MILKDROP_PRESET_VERSION=201 PSVERSION=2 PSVERSION_WARP=2 PSVERSION_COMP=2 [preset00] fRating=1.000 fGammaAdj=2.000 fDecay=1.000 fVideoEchoZoom=1.000 fVideoEchoAlpha=0.000 nVideoEchoOrientation=0 nWaveMode=2 bAdditiveWaves=1 bWaveDots=1 bWaveThick=0 bModWaveAlphaByVolume=0 bMaximizeWaveColor=0 bTexWrap=1 bDarkenCenter=0 bRedBlueStereo=0 bBrighten=0 bDarken=0 bSolarize=0 bInvert=0 fWaveAlpha=4.100 fWaveScale=2.850 fWaveSmoothing=0.630 fWaveParam=0.000 fModWaveAlphaStart=0.710 fModWaveAlphaEnd=1.300 fWarpAnimSpeed=1.000 fWarpScale=1.000 fZoomExponent=1.00000 fShader=0.000 zoom=0.99990 rot=0.10000 cx=0.500 cy=0.500 dx=0.00000 dy=0.00000 warp=1.00000 sx=1.00000 sy=1.00000 wave_r=0.000 wave_g=0.000 wave_b=1.000 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=0.100 ib_size=0.500 ib_r=0.000 ib_g=0.000 ib_b=0.000 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=0 shapecode_0_sides=100 shapecode_0_additive=0 shapecode_0_thickOutline=0 shapecode_0_textured=1 shapecode_0_num_inst=1 shapecode_0_x=0.500 shapecode_0_y=0.900 shapecode_0_rad=0.15493 shapecode_0_ang=0.00000 shapecode_0_tex_ang=0.00000 shapecode_0_tex_zoom=0.77977 shapecode_0_r=1.000 shapecode_0_g=1.000 shapecode_0_b=1.000 shapecode_0_a=1.000 shapecode_0_r2=1.000 shapecode_0_g2=1.000 shapecode_0_b2=1.000 shapecode_0_a2=1.000 shapecode_0_border_r=1.000 shapecode_0_border_g=1.000 shapecode_0_border_b=1.000 shapecode_0_border_a=0.000 shapecode_1_enabled=1 shapecode_1_sides=4 shapecode_1_additive=0 shapecode_1_thickOutline=0 shapecode_1_textured=1 shapecode_1_num_inst=1 shapecode_1_x=0.500 shapecode_1_y=0.500 shapecode_1_rad=0.98608 shapecode_1_ang=0.00000 shapecode_1_tex_ang=3.14159 shapecode_1_tex_zoom=0.75668 shapecode_1_r=1.000 shapecode_1_g=1.000 shapecode_1_b=1.000 shapecode_1_a=1.000 shapecode_1_r2=1.000 shapecode_1_g2=1.000 shapecode_1_b2=1.000 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_per_frame1=ang = ang + (bass*.2) + (time*.4); shapecode_2_enabled=0 shapecode_2_sides=100 shapecode_2_additive=0 shapecode_2_thickOutline=0 shapecode_2_textured=1 shapecode_2_num_inst=1 shapecode_2_x=0.900 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=1.000 shapecode_2_b=1.000 shapecode_2_a=1.000 shapecode_2_r2=1.000 shapecode_2_g2=1.000 shapecode_2_b2=1.000 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=0.100 shape_2_per_frame1=x = sin(time) * .4 + .5; shape_2_per_frame2= shape_2_per_frame3= shape_2_per_frame4=pow( (bass*.15),2); 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=wave_b = wave_b + 0.45*(0.5*sin(time*0.701)+ 0.3*cos(time*0.438)); per_frame_3=wave_r = wave_r - 0.4*(0.5*sin(time*4.782)+0.5*cos(time*0.522)); per_frame_4=wave_g = wave_g + 0.4*sin(time*1.731); per_frame_5=ob_r = above(bass_att,bass)*(bass_att-bass)*4; per_frame_6=volume = 0.3*(bass+mid+att); per_frame_7=beatrate = equal(beatrate,0) + (1-equal(beatrate,0))*(below(volume,0.01) + (1-below(volume,0.01))*beatrate); per_frame_8=lastbeat = lastbeat + equal(lastbeat,0)*time; per_frame_9=meanbass_att = 0.1*(meanbass_att*9 + bass_att); per_frame_10=peakbass_att = max(bass_att,peakbass_att); per_frame_11=beat = above(volume,0.8)*below(peakbass_att - bass_att, 0.05*peakbass_att)*above(time - lastbeat, 0.1 + 0.5*(beatrate - 0.1)); per_frame_12=beatrate = max(if(beat,if(below(time-lastbeat,2*beatrate),0.1*(beatrate*9 + time - lastbeat),beatrate),beatrate),0.1); per_frame_13=peakbass_att = beat*bass_att + (1-beat)*peakbass_att*(above(time - lastbeat, 2*beatrate)*0.95 + (1-above(time - lastbeat, 2*beatrate))*0.995); per_frame_14=lastbeat = beat*time + (1-beat)*lastbeat; per_frame_15=peakbass_att = max(peakbass_att,1.1*meanbass_att); per_frame_16=beatcounter = beatcounter + beat; per_frame_17=mode = if(beat*equal(beatcounter%2,0),1-mode,mode); per_frame_18=mode2 = if(beat,(mode2 + rand(7) + 1)%8,mode2); per_frame_19=mode3 = if(beat,(mode3 + rand(7) + 1)%8,mode3); per_frame_20=q1 = 2*mode-1; per_frame_21=q2 = mode2 + 2; per_frame_22=q3 = 1/q2; per_frame_23=q4 = mode3 + 2; per_frame_24=q5 = 1/q4; per_frame_25=wave_x = (rand(q2)+0.5)*q3; per_frame_26=wave_y = (rand(q4)+0.5)*q5; per_frame_27=decay = decay - 0.1*equal(frame%50,0); per_pixel_1=cx = ((0&(x*q2-0.5))+0.5)*q3; per_pixel_2=cy = ((0&(y*q4-0.5))+0.5)*q5; per_pixel_3=rot = rot*pow(-1,(0&(x*q2-0.5)) + (0&(y*q4-0.5)))*q1; warp_1=`shader_body warp_2=`{ warp_3=` // sample previous frame warp_4=` ret.xyz = 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=` float3 b = GetBlur1(uv)*0.3 + GetBlur2(uv)*0.4 + GetBlur3(uv)*0.3; warp_9=` ret.xyz += (ret.xyz - b)*0.3; warp_10=` ret.xyz *= 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.xyz += (tex2D(sampler_noise_lq, dither_uv).xyz-0.5)/256.0 * 122 warp_15=` * (saturate(treb_att-1)*0.4+0.3); warp_16=` warp_17=` // desaturate over time, to keep the globs white warp_18=` ret.xyz = lerp(ret.xyz, lum(ret.xyz), 0.2); warp_19=`} comp_1=`shader_body comp_2=`{ comp_3=` float3 bands = tex2D(sampler_main, uv).xyz; comp_4=` ret = bands; comp_5=` ret *= lum(bands)*float3(1.7,3,6)*0.9; comp_6=` comp_7=` comp_8=` comp_9=`}