MILKDROP_PRESET_VERSION=201 PSVERSION=2 PSVERSION_WARP=2 PSVERSION_COMP=2 [preset00] fRating=3.000 fGammaAdj=2.000 fDecay=0.880 fVideoEchoZoom=1.007 fVideoEchoAlpha=0.500 nVideoEchoOrientation=3 nWaveMode=0 bAdditiveWaves=0 bWaveDots=1 bWaveThick=1 bModWaveAlphaByVolume=0 bMaximizeWaveColor=1 bTexWrap=0 bDarkenCenter=0 bRedBlueStereo=0 bBrighten=0 bDarken=1 bSolarize=0 bInvert=0 fWaveAlpha=100.000 fWaveScale=0.590 fWaveSmoothing=0.000 fWaveParam=0.700 fModWaveAlphaStart=0.750 fModWaveAlphaEnd=0.950 fWarpAnimSpeed=1.000 fWarpScale=1.000 fZoomExponent=0.42000 fShader=1.000 zoom=1.00000 rot=0.00000 cx=0.500 cy=0.500 dx=0.00000 dy=0.00000 warp=0.01000 sx=1.00000 sy=1.00000 wave_r=1.000 wave_g=1.000 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=1.000 ib_size=0.010 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=5.000 mv_r=0.000 mv_g=0.000 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=1 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 wave_0_per_point1=//Spiral custom wave code by stahlregen ;) wave_0_per_point2=amplitude = .1+.05*bass_att; wave_0_per_point3=turns = 7.5; wave_0_per_point4=centerx = .25; wave_0_per_point5=centery = .35; wave_0_per_point6=size = .5; wave_0_per_point7=speed = -1; wave_0_per_point8=x = centerx+(size-size*sample)*sin(speed*3.14*time+sample*6.28*turns)*(1+amplitude*(value1+value2)); wave_0_per_point9=y = centery+(size-size*sample)*cos(speed*3.14*time+sample*6.28*turns)*(1+amplitude*(value1+value2)); wavecode_1_enabled=1 wavecode_1_samples=462 wavecode_1_sep=0 wavecode_1_bSpectrum=0 wavecode_1_bUseDots=1 wavecode_1_bDrawThick=1 wavecode_1_bAdditive=1 wavecode_1_scaling=1.00000 wavecode_1_smoothing=0.00000 wavecode_1_r=1.000 wavecode_1_g=1.000 wavecode_1_b=1.000 wavecode_1_a=0.800 wave_1_per_frame1=r = .5 + .4*sin(0.5*(time*1.13+bass)); wave_1_per_frame2=g = .5 + .4*cos(0.5*(time*1.23+treb)); wave_1_per_frame3=b = .5 + .4*sin(0.5*(time*1.33+mid)); wave_1_per_point1=//Spiral custom wave code by stahlregen ;) wave_1_per_point2=amplitude = .075+.025*bass_att; wave_1_per_point3=turns = 7; wave_1_per_point4=centerx = .5+.015*sin(time)+.015*cos(3.28+time*0.01); wave_1_per_point5=centery = .5+.015*cos(time)+.015*sin(3.14+time*0.01); wave_1_per_point6=size = .28; wave_1_per_point7=speed = 1.25; wave_1_per_point8=x = centerx+(size-size*sample)*sin(speed*3.14*time+sample*6.28*turns)*(1+amplitude*(value1+value2)); wave_1_per_point9=y = centery+(size-size*sample)*cos(speed*3.14*time+sample*6.28*turns)*(1+amplitude*(value1+value2)); 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=100 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=71.13834 shapecode_0_ang=0.00000 shapecode_0_tex_ang=0.00000 shapecode_0_tex_zoom=1.00000 shapecode_0_r=0.500 shapecode_0_g=0.500 shapecode_0_b=0.500 shapecode_0_a=0.020 shapecode_0_r2=0.500 shapecode_0_g2=0.500 shapecode_0_b2=0.500 shapecode_0_a2=0.020 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=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=1 shapecode_2_sides=100 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=0.03030 shapecode_2_ang=0.00000 shapecode_2_tex_ang=0.00000 shapecode_2_tex_zoom=1.00000 shapecode_2_r=0.800 shapecode_2_g=0.800 shapecode_2_b=0.800 shapecode_2_a=0.600 shapecode_2_r2=0.700 shapecode_2_g2=0.700 shapecode_2_b2=0.700 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=0.000 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=zoom = 1.0+0.025*max(bass_att,treb_att); warp_1=`#define MyGet GetPixel //GetBlur1 warp_2=`shader_body warp_3=`{ warp_4=` // GROW EFFECT - bright pixels spread radially outward. warp_5=` // BE CAREFUL - this can really thrash the texture cache! (SLOW) warp_6=` float grad_rad = 8; //TWEAK warp_7=` float str = 4; //TWEAK warp_8=` float3 d = float3(texsize.zw, 0) * grad_rad; warp_9=` float4 lums = 0; warp_10=` lums.x = lum( MyGet(uv + texsize.zw*d.xz) ); warp_11=` lums.y = lum( MyGet(uv - texsize.zw*d.xz) ); warp_12=` lums.z = lum( MyGet(uv + texsize.zw*d.zy) ); warp_13=` lums.w = lum( MyGet(uv - texsize.zw*d.zy) ); warp_14=` float2 grad = float2(lums.x-lums.y, lums.z-lums.w)*str*1000/grad_rad; warp_15=` grad = (saturate(grad*0.5+0.5)*2-1)*1.4; warp_16=` warp_17=` // sample previous frame warp_18=` ret = tex2D( sampler_fc_main, uv + grad*texsize.zw ).xyz; warp_19=` warp_20=`float2 uv_echo = (uv - 0.5)*float2(-1,-1) + 0.5; warp_21=` warp_22=` float4 lums2 = 0; warp_23=` lums2.x = lum( MyGet(uv_echo + texsize.zw*d.xz) ); warp_24=` lums2.y = lum( MyGet(uv_echo - texsize.zw*d.xz) ); warp_25=` lums2.z = lum( MyGet(uv_echo + texsize.zw*d.zy) ); warp_26=` lums2.w = lum( MyGet(uv_echo - texsize.zw*d.zy) ); warp_27=` float2 grad2 = float2(lums2.x-lums2.y, lums2.z-lums2.w)*str*1000/grad_rad; warp_28=` grad2 = (saturate(grad2*0.5+0.5)*2-1)*1.4; warp_29=` warp_30=`float3 ret2 = tex2D(sampler_fc_main, uv_echo + grad2*texsize.zw).xyz; warp_31=` warp_32=`ret = lerp(ret,ret2,0.50); warp_33=` warp_34=` // darken (decay) over time warp_35=` ret *= 0.93; //or try: ret -= 0.004; warp_36=`} comp_1=`shader_body comp_2=`{ comp_3=` comp_4=`float2 uv1 = uv-.5; comp_5=` comp_6=`float3 ret1 = tex2D(sampler_main, uv) +tex2D(sampler_main, 1-uv)*0; comp_7=` comp_8=` comp_9=`float2 hor = float2 (texsize.z,0); comp_10=`float2 ver = float2 (0,texsize.w); comp_11=`float dx = GetPixel (uv-hor) - GetPixel (uv+hor); comp_12=`float dy = GetPixel (uv-ver) - GetPixel (uv+ver); comp_13=`float2 dz = float2 (dx,dy); comp_14=` comp_15=`uv1 = .3*cos(uv1*2+1.7) -2*dz;; comp_16=`float3 dots = saturate(.03/length(uv1)); comp_17=` comp_18=` comp_19=`ret1 = (-ret1/4) + 6*dots*(-0.08+ret1); comp_20=` comp_21=`ret = ret1; comp_22=`}