MILKDROP_PRESET_VERSION=201 PSVERSION=3 PSVERSION_WARP=2 PSVERSION_COMP=3 [preset00] fRating=4.000 fGammaAdj=2.000 fDecay=0.980 fVideoEchoZoom=2.000 fVideoEchoAlpha=0.000 nVideoEchoOrientation=0 nWaveMode=0 bAdditiveWaves=0 bWaveDots=0 bWaveThick=0 bModWaveAlphaByVolume=0 bMaximizeWaveColor=1 bTexWrap=1 bDarkenCenter=1 bRedBlueStereo=0 bBrighten=0 bDarken=0 bSolarize=0 bInvert=0 fWaveAlpha=0.800 fWaveScale=1.000 fWaveSmoothing=0.750 fWaveParam=0.000 fModWaveAlphaStart=0.750 fModWaveAlphaEnd=0.950 fWarpAnimSpeed=1.000 fWarpScale=1.000 fZoomExponent=1.00000 fShader=0.000 zoom=1.00000 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=0.000 wave_g=0.000 wave_b=0.000 wave_x=0.000 wave_y=0.000 ob_size=0.010 ob_r=0.000 ob_g=0.000 ob_b=0.000 ob_a=0.000 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=1 wavecode_0_samples=100 wavecode_0_sep=10 wavecode_0_bSpectrum=1 wavecode_0_bUseDots=0 wavecode_0_bDrawThick=0 wavecode_0_bAdditive=1 wavecode_0_scaling=1.00000 wavecode_0_smoothing=0.00000 wavecode_0_r=1.000 wavecode_0_g=1.000 wavecode_0_b=1.000 wavecode_0_a=0.000 wave_0_init1=samples=2; wave_0_per_frame1=t1=0; t2=0; wave_0_per_point1= wave_0_per_point2=if(t1==0,d=1-0.3/fps;reg01=reg01*d+(1-d)*sqrt(v/q5);v=0,d=1-10/fps); wave_0_per_point3=sc=(q5-t1*0.8)/q5;; wave_0_per_point4=v1=value1/reg01*sc; v2=value2/reg01*sc; wave_0_per_point5=i=(t1-1)*6; wave_0_per_point6= wave_0_per_point7=gmegabuf(i) = v1-gmegabuf(i+2); wave_0_per_point8=d2=1-if (gmegabuf(i)>0,0.5,3/fps); wave_0_per_point9=gmegabuf(i+1) = d2*gmegabuf(i+1) + (1-d2)*v1; wave_0_per_point10=gmegabuf(i+2)= gmegabuf(i+2)*d+(1-d)*v1; wave_0_per_point11= wave_0_per_point12=gmegabuf(i+3) = v2-gmegabuf(i+5); wave_0_per_point13=d2=1-if (gmegabuf(i+1)>0,0.5,3/fps); wave_0_per_point14=gmegabuf(i+4) = d2*gmegabuf(i+4) + (1-d2)*v2; wave_0_per_point15=gmegabuf(i+5)= gmegabuf(i+5)*d+(1-d)*v2; wave_0_per_point16= wave_0_per_point17=v+=max(0.00001,sqr(value1*sc)+sqr(value2*sc))*(t10)*(rad<0.7); a2=a; shape_1_per_frame11= b=z/z0;b2=b; //dist shape_1_per_frame12=, shape_1_per_frame13=rad=0); shapecode_2_enabled=1 shapecode_2_sides=10 shapecode_2_additive=1 shapecode_2_thickOutline=0 shapecode_2_textured=0 shapecode_2_num_inst=200 shapecode_2_x=0.500 shapecode_2_y=0.500 shapecode_2_rad=0.40272 shapecode_2_ang=0.00000 shapecode_2_tex_ang=2.51327 shapecode_2_tex_zoom=0.55045 shapecode_2_r=0.000 shapecode_2_g=0.000 shapecode_2_b=0.000 shapecode_2_a=1.000 shapecode_2_r2=0.000 shapecode_2_g2=0.000 shapecode_2_b2=0.000 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=0.000 shape_2_per_frame1=//shadows shape_2_per_frame2=if (instance0)*(y<0.975)*(rad<0.5); a2=a; shape_2_per_frame13=, shape_2_per_frame14=rad=0); shapecode_3_enabled=1 shapecode_3_sides=4 shapecode_3_additive=1 shapecode_3_thickOutline=0 shapecode_3_textured=0 shapecode_3_num_inst=48 shapecode_3_x=0.970 shapecode_3_y=0.790 shapecode_3_rad=0.03697 shapecode_3_ang=0.00000 shapecode_3_tex_ang=0.00000 shapecode_3_tex_zoom=0.90529 shapecode_3_r=0.000 shapecode_3_g=0.000 shapecode_3_b=0.000 shapecode_3_a=1.000 shapecode_3_r2=0.000 shapecode_3_g2=0.000 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=0.000 shape_3_per_frame1=fov=q1;z0=q2;ym=q3;wid=q4;slots=q5; shape_3_per_frame2=rad=reg32*wid/z0/fov*1.2; shape_3_per_frame3=s=instance; shape_3_per_frame4=ch=if(spk+2)&&(time>t0+1)&&(time>start+8); per_frame_5=if(bt,t0=time;pk=4+vol*12,0); pk*=dec_s; per_frame_6= per_frame_7=if (bt,h=rand(5)0))*dt; per_frame_17=if(!ber,if(qua_>1.9+eno,ber=1;u1=rand(1),0), per_frame_18= ber=qua_>1+eno); per_frame_19= per_frame_20=i=0;bb=10000;qavg=avg=0.1;i=0;ores=20;bst=100; per_frame_21=loop (2*ores, per_frame_22= n = bb+i*8; BPM=bst*pow(2,i/ores); sp=sqr(BPM*0.1047); per_frame_23= megabuf(n+4)=megabuf(n+1);megabuf(n+1)*=1-0.2*dt; per_frame_24= ecs = (BPM/2*dt)+1; per_frame_25= loop (ecs, per_frame_26= fo=atan(vol-vol_)-sp*megabuf(n+2) ; per_frame_27= megabuf(n+1)+=fo*dt/ecs; megabuf(n+2)+=megabuf(n+1)*dt/ecs); per_frame_28= bc=megabuf(n+1); bs=megabuf(n+2)*BPM*0.1047; per_frame_29= q=sqrt (pow(bs,2)+pow(bc,2)); per_frame_30= megabuf(n+3)=megabuf(n+3)*dec_m + q*(1-dec_m); per_frame_31= if ((i>0)&&(megabuf(n+3)>megabuf(bb+mi*8+3)),mi=i,0); per_frame_32= avg+=megabuf(n+3);qavg+=pow(megabuf(n+3),2)*10; per_frame_33=i += 1;); per_frame_34=BPM=bst*pow(2,mi/ores); per_frame_35=if (BPM>200, BPM/=2,0); per_frame_36=tr+=BPM/60*dt;bs=sin(tr*pi2/2); per_frame_37=qua=sqrt(qavg/avg);d=1-4*dt;qua_=qua_*d+(1-d)*qua; per_frame_38=tra+=qua_*dt; per_frame_39= per_frame_40=ytop=z0*fov*ym;//startpos "oben" per_frame_41=s=0; per_frame_42=loop (2*slots, per_frame_43= sb = recsize*s*maxbps; //erster ball des slots per_frame_44= ch=if(sthres) && rel && (nlive<250), //new ball per_frame_48= b=maxbps-1; per_frame_49= loop (maxbps-1,//ball recs nach oben schieben per_frame_50= bb=sb+recsize*b; per_frame_51= memcpy(bb,bb-recsize,recsize); per_frame_52= b-=1); per_frame_53= megabuf(sb) = time; //neuer ball an Pos 0 per_frame_54= megabuf(sb+1) = if(ch==0,-(0.5+s),(0.5+s-slots))*wid; per_frame_55= megabuf(sb+2) = ytop+0.06*s; per_frame_56= megabuf(sb+3) = z0-brad/2; //eig. brad ! per_frame_57= megabuf(sb+4) = 0; //phase per_frame_58= ,0); per_frame_59=s+=1); per_frame_60= per_frame_61=//Now move! per_frame_62=vmax=z0*max(1.4,min(2.4,qua_))*.5; per_frame_63=acc+=vmax*dt; per_frame_64=if (acc>acco+0.3,rel=1;acco=acc,rel=0); per_frame_65= per_frame_66=nlive=0; nshad=0; per_frame_67=n=2000; m=4000; per_frame_68=b=0; per_frame_69=loop (maxbps, per_frame_70= s=2*slots; per_frame_71= loop (2*slots, per_frame_72= ch=if(s0, //ball live per_frame_77= trel=time-megabuf(bb); per_frame_78= x=megabuf(bb+1);y=megabuf(bb+2);z=megabuf(bb+3); per_frame_79= if (megabuf(bb+4)==0, per_frame_80= y-=dt*v*1.5; per_frame_81= if (y<0,megabuf(bb+4)=1,0); per_frame_82= ,//ab Kurvenanfang per_frame_83= if (megabuf(bb+4)==1, per_frame_84= ang = max(0,min(pi2,-asin(y))); per_frame_85= h1=(1-brad)*dt*v; per_frame_86= y+=-h1*cos(ang); per_frame_87= y=max(y,-1+brad); per_frame_88= z+=-h1*sin(ang); per_frame_89= if (zd1, per_frame_129= swap+=1; eff+=1; per_frame_130= b0=gmegabuf(n); gmegabuf(n) =gmegabuf(m); gmegabuf(m) =b0; per_frame_131= b1=gmegabuf(n+1); gmegabuf(n+1)=gmegabuf(m+1); gmegabuf(m+1)=b1; per_frame_132= b2=gmegabuf(n+2); gmegabuf(n+2)=gmegabuf(m+2); gmegabuf(m+2)=b2; per_frame_133= b3=gmegabuf(n+3); gmegabuf(n+3)=gmegabuf(m+3); gmegabuf(m+3)=b3; per_frame_134= ,0); per_frame_135= i+=1; i0) & (eff<8000)); per_frame_137= per_frame_138=reg32 = aspecty; per_frame_139=q1=fov;q2=z0;q3=ym;q4=wid;zoom=1;q5=slots;q6=nlive;q7=brad;q8=nshad; per_frame_140=q10=tr*pi2/8;q11=tra*0.06; per_frame_141= per_frame_142=if (nlive>nnn,nnn=nlive,0); per_frame_143=if (eff>me,me=eff,0); per_frame_144=if (nlive>nnn,nnn=nlive,0); warp_1=`shader_body { warp_2=`ret=0; warp_3=`} comp_1=`#define sat saturate comp_2=`sampler sampler_pw_noise_lq; comp_3=`#define snl sampler_noise_lq comp_4=`#define pnl sampler_pw_noise_lq comp_5=`float3 ball,refl,bcol; comp_6=`float2 uv1,uv2,uv3,uv4,dz,dz2,pro,h,v; comp_7=`float str,ey,a,b,c,s,z,d,k1,p,q, alp,fl,struc,mask,dist,smask,bli; comp_8=`static const float fov=q1,z0=q2,ym=q3,wid=q4,slots=q5,brad=q7; comp_9=` comp_10=`float3 scol (float x) {x=x/(slots*2)+0.4; comp_11=`return .4+0.7*sat (0.5+sin(M_PI/6*(12*x+time/4+float3(3,-1,-5))));} comp_12=` comp_13=`float getr (float2 uvi) {return 1/(.1+pow(1-GetPixel(uvi).r,2));} comp_14=`float getr1 (float2 uvi) {return (1-pow(1-GetBlur1(uvi).r,2));} comp_15=` comp_16=`float3 spa(float2 uvi,float t) comp_17=`{float3 tmp=0; float2 uv4,uv5=uvi; float3 m; comp_18=`for (int n=1; n<6; n++) comp_19=`{ uv5 = uvi*(1+n*0.5) +float2(n*0.1,t); comp_20=` m=tex2D(pnl,uv5.yx); comp_21=` tmp+=4*tex2D(snl,uv5)*(m>0.98)*sin(t*m.z*128);} comp_22=` return tmp+lum(tmp);} comp_23=` comp_24=`float3 noise2(float2 uvi) {return tex2D(snl,uvi);} comp_25=` comp_26=`shader_body { comp_27=`//uv = ((uv-0.5)+float2(0,0.02))*0.96+0.5; comp_28=`uv1 = float2 (uv.x-0.5, ym-uv.y)*fov; comp_29=`dist=GetPixel(uv).b; comp_30=`mask=GetPixel(uv).r>0.02; comp_31=`struc=GetPixel(uv)*mask; comp_32=`ey=1-(uv.y-ym)*dist*fov*z0; comp_33=` comp_34=`if (uv1.y>0) { p=z0*uv1.x; q=z0*uv1.y+M_PI/2+z0-1;} //hinten comp_35=`else if (uv1.y<-1/(z0-1)) { q=-1/uv1.y*1; p=uv1.x*q;} //vorn comp_36=`else comp_37=` { a=-(1+uv1.y); b=2*uv1.y; c= 1+uv1.y*(z0-1); comp_38=` float bet=(b+sqrt(b*b-4*a*c))/(2*a); alp=bet*-(M_PI/2); comp_39=` q=alp-1+z0; p=uv1.x * (z0+sin(alp)-1);} comp_40=`uv3 = float2(p,q); comp_41=` comp_42=`ret = sat(16*abs(frac(p/wid+0.5)-0.5))/4; comp_43=`str = int(p/wid); comp_44=`smask=(str-slots); comp_45=`ret *= smask; comp_46=` comp_47=`float2 ka=tex2D(pnl,uv3/wid/256); comp_48=`ret *= (1+1*noise2(uv3*ka.y).x)*scol(str); comp_49=` comp_50=`pro=noise2(uv3*ka.y).x-noise2(uv3*ka.y+0.001); comp_51=`bli=pow((1-uv.x+pro.x*!mask),7); comp_52=`ret*=(1+GetBlur1((uv+pro*0.05)).g*10); //shadows comp_53=`ret *= 0.2+bli ; comp_54=` comp_55=`k1=1+(1/dist); comp_56=`h = float2 (k1,0)*texsize.zw; comp_57=`v = float2 (0,k1)*texsize.zw; comp_58=` comp_59=`dz.x = getr (uv+h) - getr (uv-h); comp_60=`dz.y = getr (uv+v) - getr (uv-v); comp_61=`dz *= mask*0.3; comp_62=` comp_63=`//streifenbeleuchtung comp_64=`s=(p/fov/z0+0.5) ; comp_65=`uv4=frac(float2(s+dz.x*-.02*(1+ey),wid/fov/z0/2)); comp_66=`fl = lerp (GetBlur1(uv4),GetBlur1(uv4),!mask).g*1.5; comp_67=` comp_68=`//####################################################### comp_69=`uv4=frac(float2(s,0)+float2(0,wid/fov/z0/2)); comp_70=`float bb=GetPixel(uv4).b; comp_71=`float ll=(4*pow(sin(q10*8-0.5*uv.x*M_PI),1114)); comp_72=`fl += sat(1-pow(q-7,2)*(3*bb)+2*pro) * bb * (1+0*ll) * !mask; comp_73=` comp_74=`ret += fl*sat(0.5+q/z0)*scol(str); comp_75=` comp_76=`ball=dz.y/3; comp_77=` comp_78=`bcol=scol(+p/wid*sat(1-ey*(1-dist))); comp_79=`refl=(sat(-dz.y)*(0.5+4*fl))*bcol; comp_80=`ball+=refl*sat(1-ey*0.); comp_81=` comp_82=`//lichtreflektion comp_83=`ball += lum(GetBlur1(frac(uv-dz*0.7)))*mask*bcol; comp_84=`k1=2+(1-dist)*6; comp_85=`h = float2 (k1,0)*texsize.zw; comp_86=`v = float2 (0,k1)*texsize.zw; comp_87=` comp_88=`dz2.x = getr1 (uv+h) - getr1 (uv-h); comp_89=`dz2.y = getr1 (uv+v) - getr1 (uv-v); comp_90=`ball += 0.03/length(dz2-0.2*uv)*struc*(1+bcol); comp_91=`ball *= 1-dist/3; comp_92=` comp_93=`k1 = 0.1/length(cos(42*uv*float2(1,0.08)+float2((uv.y)*3*uv1.x,0))); comp_94=`ret = lerp(ret,k1* (2+spa(uv,q11*(floor(k1*32)/4)))*(.5+scol(p/wid)),!smask); comp_95=` comp_96=`ret = lerp (ret,ball,mask); comp_97=`//ret = GetPixel(uv); comp_98=`} comp_99=` comp_100=`