MILKDROP_PRESET_VERSION=201 PSVERSION=2 PSVERSION_WARP=2 PSVERSION_COMP=2 [preset00] fRating=5.000 fGammaAdj=1.000 fDecay=1.000 fVideoEchoZoom=1.000 fVideoEchoAlpha=0.500 nVideoEchoOrientation=0 nWaveMode=2 bAdditiveWaves=0 bWaveDots=1 bWaveThick=0 bModWaveAlphaByVolume=0 bMaximizeWaveColor=0 bTexWrap=1 bDarkenCenter=0 bRedBlueStereo=0 bBrighten=0 bDarken=0 bSolarize=0 bInvert=0 fWaveAlpha=0.000 fWaveScale=0.012 fWaveSmoothing=0.900 fWaveParam=0.000 fModWaveAlphaStart=0.750 fModWaveAlphaEnd=0.950 fWarpAnimSpeed=1.000 fWarpScale=1.331 fZoomExponent=1.00000 fShader=0.000 zoom=13.29089 rot=0.00000 cx=0.500 cy=0.500 dx=-0.28000 dy=-0.32000 warp=0.00909 sx=1.00000 sy=1.00000 wave_r=0.500 wave_g=0.400 wave_b=0.300 wave_x=0.500 wave_y=0.500 ob_size=0.000 ob_r=0.000 ob_g=0.000 ob_b=0.000 ob_a=1.000 ib_size=0.000 ib_r=1.000 ib_g=0.000 ib_b=0.000 ib_a=1.000 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=1 wavecode_0_samples=512 wavecode_0_sep=0 wavecode_0_bSpectrum=0 wavecode_0_bUseDots=1 wavecode_0_bDrawThick=1 wavecode_0_bAdditive=1 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_init1=advance=0; wave_0_init2=advance2=0; wave_0_per_frame1=advance=advance+ bass_att*bass_att*0.002; wave_0_per_frame2=advance=if( above(advance,2) , advance-2, advance); wave_0_per_frame3=t1=advance; wave_0_per_frame4= wave_0_per_frame5= wave_0_per_frame6=advance2=advance2+ mid_att*mid_att*0.001; wave_0_per_frame7=t2=advance2 wave_0_per_point1=s=sample*6.28; wave_0_per_point2= wave_0_per_point3=//plot random x position via function of sample pos; wave_0_per_point4=xp=sin(s)+sin(s*0.34)+sin(s*7.3+t2)+sin(s*13.8); wave_0_per_point5=xp=xp*0.15; wave_0_per_point6= wave_0_per_point7=//plot random y position via function of sample pos; wave_0_per_point8=yp=cos(s)+sin(s*0.24)+cos(s*5.4+t2)+sin(s*17.7); wave_0_per_point9=yp=yp*0.15; wave_0_per_point10= wave_0_per_point11=//plot random z position via function of sample pos; wave_0_per_point12=zp=cos(s)+cos(s*5.24 )+cos(s*14.4)+cos(s*2.7); wave_0_per_point13=zp=zp*0.25; wave_0_per_point14= wave_0_per_point15=//pull stars toward screen wave_0_per_point16=zp=zp + 1 - t1; wave_0_per_point17= wave_0_per_point18=//correct when below 0 wave_0_per_point19=zp=if( below(zp,0) , zp+2 , zp ); wave_0_per_point20= wave_0_per_point21=//darken far stars wave_0_per_point22=a=(1 - zp*0.5)*2; wave_0_per_point23= wave_0_per_point24=zp=zp*0.7; wave_0_per_point25= wave_0_per_point26=x_screen=xp/zp + 0.5; wave_0_per_point27=y_screen=yp/zp + 0.5; wave_0_per_point28= wave_0_per_point29=x=x_screen; wave_0_per_point30=y=y_screen; wave_0_per_point31= wave_0_per_point32=r=1; wave_0_per_point33=g=0.5; wave_0_per_point34=b=0.1; wave_0_per_point35=a=a*0.7; wave_0_per_point36= wave_0_per_point37=a=a* above( sin(time+s*9) , -0.5 ); wave_0_per_point38= wave_0_per_point39= 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=1 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 wave_1_init1=advance=0; wave_1_init2=advance2=0 wave_1_per_frame1=advance=advance+ bass_att*bass_att*0.002; wave_1_per_frame2=advance=if( above(advance,2) , advance-2, advance); wave_1_per_frame3=t1=advance; wave_1_per_frame4= wave_1_per_frame5= wave_1_per_frame6=advance2=advance2+ mid_att*mid_att*0.001; wave_1_per_frame7=t2=advance2 wave_1_per_point1=s=sample*6.28; wave_1_per_point2= wave_1_per_point3=//plot random x position via function of sample pos; wave_1_per_point4=xp=sin(s)+sin(s*0.34)+sin(s*7.3+t2)+sin(s*13.8); wave_1_per_point5=xp=xp*0.15; wave_1_per_point6= wave_1_per_point7=//plot random y position via function of sample pos; wave_1_per_point8=yp=cos(s)+sin(s*0.24)+cos(s*5.4+t2)+sin(s*17.7); wave_1_per_point9=yp=yp*0.15; wave_1_per_point10= wave_1_per_point11=//plot random z position via function of sample pos; wave_1_per_point12=zp=cos(s)+cos(s*5.24 )+cos(s*14.4)+cos(s*2.7); wave_1_per_point13=zp=zp*0.25; wave_1_per_point14= wave_1_per_point15=//pull stars toward screen wave_1_per_point16=zp=zp + 1 - t1; wave_1_per_point17= wave_1_per_point18=//correct when below 0 wave_1_per_point19=zp=if( below(zp,0) , zp+2 , zp ); wave_1_per_point20= wave_1_per_point21=//darken far stars wave_1_per_point22=a=(1 - zp*0.5) * 0.3; wave_1_per_point23=a=if( below(a,0), 0 , a); wave_1_per_point24= wave_1_per_point25=zp=zp*0.7; wave_1_per_point26= wave_1_per_point27=x_screen=xp/zp + 0.5; wave_1_per_point28=y_screen=yp/zp + 0.5; wave_1_per_point29= wave_1_per_point30=x=x_screen; wave_1_per_point31=y=y_screen; wave_1_per_point32= wave_1_per_point33=r=0.2; wave_1_per_point34=g=0.7; wave_1_per_point35=b=1.0; wave_1_per_point36=a=a*0.5 wave_1_per_point37= wavecode_2_enabled=1 wavecode_2_samples=512 wavecode_2_sep=0 wavecode_2_bSpectrum=0 wavecode_2_bUseDots=1 wavecode_2_bDrawThick=1 wavecode_2_bAdditive=1 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 wave_2_init1=advance=0; wave_2_init2=advance2=0 wave_2_per_frame1=advance=advance+ bass_att*bass_att*0.002; wave_2_per_frame2=advance=if( above(advance,2) , advance-2, advance); wave_2_per_frame3=t1=advance; wave_2_per_frame4= wave_2_per_frame5=advance2=advance2+ mid_att*mid_att*0.001; wave_2_per_frame6=t2=advance2; wave_2_per_point1=s=sample*6.28; wave_2_per_point2= wave_2_per_point3=//plot random x position via function of sample pos; wave_2_per_point4=xp=sin(s)+sin(s*0.34)+sin(s*7.3+t2)+sin(s*13.8); wave_2_per_point5=xp=xp*0.15; wave_2_per_point6= wave_2_per_point7=//plot random y position via function of sample pos; wave_2_per_point8=yp=cos(s)+sin(s*0.24)+cos(s*5.4+t2)+sin(s*17.7); wave_2_per_point9=yp=yp*0.15; wave_2_per_point10= wave_2_per_point11=//plot random z position via function of sample pos; wave_2_per_point12=zp=cos(s)+cos(s*5.24 )+cos(s*14.4)+cos(s*2.7); wave_2_per_point13=zp=zp*0.25; wave_2_per_point14= wave_2_per_point15=//pull stars toward screen wave_2_per_point16=zp=zp + 1 - t1; wave_2_per_point17= wave_2_per_point18=//correct when below 0 wave_2_per_point19=zp=if( below(zp,0) , zp+2 , zp ); wave_2_per_point20= wave_2_per_point21=//darken far stars wave_2_per_point22=a=(1 - zp*0.5)*2; wave_2_per_point23= wave_2_per_point24=zp=zp*0.7; wave_2_per_point25= wave_2_per_point26=x_screen=-xp/zp + 0.5; wave_2_per_point27=y_screen=yp/zp + 0.5; wave_2_per_point28= wave_2_per_point29=x=x_screen; wave_2_per_point30=y=y_screen; wave_2_per_point31= wave_2_per_point32=r=1; wave_2_per_point33=g=0.5; wave_2_per_point34=b=0.1; wave_2_per_point35=a=a*0.7; wave_2_per_point36= wave_2_per_point37= wave_2_per_point38=a=a* above( sin(time+s*9) , -0.5 ); wave_2_per_point39= wave_2_per_point40= wavecode_3_enabled=1 wavecode_3_samples=402 wavecode_3_sep=0 wavecode_3_bSpectrum=0 wavecode_3_bUseDots=0 wavecode_3_bDrawThick=0 wavecode_3_bAdditive=1 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 wave_3_init1=advance=0; wave_3_init2=advance2=0 wave_3_per_frame1=advance=advance+ bass_att*bass_att*0.002; wave_3_per_frame2=advance=if( above(advance,2) , advance-2, advance); wave_3_per_frame3=t1=advance; wave_3_per_frame4= wave_3_per_frame5=advance2=advance2+ mid_att*mid_att*0.001; wave_3_per_frame6=t2=advance2; wave_3_per_point1=s=sample*6.28; wave_3_per_point2= wave_3_per_point3=//plot random x position via function of sample pos; wave_3_per_point4=xp=sin(s)+sin(s*0.34)+sin(s*7.3+t2)+sin(s*13.8); wave_3_per_point5=xp=xp*0.15; wave_3_per_point6= wave_3_per_point7=//plot random y position via function of sample pos; wave_3_per_point8=yp=cos(s)+sin(s*0.24)+cos(s*5.4+t2)+sin(s*17.7); wave_3_per_point9=yp=yp*0.15; wave_3_per_point10= wave_3_per_point11=//plot random z position via function of sample pos; wave_3_per_point12=zp=cos(s)+cos(s*5.24 )+cos(s*14.4)+cos(s*2.7); wave_3_per_point13=zp=zp*0.25; wave_3_per_point14= wave_3_per_point15=//pull stars toward screen wave_3_per_point16=zp=zp + 1 - t1; wave_3_per_point17= wave_3_per_point18=//correct when below 0 wave_3_per_point19=zp=if( below(zp,0) , zp+2 , zp ); wave_3_per_point20= wave_3_per_point21=//darken far stars wave_3_per_point22=a=(1 - zp*0.5) * 0.3; wave_3_per_point23=a=if( below(a,0), 0 , a); wave_3_per_point24= wave_3_per_point25=zp=zp*0.7; wave_3_per_point26= wave_3_per_point27=x_screen=-xp/zp + 0.5; wave_3_per_point28=y_screen=yp/zp + 0.5; wave_3_per_point29= wave_3_per_point30=x=x_screen; wave_3_per_point31=y=y_screen; wave_3_per_point32= wave_3_per_point33=r=0.2; wave_3_per_point34=g=0.7; wave_3_per_point35=b=1.0; wave_3_per_point36=a=a*0.5 wave_3_per_point37= wave_3_per_point38= shapecode_0_enabled=1 shapecode_0_sides=3 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=0.20882 shapecode_0_ang=0.00000 shapecode_0_tex_ang=0.00000 shapecode_0_tex_zoom=0.73458 shapecode_0_r=0.610 shapecode_0_g=0.000 shapecode_0_b=0.000 shapecode_0_a=0.060 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=time*0.3 shapecode_1_enabled=1 shapecode_1_sides=5 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=0.600 shapecode_1_b=0.900 shapecode_1_a=0.110 shapecode_1_r2=0.600 shapecode_1_g2=0.000 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=0.000 shape_1_per_frame1=xp = 1 - abs( sin(time*100) ); shape_1_per_frame2=xsign = int(rand(2))*2 - 1; shape_1_per_frame3= shape_1_per_frame4=a=a * (1-xp); shape_1_per_frame5= shape_1_per_frame6=xp=xp* (bass+mid+treb)*0.23; shape_1_per_frame7= shape_1_per_frame8=x = xp*xsign*0.5 + 0.5; shape_1_per_frame9= shape_1_per_frame10= shapecode_2_enabled=1 shapecode_2_sides=4 shapecode_2_additive=0 shapecode_2_thickOutline=0 shapecode_2_textured=1 shapecode_2_num_inst=1 shapecode_2_x=0.500 shapecode_2_y=0.500 shapecode_2_rad=1.34239 shapecode_2_ang=0.00000 shapecode_2_tex_ang=0.00000 shapecode_2_tex_zoom=4.36076 shapecode_2_r=1.000 shapecode_2_g=0.730 shapecode_2_b=0.800 shapecode_2_a=0.810 shapecode_2_r2=1.000 shapecode_2_g2=1.000 shapecode_2_b2=1.000 shapecode_2_a2=0.990 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_init_1=zoom=1; per_frame_init_2=xpos=0; per_frame_init_3=ypos=0; per_frame_1=//before inversion per_frame_2=scale = 1; per_frame_3=angle = time*.2; per_frame_4=translation_x = 0; per_frame_5=translation_y = 0.1; per_frame_6= per_frame_7=//complex inverted per_frame_8=iscale = 1; per_frame_9=iangle = 0.2; per_frame_10=itranslation_u = 0; per_frame_11=itranslation_v = 0; per_frame_12= per_frame_13= per_frame_14=// the m?bius transformation per_frame_15=// z -> (az+b)/(cz-d); where a,b,c,d are complex numbers and z will be the uv-vector per_frame_16=// (az+b)/(cz-d) = a/c + mu/(cz+d), with mu = (bc-ad)/c per_frame_17=// so a/c and mu can be calculated outside of the shader per_frame_18= per_frame_19=a_r = cos(angle)*scale; per_frame_20=a_i = sin(angle)*scale; per_frame_21=b_r = translation_x; per_frame_22=b_i = translation_y; per_frame_23= per_frame_24=c_r = -cos(iangle)*iscale; per_frame_25=c_i = -sin(iangle)*iscale; per_frame_26=d_r = itranslation_u; per_frame_27=d_i = itranslation_v; per_frame_28= per_frame_29=// c^(-1) per_frame_30=c_inv_r = c_r/(c_r*c_r+c_i*c_i); per_frame_31=c_inv_i = c_i/(c_r*c_r+c_i*c_i); per_frame_32= per_frame_33=// a*c^(-1) per_frame_34=ac_r = (a_r*c_inv_r - a_i*c_inv_i); per_frame_35=ac_i = (a_r*c_inv_i - a_i*c_inv_r); per_frame_36= per_frame_37=// (bc-ad) per_frame_38=bcad_r = (b_r*c_r - b_i*c_i)-(a_r*d_r-a_i*d_i); per_frame_39=bcad_i = (b_r*c_i - b_i*c_r)-(a_r*d_i-a_i*d_r); per_frame_40= per_frame_41=// mu*c^(-1) per_frame_42=mu_r = bcad_r*c_inv_r - bcad_i*c_inv_i; per_frame_43=mu_i = bcad_r*c_inv_i - bcad_i*c_inv_r; per_frame_44= per_frame_45=q1 = ac_r; per_frame_46=q2 = ac_i; per_frame_47=q3 = mu_r; per_frame_48=q4 = mu_i; per_frame_49= per_frame_50=q5 = c_r; per_frame_51=q6 = c_i; per_frame_52=q7 = d_r; per_frame_53=q8 = d_i; per_frame_54= per_frame_55=monitor = bcad_r; warp_1=`shader_body warp_2=`{ warp_3=`float2 uv_m = 1.0 - abs( frac( uv * 0.5 ) * 2.0 - 1.0 ); // Eo.S' mirror code warp_4=`ret.x = tex2D( sampler_fc_main, uv_m ).x*0.5; warp_5=` warp_6=` warp_7=`float2 zoom =1.8; warp_8=`float2 c = float2(0.44,0.734); warp_9=` warp_10=` float2 my_uv2 = (uv_orig-0.5)*zoom; warp_11=` 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_12=` warp_13=`ret.y = tex2D( sampler_fc_main, my_uv2).y; warp_14=` warp_15=`ret = (ret -.02)*.98; warp_16=` warp_17=`} comp_1=`shader_body comp_2=`{ comp_3=` ret = tex2D(sampler_main, uv).xyz; comp_4=` ret *= 2.00; //old gamma effect comp_5=`}