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path: root/musikcube_win32_with_milkdrop2_0.98.1/plugins/Milkdrop2/presets/Rovastar + Loadus + Geiss - FractalDrop (Triple Mix).milk
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Diffstat (limited to 'musikcube_win32_with_milkdrop2_0.98.1/plugins/Milkdrop2/presets/Rovastar + Loadus + Geiss - FractalDrop (Triple Mix).milk')
-rw-r--r--musikcube_win32_with_milkdrop2_0.98.1/plugins/Milkdrop2/presets/Rovastar + Loadus + Geiss - FractalDrop (Triple Mix).milk307
1 files changed, 307 insertions, 0 deletions
diff --git a/musikcube_win32_with_milkdrop2_0.98.1/plugins/Milkdrop2/presets/Rovastar + Loadus + Geiss - FractalDrop (Triple Mix).milk b/musikcube_win32_with_milkdrop2_0.98.1/plugins/Milkdrop2/presets/Rovastar + Loadus + Geiss - FractalDrop (Triple Mix).milk
new file mode 100644
index 0000000..2e91a9e
--- /dev/null
+++ b/musikcube_win32_with_milkdrop2_0.98.1/plugins/Milkdrop2/presets/Rovastar + Loadus + Geiss - FractalDrop (Triple Mix).milk
@@ -0,0 +1,307 @@
+MILKDROP_PRESET_VERSION=201
+PSVERSION=2
+PSVERSION_WARP=2
+PSVERSION_COMP=2
+[preset00]
+fRating=4.000000
+fGammaAdj=1.000
+fDecay=1.000
+fVideoEchoZoom=1.007
+fVideoEchoAlpha=0.500
+nVideoEchoOrientation=1
+nWaveMode=7
+bAdditiveWaves=1
+bWaveDots=0
+bWaveThick=0
+bModWaveAlphaByVolume=1
+bMaximizeWaveColor=1
+bTexWrap=1
+bDarkenCenter=0
+bRedBlueStereo=0
+bBrighten=0
+bDarken=0
+bSolarize=0
+bInvert=0
+fWaveAlpha=0.100
+fWaveScale=3.815
+fWaveSmoothing=0.900
+fWaveParam=0.000
+fModWaveAlphaStart=0.000
+fModWaveAlphaEnd=1.100
+fWarpAnimSpeed=1.000
+fWarpScale=1.000
+fZoomExponent=1.00000
+fShader=0.000
+zoom=1.00990
+rot=0.00000
+cx=0.500
+cy=0.500
+dx=0.00000
+dy=0.00000
+warp=0.04177
+sx=1.00000
+sy=1.00000
+wave_r=0.650
+wave_g=0.650
+wave_b=1.000
+wave_x=0.500
+wave_y=0.500
+ob_size=0.007
+ob_r=0.000
+ob_g=0.000
+ob_b=0.000
+ob_a=0.000
+ib_size=0.260
+ib_r=0.250
+ib_g=0.250
+ib_b=0.250
+ib_a=0.000
+nMotionVectorsX=64.000
+nMotionVectorsY=48.000
+mv_dx=0.000
+mv_dy=0.000
+mv_l=0.850
+mv_r=0.500
+mv_g=0.500
+mv_b=0.500
+mv_a=0.000
+b1n=0.000
+b2n=0.000
+b3n=0.000
+b1x=1.000
+b2x=1.000
+b3x=1.000
+b1ed=0.250
+wavecode_0_enabled=0
+wavecode_0_samples=512
+wavecode_0_sep=0
+wavecode_0_bSpectrum=0
+wavecode_0_bUseDots=0
+wavecode_0_bDrawThick=0
+wavecode_0_bAdditive=0
+wavecode_0_scaling=1.00000
+wavecode_0_smoothing=0.50000
+wavecode_0_r=1.000
+wavecode_0_g=1.000
+wavecode_0_b=1.000
+wavecode_0_a=1.000
+wavecode_1_enabled=0
+wavecode_1_samples=512
+wavecode_1_sep=0
+wavecode_1_bSpectrum=0
+wavecode_1_bUseDots=0
+wavecode_1_bDrawThick=0
+wavecode_1_bAdditive=0
+wavecode_1_scaling=1.00000
+wavecode_1_smoothing=0.50000
+wavecode_1_r=1.000
+wavecode_1_g=1.000
+wavecode_1_b=1.000
+wavecode_1_a=1.000
+wavecode_2_enabled=0
+wavecode_2_samples=512
+wavecode_2_sep=0
+wavecode_2_bSpectrum=0
+wavecode_2_bUseDots=0
+wavecode_2_bDrawThick=0
+wavecode_2_bAdditive=0
+wavecode_2_scaling=1.00000
+wavecode_2_smoothing=0.50000
+wavecode_2_r=1.000
+wavecode_2_g=1.000
+wavecode_2_b=1.000
+wavecode_2_a=1.000
+wavecode_3_enabled=0
+wavecode_3_samples=512
+wavecode_3_sep=0
+wavecode_3_bSpectrum=0
+wavecode_3_bUseDots=0
+wavecode_3_bDrawThick=0
+wavecode_3_bAdditive=0
+wavecode_3_scaling=1.00000
+wavecode_3_smoothing=0.50000
+wavecode_3_r=1.000
+wavecode_3_g=1.000
+wavecode_3_b=1.000
+wavecode_3_a=1.000
+shapecode_0_enabled=1
+shapecode_0_sides=3
+shapecode_0_additive=0
+shapecode_0_thickOutline=0
+shapecode_0_textured=0
+shapecode_0_num_inst=1
+shapecode_0_x=0.370
+shapecode_0_y=0.500
+shapecode_0_rad=6.81129
+shapecode_0_ang=3.64425
+shapecode_0_tex_ang=0.00000
+shapecode_0_tex_zoom=1.00000
+shapecode_0_r=0.000
+shapecode_0_g=0.000
+shapecode_0_b=0.000
+shapecode_0_a=0.500
+shapecode_0_r2=0.000
+shapecode_0_g2=0.000
+shapecode_0_b2=0.000
+shapecode_0_a2=0.500
+shapecode_0_border_r=1.000
+shapecode_0_border_g=1.000
+shapecode_0_border_b=1.000
+shapecode_0_border_a=1.000
+shape_0_init1=t1 = rand(100)*0.01;
+shape_0_init2=t2 = rand(100)*0.01;
+shape_0_per_frame1=ang = q1*(0.303 + 0.01*t1);
+shape_0_per_frame2=r = min(1,max(0,0+ 0.1*sin(time*0.417 + 1)));
+shape_0_per_frame3=g = min(1,max(0,0 + 0.1*sin(time*0.391 + 2)));
+shape_0_per_frame4=b = min(1,max(0,0 + 0.1*sin(time*0.432 + 4)));
+shape_0_per_frame5=r2 = min(1,max(0,r2 + 0.02*sin(time*0.657 + 3)));
+shape_0_per_frame6=g2 = min(1,max(0,g2 + 0.02*sin(time*0.737 + 5)));
+shape_0_per_frame7=b2 = min(1,max(0,b2 + 0.02*sin(time*0.884 + 6)));
+shape_0_per_frame8=additive =0.5+0.15*(bass+bass_att);
+shapecode_1_enabled=1
+shapecode_1_sides=100
+shapecode_1_additive=1
+shapecode_1_thickOutline=0
+shapecode_1_textured=1
+shapecode_1_num_inst=1
+shapecode_1_x=0.370
+shapecode_1_y=0.500
+shapecode_1_rad=0.89796
+shapecode_1_ang=3.64425
+shapecode_1_tex_ang=0.00000
+shapecode_1_tex_zoom=1.00000
+shapecode_1_r=1.000
+shapecode_1_g=1.000
+shapecode_1_b=1.000
+shapecode_1_a=0.500
+shapecode_1_r2=0.000
+shapecode_1_g2=0.000
+shapecode_1_b2=0.000
+shapecode_1_a2=1.000
+shapecode_1_border_r=1.000
+shapecode_1_border_g=1.000
+shapecode_1_border_b=1.000
+shapecode_1_border_a=0.000
+shape_1_init1=t1 = rand(100)*0.01;
+shape_1_init2=t2 = rand(100)*0.01;
+shape_1_per_frame1=x = x + 0.07*sin(q1*0.15+3);
+shape_1_per_frame2=y = y + 0.03*sin(q1*0.19+1);
+shape_1_per_frame3=tex_ang = q1*(0.01 + 0.0001*t1);
+shape_1_per_frame4=r = min(1,max(0,r + 0.01*sin(time*0.0417 + 1)));
+shape_1_per_frame5=g = min(1,max(0,g + 0.01*sin(time*0.391 + 2)));
+shape_1_per_frame6=b = min(1,max(0,b + 0.01*sin(time*0.432 + 4)));
+shape_1_per_frame7=r2 = min(1,max(0,r2 + 0.01*sin(time*0.457 + 3)));
+shape_1_per_frame8=g2 = min(1,max(0,g2 + 0.01*sin(time*0.0437 + 5)));
+shape_1_per_frame9=b2 = min(1,max(0,b2 + 0.01*sin(time*0.484 + 6)));
+shapecode_2_enabled=1
+shapecode_2_sides=100
+shapecode_2_additive=1
+shapecode_2_thickOutline=0
+shapecode_2_textured=1
+shapecode_2_num_inst=1
+shapecode_2_x=0.670
+shapecode_2_y=0.430
+shapecode_2_rad=0.51386
+shapecode_2_ang=4.20974
+shapecode_2_tex_ang=0.00000
+shapecode_2_tex_zoom=1.00000
+shapecode_2_r=1.000
+shapecode_2_g=1.000
+shapecode_2_b=1.000
+shapecode_2_a=1.000
+shapecode_2_r2=0.000
+shapecode_2_g2=0.000
+shapecode_2_b2=0.000
+shapecode_2_a2=1.000
+shapecode_2_border_r=1.000
+shapecode_2_border_g=1.000
+shapecode_2_border_b=1.000
+shapecode_2_border_a=0.000
+shape_2_init1=t1 = rand(100)*0.01;
+shape_2_init2=t2 = rand(100)*0.01;
+shape_2_per_frame1=x = x + 0.05*sin(q1*0.017);
+shape_2_per_frame2=y = y + 0.09*sin(q1*0.013);
+shape_2_per_frame3=tex_ang = q1*(0.02 + 0.0001*t1);
+shape_2_per_frame4=rad = rad * (0.9 + 0.2*t2);
+shape_2_per_frame5=r = min(1,max(0,r + 0.01*sin(time*0.417 + 1)));
+shape_2_per_frame6=g = min(1,max(0,g + 0.01*sin(time*0.391 + 2)));
+shape_2_per_frame7=b = min(1,max(0,b + 0.01*sin(time*0.432 + 4)));
+shape_2_per_frame8=r2 = min(1,max(0,r2 + 0.01*sin(time*0.457 + 3)));
+shape_2_per_frame9=g2 = min(1,max(0,g2 + 0.01*sin(time*0.437 + 5)));
+shape_2_per_frame10=b2 = min(1,max(0,b2 + 0.01*sin(time*0.484 + 6)));
+shapecode_3_enabled=1
+shapecode_3_sides=100
+shapecode_3_additive=1
+shapecode_3_thickOutline=0
+shapecode_3_textured=1
+shapecode_3_num_inst=1
+shapecode_3_x=0.500
+shapecode_3_y=0.500
+shapecode_3_rad=0.22298
+shapecode_3_ang=0.00000
+shapecode_3_tex_ang=0.00000
+shapecode_3_tex_zoom=1.00000
+shapecode_3_r=0.600
+shapecode_3_g=0.800
+shapecode_3_b=1.000
+shapecode_3_a=1.000
+shapecode_3_r2=0.000
+shapecode_3_g2=0.000
+shapecode_3_b2=0.000
+shapecode_3_a2=1.000
+shapecode_3_border_r=1.000
+shapecode_3_border_g=1.000
+shapecode_3_border_b=1.000
+shapecode_3_border_a=0.000
+shape_3_per_frame1=x = x + 0.08*sin(q1*0.25);
+shape_3_per_frame2=y = y + 0.1*sin(q1*0.5+2);
+shape_3_per_frame3=ang = time;
+per_frame_1=movement = movement + 0.1*max(0,bass+bass_att-2) + 0.15*pow(bass,3) + 0.005;
+per_frame_2=q1 = movement;
+per_frame_3=monitor =q1;
+warp_1=`shader_body
+warp_2=`{
+warp_3=` // sample previous frame
+warp_4=` ret = tex2D( sampler_main, uv ).xyz;
+warp_5=`
+warp_6=` // take the difference between the crisp and blurred images,
+warp_7=` // then add it back into the image. Creates spots and stripes over time,
+warp_8=` // basically by breaking up big blocks of white color.
+warp_9=` ret += (ret - GetBlur1(uv))*0.5;
+warp_10=` ret *= 0.9;
+warp_11=`
+warp_12=` // add noise:
+warp_13=` float2 dither_uv = uv_orig*texsize.xy*texsize_noise_lq.zw * 0.4 + rand_frame.xy;
+warp_14=` ret += (tex2D(sampler_noise_lq, dither_uv).xyz-0.5)/256.0 * 12 * saturate(treb_att-1);
+warp_15=`
+warp_16=` // desaturate over time, to keep the globs white
+warp_17=` ret = lerp(ret, lum(ret), 0.08);
+warp_18=`}
+comp_1=`shader_body
+comp_2=`{
+comp_3=` float2 uv2, uv3;
+comp_4=` float ang2, c, s;
+comp_5=`
+comp_6=` uv -= 0.5;
+comp_7=` uv *= aspect.xy;
+comp_8=`
+comp_9=` ang2 = 6.28*0.333;
+comp_10=` c = cos(ang2);
+comp_11=` s = sin(ang2);
+comp_12=` uv2.x = uv.x*c - uv.y*s;
+comp_13=` uv2.y = uv.x*s + uv.y*c;
+comp_14=`
+comp_15=` ang2 = 6.28*0.667;
+comp_16=` c = cos(ang2);
+comp_17=` s = sin(ang2);
+comp_18=` uv3.x = uv.x*c - uv.y*s;
+comp_19=` uv3.y = uv.x*s + uv.y*c;
+comp_20=`
+comp_21=` ret = tex2D(sampler_main, uv + 0.5).xyz;
+comp_22=` ret = max(ret, tex2D(sampler_main,uv2 + 0.5).xyz);
+comp_23=` ret = max(ret, tex2D(sampler_main,uv3 + 0.5).xyz);
+comp_24=`
+comp_25=` //ret *= 1.3; // a little bit of overbright
+comp_26=`}
+comp_27=`
+comp_28=`