MILKDROP_PRESET_VERSION=201 PSVERSION=2 PSVERSION_WARP=2 PSVERSION_COMP=2 [preset00] fRating=2.000000 fGammaAdj=1.000 fDecay=0.500 fVideoEchoZoom=1.000 fVideoEchoAlpha=0.000 nVideoEchoOrientation=3 nWaveMode=0 bAdditiveWaves=0 bWaveDots=0 bWaveThick=1 bModWaveAlphaByVolume=0 bMaximizeWaveColor=0 bTexWrap=1 bDarkenCenter=0 bRedBlueStereo=0 bBrighten=0 bDarken=0 bSolarize=0 bInvert=0 fWaveAlpha=0.001 fWaveScale=1.311 fWaveSmoothing=0.000 fWaveParam=0.000 fModWaveAlphaStart=1.000 fModWaveAlphaEnd=1.000 fWarpAnimSpeed=0.010 fWarpScale=100.000 fZoomExponent=0.19913 fShader=0.000 zoom=1.00000 rot=0.00000 cx=0.500 cy=0.500 dx=0.00000 dy=0.00000 warp=0.01359 sx=1.00000 sy=1.00000 wave_r=0.000 wave_g=0.700 wave_b=1.000 wave_x=0.500 wave_y=0.500 ob_size=0.000 ob_r=0.000 ob_g=1.000 ob_b=0.000 ob_a=0.030 ib_size=0.500 ib_r=1.000 ib_g=1.000 ib_b=1.000 ib_a=0.000 nMotionVectorsX=64.000 nMotionVectorsY=48.000 mv_dx=0.000 mv_dy=0.000 mv_l=0.000 mv_r=1.000 mv_g=1.000 mv_b=0.000 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=0.16188 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=1 wavecode_1_bAdditive=1 wavecode_1_scaling=25.12601 wavecode_1_smoothing=1.00000 wavecode_1_r=1.000 wavecode_1_g=1.000 wavecode_1_b=1.000 wavecode_1_a=0.100 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=32 shapecode_0_additive=1 shapecode_0_thickOutline=1 shapecode_0_textured=0 shapecode_0_num_inst=1 shapecode_0_x=0.500 shapecode_0_y=0.500 shapecode_0_rad=1.19120 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=1.000 shapecode_0_a=1.000 shapecode_0_r2=0.000 shapecode_0_g2=0.000 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=0.000 shape_0_per_frame1=//ang = q1; shape_0_per_frame2=//rad = 1.6-.2*treb_att; shapecode_1_enabled=1 shapecode_1_sides=100 shapecode_1_additive=1 shapecode_1_thickOutline=1 shapecode_1_textured=1 shapecode_1_num_inst=1 shapecode_1_x=0.420 shapecode_1_y=0.300 shapecode_1_rad=0.39310 shapecode_1_ang=0.94248 shapecode_1_tex_ang=0.00000 shapecode_1_tex_zoom=0.82770 shapecode_1_r=0.000 shapecode_1_g=1.000 shapecode_1_b=0.000 shapecode_1_a=0.920 shapecode_1_r2=0.600 shapecode_1_g2=0.300 shapecode_1_b2=0.000 shapecode_1_a2=0.000 shapecode_1_border_r=0.000 shapecode_1_border_g=1.000 shapecode_1_border_b=0.000 shapecode_1_border_a=0.000 shape_1_per_frame1=ang = -0.5*q1; shapecode_2_enabled=1 shapecode_2_sides=100 shapecode_2_additive=0 shapecode_2_thickOutline=1 shapecode_2_textured=0 shapecode_2_num_inst=1 shapecode_2_x=0.420 shapecode_2_y=0.300 shapecode_2_rad=0.10783 shapecode_2_ang=0.94248 shapecode_2_tex_ang=0.00000 shapecode_2_tex_zoom=0.82770 shapecode_2_r=0.300 shapecode_2_g=1.000 shapecode_2_b=0.000 shapecode_2_a=0.920 shapecode_2_r2=0.600 shapecode_2_g2=0.300 shapecode_2_b2=0.000 shapecode_2_a2=0.000 shapecode_2_border_r=0.000 shapecode_2_border_g=1.000 shapecode_2_border_b=0.000 shapecode_2_border_a=0.000 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= per_frame_2=// buffering bass, mid and treb per_frame_3= per_frame_4=db = 0.6*db+.25*bass_att; per_frame_5=dm = 0.6*dm+.25*mid_att; per_frame_6=dt = 0.6*dt+.25*treb_att; per_frame_7= per_frame_8=//buffering them again per_frame_9=dbmt = 0.5*dbmt+.33*(db+dm+dt); per_frame_10= per_frame_11=//integrations over time per_frame_12=vv = vv + .1 * dbmt; per_frame_13=bb = bb +.1*db; per_frame_14=mm = mm +.1*dm; per_frame_15=tt = tt +.1*tt; per_frame_16= per_frame_17=q1 = 0.5*vv; per_frame_18= per_frame_19=//so I heard these things were slow as hell in the shaders... per_frame_20=q2 = sin(q1); per_frame_21=q3 = cos(q1); per_frame_22= per_frame_23=q4 = tt-bb+.15*vv; per_frame_24=q5 = bb-tt+.15*vv; per_frame_25= per_frame_26=//mhhm, color cycling... per_frame_27= per_frame_28=q6 = .5+.5*sin(0.15*q1); per_frame_29=q7 = .5+.5*cos(0.21*q1); per_frame_30=q8 = .5+.3*sin(0.05*q1)+.2*cos(0.3*q1); per_frame_31=q9 = .3+.7*sin(0.27*q1); per_pixel_1=vx = 0.25+cos(q4*0.2)*1; per_pixel_2=vy = 0.25+sin(q5*0.2)*1; per_pixel_3=z = 0; per_pixel_4=x = x - vx; per_pixel_5=y = y - vy; per_pixel_6= per_pixel_7=d = q1*0.1; per_pixel_8=xx = sin(d)*x + cos(d)*y; per_pixel_9=yy = cos(d)*x - sin(d)*y; per_pixel_10= per_pixel_11=x = xx; per_pixel_12=y = yy; per_pixel_13= per_pixel_14=cx = .2+.4*sin(0.2*q3); per_pixel_15=cy = .5+.1*tan(q2); per_pixel_16=cz = 0.5+.2*sin(0.1*q1); per_pixel_17= per_pixel_18=zoom = 0.32; per_pixel_19=w = 1/zoom*(1+sqrt(sqr(z-cz) + sqr(x-cx)+sqr(y-cy))); per_pixel_20=dx = -x*w;// + w*y; per_pixel_21=dy = -y*w ;// - w*x; warp_1=`shader_body warp_2=`{ warp_3=` warp_4=`float2 uv_m = 1.0 - abs( frac( uv * 0.5 ) * 2.0 - 1.0 ); // Eo.S' mirror code warp_5=`ret.x = tex2D( sampler_fc_main, uv_m ).x*0.5; warp_6=` warp_7=` warp_8=`// Fractal calculation in the green color channel warp_9=`float2 zoom =1.7; warp_10=`float2 c = float2(0.3875,0.73); warp_11=` warp_12=`float2 my_uv2 = (uv_orig-0.5)*zoom; warp_13=`my_uv2 = float2(my_uv2.x*my_uv2.x - my_uv2.y*my_uv2.y, 2*my_uv2.x*my_uv2.y) + c; // u -> u^2 + c warp_14=` warp_15=`ret.y = tex2D( sampler_fc_main, my_uv2).y; warp_16=` warp_17=`//Fade-out on all channels... warp_18=`ret = (ret -.02)*.98; warp_19=` warp_20=`} comp_1=`shader_body comp_2=`{ comp_3=` comp_4=`//I'm too lazy to use a custom float here... comp_5=`rand_preset = float4(q6,q7,q8,q9); comp_6=` comp_7=`// coloration of the red color channel comp_8=`ret = float3(1,1,1)*GetBlur3(uv).x; comp_9=`ret = lerp( ret, rand_preset.yzx, GetBlur2(uv).x*2); comp_10=`ret = lerp( ret, max(rand_preset.yxz*2,1), GetBlur1(uv).x*0.5); comp_11=`ret = lerp( ret, -0.1*rand_preset.zwy, GetPixel(uv).x); comp_12=` comp_13=`//spinning uv coordinates! (q2/3 are sin/cos calculations) comp_14=`float2 uv2 = uv-.5; comp_15=`uv2 = float2((uv2.x)*q3 - (uv2.y) * q2,(uv2.x)* q2 + (uv2.y) * q3)+.5; comp_16=` comp_17=`//adding some plasticity comp_18=`float2 d = texsize.zw*4; comp_19=`float1 dx = ( GetBlur1(uv2+float2(1,0)*d)-GetBlur1(uv2-float2(1,0)*d) ).y; comp_20=`float1 dy = ( GetBlur1(uv2+float2(0,1)*d)-GetBlur1(uv2-float2(0,1)*d) ).y; comp_21=`float2 uv_y = uv2+float2(dx,dy)*0.4; comp_22=` comp_23=`//coloration of the green color channel comp_24=`ret = lerp(ret,float3(.8,.8,.8),tex2D(sampler_main,uv_y).y); comp_25=`ret = lerp( ret, rand_preset, GetBlur2(uv2).y*2); comp_26=`ret = lerp( ret, max(rand_preset*2,1.2), GetBlur1(uv_y).y*0.5); comp_27=`ret = lerp( ret, -.01*rand_preset.xyw, GetPixel(uv2).y); comp_28=` comp_29=`//enable to check the warp shader comp_30=`//ret = GetPixel(uv); comp_31=`}