MILKDROP_PRESET_VERSION=201 PSVERSION=2 PSVERSION_WARP=2 PSVERSION_COMP=2 [preset00] fRating=4.000 fGammaAdj=1.900 fDecay=0.980 fVideoEchoZoom=1.169 fVideoEchoAlpha=0.000 nVideoEchoOrientation=0 nWaveMode=6 bAdditiveWaves=0 bWaveDots=0 bWaveThick=1 bModWaveAlphaByVolume=0 bMaximizeWaveColor=1 bTexWrap=1 bDarkenCenter=0 bRedBlueStereo=0 bBrighten=0 bDarken=0 bSolarize=0 bInvert=0 fWaveAlpha=0.433 fWaveScale=1.910 fWaveSmoothing=0.000 fWaveParam=-0.080 fModWaveAlphaStart=1.030 fModWaveAlphaEnd=1.610 fWarpAnimSpeed=1.729 fWarpScale=2.108 fZoomExponent=1.64463 fShader=0.000 zoom=1.01901 rot=0.00000 cx=0.500 cy=0.500 dx=0.00000 dy=0.00000 warp=0.45599 sx=1.00000 sy=1.00000 wave_r=0.500 wave_g=0.500 wave_b=0.500 wave_x=0.500 wave_y=0.500 ob_size=0.010 ob_r=1.000 ob_g=0.500 ob_b=0.250 ob_a=0.160 ib_size=0.010 ib_r=0.250 ib_g=0.250 ib_b=0.250 ib_a=0.000 nMotionVectorsX=12.000 nMotionVectorsY=9.000 mv_dx=0.000 mv_dy=0.000 mv_l=0.900 mv_r=1.000 mv_g=1.000 mv_b=1.000 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=30 shapecode_0_additive=0 shapecode_0_thickOutline=0 shapecode_0_textured=0 shapecode_0_num_inst=1 shapecode_0_x=0.500 shapecode_0_y=0.500 shapecode_0_rad=0.49138 shapecode_0_ang=0.00000 shapecode_0_tex_ang=0.00000 shapecode_0_tex_zoom=1.00000 shapecode_0_r=0.700 shapecode_0_g=0.700 shapecode_0_b=1.000 shapecode_0_a=0.170 shapecode_0_r2=0.000 shapecode_0_g2=0.200 shapecode_0_b2=0.000 shapecode_0_a2=0.000 shapecode_0_border_r=1.000 shapecode_0_border_g=1.000 shapecode_0_border_b=1.000 shapecode_0_border_a=0.000 shape_0_per_frame1=rad = rad + 0.02*cos(time*3); shapecode_1_enabled=0 shapecode_1_sides=4 shapecode_1_additive=0 shapecode_1_thickOutline=0 shapecode_1_textured=0 shapecode_1_num_inst=1 shapecode_1_x=0.500 shapecode_1_y=0.500 shapecode_1_rad=0.10000 shapecode_1_ang=0.00000 shapecode_1_tex_ang=0.00000 shapecode_1_tex_zoom=1.00000 shapecode_1_r=1.000 shapecode_1_g=0.000 shapecode_1_b=0.000 shapecode_1_a=1.000 shapecode_1_r2=0.000 shapecode_1_g2=1.000 shapecode_1_b2=0.000 shapecode_1_a2=0.000 shapecode_1_border_r=1.000 shapecode_1_border_g=1.000 shapecode_1_border_b=1.000 shapecode_1_border_a=0.100 shapecode_2_enabled=0 shapecode_2_sides=4 shapecode_2_additive=0 shapecode_2_thickOutline=0 shapecode_2_textured=0 shapecode_2_num_inst=1 shapecode_2_x=0.500 shapecode_2_y=0.500 shapecode_2_rad=0.10000 shapecode_2_ang=0.00000 shapecode_2_tex_ang=0.00000 shapecode_2_tex_zoom=1.00000 shapecode_2_r=1.000 shapecode_2_g=0.000 shapecode_2_b=0.000 shapecode_2_a=1.000 shapecode_2_r2=0.000 shapecode_2_g2=1.000 shapecode_2_b2=0.000 shapecode_2_a2=0.000 shapecode_2_border_r=1.000 shapecode_2_border_g=1.000 shapecode_2_border_b=1.000 shapecode_2_border_a=0.100 shapecode_3_enabled=0 shapecode_3_sides=4 shapecode_3_additive=0 shapecode_3_thickOutline=0 shapecode_3_textured=0 shapecode_3_num_inst=1 shapecode_3_x=0.500 shapecode_3_y=0.500 shapecode_3_rad=0.10000 shapecode_3_ang=0.00000 shapecode_3_tex_ang=0.00000 shapecode_3_tex_zoom=1.00000 shapecode_3_r=1.000 shapecode_3_g=0.000 shapecode_3_b=0.000 shapecode_3_a=1.000 shapecode_3_r2=0.000 shapecode_3_g2=1.000 shapecode_3_b2=0.000 shapecode_3_a2=0.000 shapecode_3_border_r=1.000 shapecode_3_border_g=1.000 shapecode_3_border_b=1.000 shapecode_3_border_a=0.100 per_frame_init_1=q10 = 0; per_frame_init_2=my_rot = 0; per_frame_init_3=my_zoom = 1; per_frame_init_4=s = 0.5; per_frame_1=wave_r = 0.85 + 0.25*sin(0.437*time+1); per_frame_2=wave_g = 0.85 + 0.25*sin(0.544*time+2); per_frame_3=wave_b = 0.85 + 0.25*sin(0.751*time+3); per_frame_4=dx = dx + 0.003*( 0.60*sin(0.234*time) + 0.40*sin(0.277*time) ); per_frame_5=dy = dy + 0.003*( 0.60*sin(0.284*time) + 0.40*sin(0.247*time) ); per_frame_6=decay = decay - 0.01*equal(frame%6,0); per_frame_7=dx = dx + dx_residual; per_frame_8=dy = dy + dy_residual; per_frame_9=bass_thresh = above(bass_att,bass_thresh)*2 + (1-above(bass_att,bass_thresh))*((bass_thresh-1.3)*0.96+1.3); per_frame_10=dx_residual = equal(bass_thresh,2.13)*0.016*sin(time*7) + (1-equal(bass_thresh,2.13))*dx_residual; per_frame_11=dy_residual = equal(bass_thresh,2.13)*0.012*sin(time*9) + (1-equal(bass_thresh,2.13))*dy_residual; per_frame_12=wave_x = wave_x - dx_residual*7; per_frame_13=wave_y = wave_y - dy_residual*7; per_frame_14=wave_mystery = time*37.03; per_frame_15= per_frame_16=new_rot = rot + 0.013*( 0.60*sin(17.381*time) + 0.40*sin(11.579*time) ); per_frame_17=new_zoom = zoom + 0.01*( 0.60*sin(20.1934*time+3) + 0.40*sin(16.307*time+9) ); per_frame_18=new_warp = warp + 0.34*( 0.60*sin(13.5442*time) + 0.40*sin(22.543*time) ); per_frame_19=new_cx = cx + 0.310*( 0.60*sin(16.374*time) + 0.40*sin(26.294*time) ); per_frame_20=new_cy = cy + 0.310*( 0.60*sin(18.393*time) + 0.40*sin(37.223*time) ); per_frame_21=new_s = rand(100)*0.01; per_frame_22= per_frame_23=// this is a great way to respond to beats: per_frame_24=// once you get one, let it decay at a constant rate!! per_frame_25=rg = max(rg*0.77, 0.02 + 0.5*min(2,max(0,mid_att-1)*1.3)); per_frame_26=q9 = rg; per_frame_27= per_frame_28=// custom beat detection code: (fps-independent; quiet songs don't freak out) per_frame_29=decay_rate = pow(0.993, fps); // lower # = more hasty to declare a beat per_frame_30=min_att = 2.5; // lower # = quieter songs can declare beats per_frame_31=decay_to = 1.0; // lower # = more hasty to declare a beat per_frame_32=beat = bass/max(min_att,bass_att); per_frame_33=beat = max(beat, mid /max(min_att,mid_att )); per_frame_34=beat = max(beat, treb/max(min_att,treb_att)); per_frame_35=beat = max( beat, (prev_beat-decay_to)*decay_rate + decay_to ); per_frame_36=beat_level = (beat - prev_beat - 0.07)*24; per_frame_37=is_beat = above(beat_level, 0.5); per_frame_38=prev_beat = beat; per_frame_39= // put your beat responses HERE: per_frame_40= wave_a = beat_level + 1.65; per_frame_41= rot = (1-is_beat)*my_rot + (is_beat)*new_rot; per_frame_42= zoom = (1-is_beat)*my_zoom + (is_beat)*new_zoom; per_frame_43= warp = (1-is_beat)*my_warp + (is_beat)*new_warp; per_frame_44= cx = (1-is_beat)*my_cx + (is_beat)*new_cx; per_frame_45= cy = (1-is_beat)*my_cy + (is_beat)*new_cy; per_frame_46= s = (1-is_beat)*my_s + (is_beat)*new_s; per_frame_47=my_rot = rot; per_frame_48=my_zoom = zoom; per_frame_49=my_warp = warp; per_frame_50=my_cx = cx; per_frame_51=my_cy = cy; per_frame_52=my_s = s; per_frame_53= per_frame_54=q11 = s; per_pixel_1=zoom = zoom + cos(ang*7)*0.02; warp_1=`shader_body warp_2=`{ warp_3=` float s = 0.01 + pow(q11, 2); // should be < about 1 warp_4=` float2 nz = tex3D( sampler_noisevol_hq, float3(uv_orig.xy*4*texsize.xy/850.0*s,time*0.1) ); warp_5=` warp_6=` float2 zz = uv_orig.xy * texsize.xy * 6 * 0.1 * s + nz*9; warp_7=` uv.xy += float2(cos(zz.y),cos(zz.x))*texsize.zw * 1.7 / s; warp_8=` warp_9=` // sample previous frame warp_10=` ret.xyz = tex2D( sampler_main, uv ).xyz; warp_11=` warp_12=` ret.xyz *= 0.99; warp_13=` warp_14=` // add noise: warp_15=` float2 dither_uv = uv_orig*texsize.xy*texsize_noise_lq.zw * 1 + rand_frame.xy; warp_16=` ret.xyz += (tex2D(sampler_noise_lq, dither_uv).xyz-0.5)/256.0 * 122 warp_17=` //* saturate(treb_att-1); warp_18=` *0.16; warp_19=` warp_20=` // color rotate & desaturate over time, to keep the globs white warp_21=` ret.xyz = lerp(ret.xyz, ret.zxy, 0.2); warp_22=`} comp_1=`shader_body comp_2=`{ comp_3=` ret = tex2D(sampler_main, uv).xyz; comp_4=` ret = ret*1.5 - 0.1; comp_5=`} comp_6=` comp_7=`