zp=zp3;\r
150 wave_1_per_point26=zp=zp+2.1;\r
151 wave_1_per_point27=xs=xp/zp;\r
152 wave_1_per_point28=ys=yp/zp;\r
153 wave_1_per_point29=\r
154 wave_1_per_point30=x=xs+0.5;\r
155 wave_1_per_point31=y=ys*1.3+0.5;\r
156 wave_1_per_point32=\r
157 wave_1_per_point33=\r
158 wave_1_per_point34=aflux=sin(n*8+time)*0.5+0.5;\r
159 wave_1_per_point35=a=1 - (aflux*aflux)*q8*3\r
160 wavecode_2_enabled=1\r
161 wavecode_2_samples=512\r
162 wavecode_2_sep=0\r
163 wavecode_2_bSpectrum=0\r
164 wavecode_2_bUseDots=0\r
165 wavecode_2_bDrawThick=0\r
166 wavecode_2_bAdditive=1\r
167 wavecode_2_scaling=1.000000\r
168 wavecode_2_smoothing=0.500000\r
169 wavecode_2_r=1.000000\r
170 wavecode_2_g=1.000000\r
171 wavecode_2_b=1.000000\r
172 wavecode_2_a=1.000000\r
173 wave_2_per_point1=n=sample*6.283;\r
174 wave_2_per_point2=\r
175 wave_2_per_point3=freq=sin(q7*0.5)*4+4;\r
176 wave_2_per_point4=\r
177 wave_2_per_point5=aflux=sin(n*0.5);\r
178 wave_2_per_point6=\r
179 wave_2_per_point7=scale=sin(n*freq)*0.3+0.7;\r
180 wave_2_per_point8=xp=rand(10)-5;\r
181 wave_2_per_point9=xp=xp*0.0008*aflux;\r
182 wave_2_per_point10=yp=rand(10)-5;\r
183 wave_2_per_point11=yp=yp*0.0008*aflux;\r
184 wave_2_per_point12=zp=sample*3-1.5;\r
185 wave_2_per_point13=\r
186 wave_2_per_point14=//rotate on y\r
187 wave_2_per_point15=ang=(q7+time*0.01)*0.2;\r
188 wave_2_per_point16=xp2=xp*sin(ang) + zp*cos(ang);\r
189 wave_2_per_point17=yp2=yp;\r
190 wave_2_per_point18=zp2=xp*cos(ang) - zp*sin(ang);\r
191 wave_2_per_point19=\r
192 wave_2_per_point20=//rotate on x\r
193 wave_2_per_point21=ang=(q7+time*0.01)*0.3;\r
194 wave_2_per_point22=xp3=xp2;\r
195 wave_2_per_point23=yp3=yp2*sin(ang) + zp2*cos(ang);\r
196 wave_2_per_point24=zp3=yp2*cos(ang) - zp2*sin(ang);\r
197 wave_2_per_point25=\r
198 wave_2_per_point26=\r
199 wave_2_per_point27=xp=xp3;\r
200 wave_2_per_point28=yp=yp3;\r
201 wave_2_per_point29=zp=zp3;\r
202 wave_2_per_point30=\r
203 wave_2_per_point31=zp=zp+2.1;\r
204 wave_2_per_point32=xs=xp/zp;\r
205 wave_2_per_point33=ys=yp/zp;\r
206 wave_2_per_point34=\r
207 wave_2_per_point35=x=xs+0.5;\r
208 wave_2_per_point36=y=ys*1.3+0.5;\r
209 wave_2_per_point37=\r
210 wave_2_per_point38=\r
211 wave_2_per_point39=\r
212 wave_2_per_point40=a=aflux\r
213 wavecode_3_enabled=1\r
214 wavecode_3_samples=512\r
215 wavecode_3_sep=0\r
216 wavecode_3_bSpectrum=0\r
217 wavecode_3_bUseDots=0\r
218 wavecode_3_bDrawThick=0\r
219 wavecode_3_bAdditive=0\r
220 wavecode_3_scaling=1.000000\r
221 wavecode_3_smoothing=0.500000\r
222 wavecode_3_r=1.000000\r
223 wavecode_3_g=1.000000\r
224 wavecode_3_b=1.000000\r
225 wavecode_3_a=1.000000\r
226 wave_3_per_point1=n=sample*6.283;\r
227 wave_3_per_point2=\r
228 wave_3_per_point3=\r
229 wave_3_per_point4=\r
230 wave_3_per_point5=scale=sin(n*freq)*0.3+0.7;\r
231 wave_3_per_point6=zp=sin(time);\r
232 wave_3_per_point7=aflux=sin(zp*3.1415+3.1415);\r
233 wave_3_per_point8=xp=sin(n)*0.1*aflux;\r
234 wave_3_per_point9=yp=cos(n)*0.1*aflux;\r
235 wave_3_per_point10=\r
236 wave_3_per_point11=\r
237 wave_3_per_point12=//rotate on y\r
238 wave_3_per_point13=ang=(q7+time*0.01)*0.2;\r
239 wave_3_per_point14=xp2=xp*sin(ang) + zp*cos(ang);\r
240 wave_3_per_point15=yp2=yp;\r
241 wave_3_per_point16=zp2=xp*cos(ang) - zp*sin(ang);\r
242 wave_3_per_point17=\r
243 wave_3_per_point18=//rotate on x\r
244 wave_3_per_point19=ang=(q7+time*0.01)*0.3;\r
245 wave_3_per_point20=xp3=xp2;\r
246 wave_3_per_point21=yp3=yp2*sin(ang) + zp2*cos(ang);\r
247 wave_3_per_point22=zp3=yp2*cos(ang) - zp2*sin(ang);\r
248 wave_3_per_point23=\r
249 wave_3_per_point24=\r
250 wave_3_per_point25=xp=xp3;\r
251 wave_3_per_point26=yp=yp3;\r
252 wave_3_per_point27=zp=zp3;\r
253 wave_3_per_point28=\r
254 wave_3_per_point29=zp=zp+2.1;\r
255 wave_3_per_point30=xs=xp/zp;\r
256 wave_3_per_point31=ys=yp/zp;\r
257 wave_3_per_point32=\r
258 wave_3_per_point33=x=xs+0.5;\r
259 wave_3_per_point34=y=ys*1.3+0.5;\r
260 wave_3_per_point35=\r
261 wave_3_per_point36=\r
262 wave_3_per_point37=\r
263 wave_3_per_point38=a=aflux\r
264 shapecode_0_enabled=0\r
265 shapecode_0_sides=4\r
266 shapecode_0_additive=0\r
267 shapecode_0_thickOutline=0\r
268 shapecode_0_textured=1\r
269 shapecode_0_x=0.500000\r
270 shapecode_0_y=0.500000\r
271 shapecode_0_rad=6.650134\r
272 shapecode_0_ang=3.644249\r
273 shapecode_0_tex_ang=3.141593\r
274 shapecode_0_tex_zoom=0.274293\r
275 shapecode_0_r=0.500000\r
276 shapecode_0_g=0.500000\r
277 shapecode_0_b=1.000000\r
278 shapecode_0_a=0.180000\r
279 shapecode_0_r2=0.000000\r
280 shapecode_0_g2=0.000000\r
281 shapecode_0_b2=0.000000\r
282 shapecode_0_a2=0.000000\r
283 shapecode_0_border_r=1.000000\r
284 shapecode_0_border_g=1.000000\r
285 shapecode_0_border_b=1.000000\r
286 shapecode_0_border_a=0.000000\r
287 shape_0_init1=t1 = rand(100)*0.01;\r
288 shape_0_init2=t2 = rand(100)*0.01;\r
289 shape_0_per_frame1=rate = fps/(fps+1/3);\r
290 shape_0_per_frame2=beat = above(bass,bassthresh);\r
291 shape_0_per_frame3=bassthresh = beat*4 + (1-beat)*((bassthresh - 1.3)*rate+1.3);\r
292 shape_0_per_frame4=poly = if(beat,rand(30)+6,poly);\r
293 shape_0_per_frame5=sides = poly;\r
294 shape_0_per_frame6=\r
295 shape_0_per_frame7=te = te + max(bass/fps/3,0.003);\r
296 shape_0_per_frame8=x = 0.5+0.45*sin(te*1.87)+0.07*sin(time*0.6);\r
297 shape_0_per_frame9=y = 0.5+0.35*cos(te*1.87)+0.07*sin(time*1.3);\r
298 shape_0_per_frame10=ang = 3*sin(-te*1.67) + 3*cos(te*0.4);\r
299 shape_0_per_frame11=rad = rad * (0.9 + 0.2*t2);\r
300 shape_0_per_frame12=r = min(1,max(0,r + 0.4*sin(time*0.517 + 1)));\r
301 shape_0_per_frame13=g = min(1,max(0,g + 0.4*sin(time*0.491 + 2)));\r
302 shape_0_per_frame14=b = min(1,max(0,b + 0.4*sin(time*0.532 + 4)));\r
303 shape_0_per_frame15=r2 = min(1,max(0,r2 + 0.4*sin(time*0.457 + 3)));\r
304 shape_0_per_frame16=g2 = min(1,max(0,g2 + 0.4*sin(time*0.437 + 5)));\r
305 shape_0_per_frame17=b2 = min(1,max(0,b2 + 0.4*sin(time*0.484 + 6)));\r
306 shapecode_1_enabled=0\r
307 shapecode_1_sides=3\r
308 shapecode_1_additive=0\r
309 shapecode_1_thickOutline=1\r
310 shapecode_1_textured=1\r
311 shapecode_1_x=0.370000\r
312 shapecode_1_y=0.490000\r
313 shapecode_1_rad=0.749999\r
314 shapecode_1_ang=3.644249\r
315 shapecode_1_tex_ang=0.000000\r
316 shapecode_1_tex_zoom=1.000000\r
317 shapecode_1_r=1.000000\r
318 shapecode_1_g=1.000000\r
319 shapecode_1_b=1.000000\r
320 shapecode_1_a=1.000000\r
321 shapecode_1_r2=1.000000\r
322 shapecode_1_g2=1.000000\r
323 shapecode_1_b2=1.000000\r
324 shapecode_1_a2=0.000000\r
325 shapecode_1_border_r=0.000000\r
326 shapecode_1_border_g=0.000000\r
327 shapecode_1_border_b=1.000000\r
328 shapecode_1_border_a=0.000000\r
329 shape_1_init1=t1 = rand(100)*0.01;\r
330 shape_1_init2=t2 = rand(100)*0.01;\r
331 shape_1_init3=te = 1;\r
332 shape_1_init4=poly = 4;\r
333 shape_1_per_frame1=\r
334 shape_1_per_frame2=rate = fps/(fps+1/2);\r
335 shape_1_per_frame3=beat = above(bass,bassthresh);\r
336 shape_1_per_frame4=bassthresh = beat*4 + (1-beat)*((bassthresh - 1.5)*rate+1.5);\r
337 shape_1_per_frame5=ran = rand(8)+4;\r
338 shape_1_per_frame6=poly = if(beat,if(equal(ran,poly),poly+1,ran),poly);\r
339 shape_1_per_frame7=//poly = if(above(poly,8),4,poly);\r
340 shape_1_per_frame8=sides = poly;\r
341 shape_1_per_frame9=\r
342 shape_1_per_frame10=rate2 = fps/(fps+10);\r
343 shape_1_per_frame11=out = (1-beat)*rate2*out + beat;\r
344 shape_1_per_frame12=border_a = out;\r
345 shape_1_per_frame13=te = bass/fps/2 + te;\r
346 shape_1_per_frame14=x = x + 0.056*sin(te*1.67);\r
347 shape_1_per_frame15=y = y + 0.043*sin(te*1.23);\r
348 shape_1_per_frame16=ang = 3*sin(-te*0.67) + 3*cos(te*0.4);\r
349 shape_1_per_frame17=rad = rad * (0.9 + 0.2*t2) - 0.1*sin(te*1.51);;\r
350 shape_1_per_frame18=r = min(1,max(0,r + 0.3*sin(time*0.427 + 1)));\r
351 shape_1_per_frame19=g = min(1,max(0,g + 0.3*sin(time*0.401 + 2)));\r
352 shape_1_per_frame20=b = min(1,max(0,b + 0.3*sin(time*0.452 + 4)));\r
353 shape_1_per_frame21=r2 = min(1,max(0,r2 + 0.3*sin(time*0.417 + 3)));\r
354 shape_1_per_frame22=g2 = min(1,max(0,g2 + 0.3*sin(time*0.457 + 5)));\r
355 shape_1_per_frame23=b2 = min(1,max(0,b2 + 0.3*sin(time*0.434 + 6)));\r
356 shapecode_2_enabled=1\r
357 shapecode_2_sides=40\r
358 shapecode_2_additive=0\r
359 shapecode_2_thickOutline=1\r
360 shapecode_2_textured=1\r
361 shapecode_2_x=0.500000\r
362 shapecode_2_y=0.500000\r
363 shapecode_2_rad=0.853568\r
364 shapecode_2_ang=0.000000\r
365 shapecode_2_tex_ang=0.000000\r
366 shapecode_2_tex_zoom=1.220190\r
367 shapecode_2_r=0.980000\r
368 shapecode_2_g=0.000000\r
369 shapecode_2_b=0.890000\r
370 shapecode_2_a=1.000000\r
371 shapecode_2_r2=0.920000\r
372 shapecode_2_g2=1.000000\r
373 shapecode_2_b2=1.000000\r
374 shapecode_2_a2=0.050000\r
375 shapecode_2_border_r=1.000000\r
376 shapecode_2_border_g=1.000000\r
377 shapecode_2_border_b=0.000000\r
378 shapecode_2_border_a=0.000000\r
379 shape_2_init1=t1 = rand(100)*0.01;\r
380 shape_2_init2=t2 = rand(100)*0.01;\r
381 shape_2_init3=te = 1;\r
382 shape_2_init4=poly = 5;\r
383 shape_2_per_frame1=ang=sin(time*0.4)*0.05 * (sin(time*0.4)*0.5+0.5)\r
384 shapecode_3_enabled=0\r
385 shapecode_3_sides=3\r
386 shapecode_3_additive=0\r
387 shapecode_3_thickOutline=0\r
388 shapecode_3_textured=0\r
389 shapecode_3_x=0.500000\r
390 shapecode_3_y=0.500000\r
391 shapecode_3_rad=0.265151\r
392 shapecode_3_ang=0.000000\r
393 shapecode_3_tex_ang=0.000000\r
394 shapecode_3_tex_zoom=1.000000\r
395 shapecode_3_r=1.000000\r
396 shapecode_3_g=1.000000\r
397 shapecode_3_b=0.000000\r
398 shapecode_3_a=1.000000\r
399 shapecode_3_r2=0.100000\r
400 shapecode_3_g2=0.000000\r
401 shapecode_3_b2=0.000000\r
402 shapecode_3_a2=0.000000\r
403 shapecode_3_border_r=0.500000\r
404 shapecode_3_border_g=0.500000\r
405 shapecode_3_border_b=0.500000\r
406 shapecode_3_border_a=1.000000\r
407 shape_3_per_frame1=rate = fps/(fps+1/2);\r
408 shape_3_per_frame2=\r
409 shape_3_per_frame3=ang = time*0.5;\r
410 shape_3_per_frame4=vol = (bass_att+mid_att+treb_att)/6;\r
411 shape_3_per_frame5=te = vol/fps + te;\r
412 shape_3_per_frame6=x = x + 0.2*sin(te*1.14);\r
413 shape_3_per_frame7=y = y + 0.2*sin(te*0.96+2);\r
414 shape_3_per_frame8=\r
415 shape_3_per_frame9=beat = above(vol*1.5,bassthresh);\r
416 shape_3_per_frame10=bassthresh = beat*4 + (1-beat)*((bassthresh - 1.4)*rate+1.4);\r
417 shape_3_per_frame11=poly = if(beat,rand(5)+3,poly);\r
418 shape_3_per_frame12=poly = if(equal(poly,7),rand(50)+7,poly);\r
419 shape_3_per_frame13=sides = poly;\r
420 shape_3_per_frame14=rad = rad-log(poly)/100;\r
421 shape_3_per_frame15=\r
422 shape_3_per_frame16=a=pow(vol*2,2);\r
423 shape_3_per_frame17=border_a=a;\r
424 shape_3_per_frame18=rad=rad*0.7+a*0.015\r
425 per_frame_1=//This Preset is based on Geiss - Feedback and Geiss - Feedback 2\r
426 per_frame_2=\r
427 per_frame_3=//Ever since Geiss made those presets I've made slight changes\r
428 per_frame_4=//to them and saved them. They were so cool, I used to watch\r
429 per_frame_5=//them for hours. This preset is then one that flowed from\r
430 per_frame_6=//changing and tweaking those.\r
431 per_frame_7=\r
432 per_frame_8=//Almost everything is changed, but the one shape, (shape 4)\r
433 per_frame_9=//feeding back into the two bigger ones (shape 2 and 3) is\r
434 per_frame_10=//obtained from the Feedback presets.\r
435 per_frame_11=\r
436 per_frame_12=//I've added a 4th shape (shape 1) that is the big 'filter'\r
437 per_frame_13=//to change colours etc.  It is also textured, so thats why\r
438 per_frame_14=//the 'triple' feedback is for.\r
439 per_frame_15=\r
440 per_frame_16=//Shapes 3 and 2 can have their borders displayed in a strobe\r
441 per_frame_17=//like fashion on beats. They also change amount of sides.\r
442 per_frame_18=\r
443 per_frame_19=//-Reenen\r
444 per_frame_20=\r
445 per_frame_21=\r
446 per_frame_22=decay=1;\r
447 per_frame_23=\r
448 per_frame_24=vol=(bass+mid+treb)*0.25;\r
449 per_frame_25=vol=vol*vol;\r
450 per_frame_26=mtime=mtime+vol*0.018*(68/fps);\r
451 per_frame_27=q7=mtime;\r
452 per_frame_28=q8=vol\r
453 per_pixel_1=zoom=-1.02 + ((rad*(treb*10))*(bass*bass));\r