MILKDROP_PRESET_VERSION=201 PSVERSION=2 PSVERSION_WARP=2 PSVERSION_COMP=2 [preset00] fRating=3.000000 fGammaAdj=1.720 fDecay=1.000 fVideoEchoZoom=1.006 fVideoEchoAlpha=0.500 nVideoEchoOrientation=3 nWaveMode=1 bAdditiveWaves=1 bWaveDots=0 bWaveThick=0 bModWaveAlphaByVolume=0 bMaximizeWaveColor=1 bTexWrap=0 bDarkenCenter=0 bRedBlueStereo=0 bBrighten=0 bDarken=0 bSolarize=0 bInvert=0 fWaveAlpha=2.782 fWaveScale=0.590 fWaveSmoothing=0.360 fWaveParam=0.000 fModWaveAlphaStart=0.750 fModWaveAlphaEnd=0.950 fWarpAnimSpeed=1.000 fWarpScale=1.000 fZoomExponent=7.52390 fShader=0.000 zoom=1.00990 rot=0.00000 cx=0.500 cy=0.500 dx=0.00000 dy=0.00000 warp=1.00000 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=0.000 ob_g=0.000 ob_b=0.000 ob_a=1.000 ib_size=0.000 ib_r=0.250 ib_g=0.250 ib_b=0.250 ib_a=1.000 nMotionVectorsX=64.000 nMotionVectorsY=48.000 mv_dx=0.000 mv_dy=0.000 mv_l=0.000 mv_r=0.350 mv_g=0.350 mv_b=0.350 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=0 shapecode_0_sides=4 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=0.10000 shapecode_0_ang=0.00000 shapecode_0_tex_ang=0.00000 shapecode_0_tex_zoom=1.00000 shapecode_0_r=1.000 shapecode_0_g=0.000 shapecode_0_b=0.000 shapecode_0_a=1.000 shapecode_0_r2=0.000 shapecode_0_g2=1.000 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=0.100 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_1=warp=0; per_frame_2=state=if(above(bass_att,1.3),3,if(above(treb_att,1.3),2,1)); per_frame_3=wave_b=if(equal(state,2),.2+.2*sin(time),if(equal(state,3),.9+.1*sin(time),.6+.08*sin(time))); per_frame_4=wave_g=if(equal(state,2),0,if(equal(state,3),0,.49)); per_frame_5=wave_r=if(equal(state,2),.7+.1*sin(time*.888),0); per_frame_6=//zoom=if(above(bass_att+treb,2),1+sin(state*1.3)/10,1-sin(state*1.5)/10); per_frame_7=q1=state; per_frame_8=wave_mystery=wave_mystery+(1-zoom)*10; per_frame_9=// timed sidon sensor per_frame_10=// le = signal level; desired average value = 2 per_frame_11=le=1.4*bass_att+.1*bass+.5*treb; per_frame_12=pulse=above(le,th); per_frame_13=// pulsefreq = running average of interval between last 5 pulses per_frame_14=pulsefreq=if(equal(pulsefreq,0),2, per_frame_15=if(pulse,.8*pulsefreq+.2*(time-lastpulse),pulsefreq)); per_frame_16=lastpulse=if(pulse,time,lastpulse); per_frame_17=// bt = relative time; 0 = prev beat; 1 = expected beat per_frame_18=bt=(time-lastbeat)/(.5*beatfreq+.5*pulsefreq); per_frame_19=// hccp = handcicap for th driven by bt per_frame_20=hccp=(.03/(bt+.2))+.5*if(band(above(bt,.8),below(bt,1.2)), per_frame_21=(pow(sin((bt-1)*7.854),4)-1),0); per_frame_22=beat=band(above(le,th+hccp),btblock); per_frame_23=btblock=1-above(le,th+hccp); per_frame_24=lastbeat=if(beat,time,lastbeat); per_frame_25=beatfreq=if(equal(beatfreq,0),2, per_frame_26=if(beat,.8*beatfreq+.2*(time-lastbeat),beatfreq)); per_frame_27=// th = threshold per_frame_28=th=if(above(le,th),le+114/(le+10)-7.407, per_frame_29=th+th*.07/(th-12)+below(th,2.7)*.1*(2.7-th)); per_frame_30=th=if(above(th,6),6,th); per_frame_31=q3=30/fps; per_frame_32=ccl=ccl+beat; per_frame_33=minorccl=minorccl+.01*le; per_frame_34=q4=beat; per_frame_35=beatcounter = if(beat,beatcounter +1, beatcounter); per_frame_36=beatcounter = if(above(beatcounter,7), 0, beatcounter); per_frame_37=beateven = beatcounter%2; per_frame_38=q5 = beateven; per_frame_39=q8 =oldq8+ 0.005*(pow(1.2*bass+0.4*bass_att+0.1*treb+0.1*treb_att+0.1*mid+0.1*mid_att,6)/fps); per_frame_40=oldq8 = q8; per_frame_41=q9 = 0.0125*(q8 + time); per_pixel_1=grid=abs(x*18+3*q5)%2 + abs(y*18+3*q5)%2; per_pixel_2=cx = grid; per_pixel_3=cy = grid; per_pixel_4=zoom=1+0.5*if(bnot(grid),cos(rad*10*sin(q8))*.07,cos(x*10*sin(q8))*.07); per_pixel_5=rot = 0.01*(1-rad); per_pixel_6=dx=0.4*grid*(0.008*sin((y*2-1)*48)+0.008*sin((y*2-1)*64)); per_pixel_7=dy=0.4*grid*(0.008*cos((x*2-1)*64)+0.008*cos((x*2-1)*48)); warp_1=`#define sampler_pic sampler_cells warp_2=`sampler2D sampler_pic; warp_3=` warp_4=`shader_body warp_5=`{ warp_6=` ret = tex2D( sampler_main, uv ).xyz; warp_7=` warp_8=` // ERROR DIFFUSION DITHER - looks great warp_9=` float2 dither_uv = uv_orig*texsize.xy*texsize_noise_lq.zw + rand_frame.xy; warp_10=` ret += (tex2D(sampler_noise_lq, dither_uv).xyz-0.5)/256.0*1; warp_11=` warp_12=` // mix in img... warp_13=` float3 pic = tex2D(sampler_pic, uv_orig*aspect.xy).xyz; warp_14=` float lum = lum(pic); warp_15=` float use_it = abs(lum*0.8+0.1 - (0.5+roam_cos.y*0.25)); warp_16=` float LFNoise = tex2D(sampler_noise_lq, uv*0.1 + time*0.01).x*6-2; warp_17=` use_it = saturate(1 - use_it*(3+9*rand_preset.x) - LFNoise); warp_18=` ret = lerp(ret, pic, use_it.xxx); warp_19=` warp_20=` // darken over time warp_21=` //ret -= 0.004; warp_22=` //ret *= 0.99; warp_23=` ret *= 0.97 + 0.03*saturate( length(uv - uv_orig)*200 ); // center only warp_24=`} warp_25=` comp_1=`shader_body comp_2=`{ comp_3=` float rad_lq = rad * length(texsize.xy)*0.5; comp_4=` float ang_lq = ang; comp_5=` float2 uv_temp1 = (uv - 0.5) * texsize.xy; comp_6=` float rad_hq = length(uv_temp1); comp_7=` float ang_hq = atan2(-uv_temp1.y, uv_temp1.x); comp_8=` comp_9=` float2 uv2 = (uv - 0.5); comp_10=` float rad2 = rad_lq*0.8; comp_11=` float ang2 = ang_lq * M_INV_PI_2; comp_12=` comp_13=` // ROTATION OVER TIME comp_14=` #if 1 comp_15=` ang2 += q9; //rotate over time comp_16=` #endif comp_17=` comp_18=` // FIN TYPE comp_19=` //float fins = 1 + floor(rand_preset.z*5.95); comp_20=` float fins = 3 + floor(rand_preset.z*2.95); comp_21=` comp_22=` #if 1 // SHARP FINS comp_23=` ang2 = frac(ang2*fins)/fins; comp_24=` // ENABLE THIS TO MAKE THE FINS ALTERNATE: (seamless!) comp_25=` ang2 = abs(ang2 - 0.5/fins); comp_26=` #else // COSINE FINS - a bit slow comp_27=` ang2 = cos(ang2*M_PI_2*fins) * 0.023; comp_28=` #endif comp_29=` comp_30=` // RADIAL KALEIDOSCOPING? comp_31=` #if 0 comp_32=` rad2 *= g_fTexSize.z; comp_33=` // choose one: comp_34=` //rad2 = lerp(rad2, frac(rad2*3)/3.0, 0.5); comp_35=` rad2 = cos(rad2*5); comp_36=` //rad2 = sqrt(rad2)*0.5; comp_37=` //rad2 += abs(frac(rad2*7)-0.5)/7.0 * 1.15; // stepifier comp_38=` //rad2 += cos(rad2*61)*0.02; comp_39=` rad2 *= g_fTexSize.x; comp_40=` #endif comp_41=` comp_42=` ang2 *= M_PI_2; comp_43=` uv2 = 0.5 + rad2*float2(cos(ang2),sin(ang2))*texsize.zw; comp_44=` comp_45=` ret = tex2D(sampler_main, uv2).xyz; comp_46=` ret *= 1.2; // a little bit of overbright comp_47=`}