MILKDROP_PRESET_VERSION=201 PSVERSION=4 PSVERSION_WARP=4 PSVERSION_COMP=3 [preset00] fRating=1.000 fGammaAdj=1.000 fDecay=0.970 fVideoEchoZoom=1.000 fVideoEchoAlpha=0.500 nVideoEchoOrientation=3 nWaveMode=0 bAdditiveWaves=0 bWaveDots=0 bWaveThick=0 bModWaveAlphaByVolume=1 bMaximizeWaveColor=0 bTexWrap=0 bDarkenCenter=0 bRedBlueStereo=0 bBrighten=0 bDarken=0 bSolarize=0 bInvert=0 fWaveAlpha=0.000 fWaveScale=0.010 fWaveSmoothing=0.750 fWaveParam=-1.000 fModWaveAlphaStart=0.750 fModWaveAlphaEnd=0.950 fWarpAnimSpeed=1.489 fWarpScale=0.010 fZoomExponent=1.00000 fShader=0.000 zoom=0.99984 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=0.500 wave_g=0.500 wave_b=0.500 wave_x=0.500 wave_y=0.500 ob_size=0.500 ob_r=0.010 ob_g=0.000 ob_b=0.000 ob_a=0.000 ib_size=0.260 ib_r=0.250 ib_g=0.250 ib_b=0.250 ib_a=0.000 nMotionVectorsX=24.960 nMotionVectorsY=19.200 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=4 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=0.10000 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=0.000 shapecode_0_a=1.000 shapecode_0_r2=0.000 shapecode_0_g2=1.000 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=0.100 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=0 shapecode_2_sides=4 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=0.10000 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=0.000 shapecode_2_b=0.000 shapecode_2_a=1.000 shapecode_2_r2=0.000 shapecode_2_g2=1.000 shapecode_2_b2=0.000 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=0.100 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=t4=time; per_frame_init_2=q1=acos(-1)*2; per_frame_1=decay=.67; per_frame_2=t1me=(time-t4)*.1; per_frame_3=ti=if(above(bass,1.3),.3,ti*.9); per_frame_4=t1=t1+.01+ti*.1; per_frame_5=q2=sin(time)*cos(t1); per_frame_6=q3=sin(t1)*cos(t)+1; per_frame_7=q4=cos(t1me+1)*sin(t1me-6); per_frame_8=q10=(q2*13);q10-=int(q10); per_frame_9=q11=(q3*11);q11-=int(q11); per_frame_10=q12=max(q11,1-q11); per_frame_11=q19=q12*2-1; per_frame_12=q20=q19*2-1; per_frame_13=monitor=q12; per_pixel_1=qx=(x*2-1);qy=(y*2-1); per_pixel_2=qx1=qx*q1;qy1=qy*q1; per_pixel_3=qtx=qx1+10+q3; qtx-=int(qtx); per_pixel_4=qty=qy1+10+q4; qty-=int(qty); per_pixel_5=qtm=max(abs(qtx),abs(qty)); per_pixel_6=zoom=zoom+cos(zoom+qtm)*.03; per_pixel_7=rot=rot+(zoom*q1)+log10(zoom+(1-qtm))*.13; per_pixel_8=sx=sx+.2*((treb_att-treb)*(1/(1+bass))); per_pixel_9=sy=sy+.2*((mid_att-mid)*(1/(1+bass))); warp_1=` warp_2=`sampler sampler_rand00; warp_3=`sampler sampler_rand01; warp_4=`sampler sampler_rand02; warp_5=` warp_6=` warp_7=`shader_body warp_8=`{ warp_9=`float2 dither_uv = uv_orig*texsize.xy*max(texsize_noise_hq.zw,texsize_noise_lq.zw) * 0.4 + rand_preset.xy; warp_10=`float3 noise=tex2d(sampler_noise_mq,dither_uv); warp_11=` warp_12=`float3 ret1=GetMain(dither_uv)-noise; warp_13=`ret1=float3(max(ret1.x,1-ret1.x),max(ret1.y,1-ret1.y),max(ret1.z,1-ret1.z))*2-1; warp_14=` warp_15=` float2 scale = float2(aspect.xy)*texsize.xy; // 1280x1024 : the resolution i modelled this shader with warp_16=` float1 d = 0.001 * (10- M_PI_2); warp_17=` float1 dx = ( GetBlur2(uv + float2(d,0)) - GetBlur2(uv-float2(d,0)) ).x*scale.x; warp_18=` float1 dy = ( GetBlur2(uv + float2(0,d)) - GetBlur2(uv-float2(0,d)) ).x*scale.y; warp_19=` float1 dxb = ( GetBlur2(uv + float2(d,0)) - GetBlur2(uv-float2(d,0)) ).x*scale.x; warp_20=` float1 dyb = ( GetBlur2(uv + float2(0,d)) - GetBlur2(uv-float2(0,d)) ).x*scale.y; warp_21=` float2 my_uv = uv - float2(dx,dy)*0.01 + float2(dxb,dyb)*0.003; warp_22=` float2 my_uv2 = my_uv; warp_23=` warp_24=` warp_25=` warp_26=` float2 v = 0.01; warp_27=` ret.x =tex2D(sampler_rand01, uv).x;// tex2D( sampler_fw_main,uv).x; warp_28=` warp_29=` warp_30=` ret.x += (ret.x - GetBlur3(my_uv).x)*.1; warp_31=` ret.x += 0.004; warp_32=` warp_33=` warp_34=`//-------------------------------- warp_35=` warp_36=` my_uv = (uv+my_uv) + float2(dy,-dx)*0.05*(1.2-GetBlur3(uv).y); warp_37=` my_uv2 +=my_uv; my_uv2 *=0.49; warp_38=` warp_39=` warp_40=` v = 0.01; warp_41=` ret.z =tex2D(sampler_rand01, uv).z;// sampler_fw_main, uv).z; warp_42=` warp_43=` ret.z += (ret.z - GetBlur1(my_uv).z); warp_44=` ret.z *= 0.8; warp_45=` ret.z += 0.004; warp_46=` warp_47=` warp_48=`//-------------------------------- warp_49=` warp_50=` d *=10; warp_51=` my_uv = float2(-dy*d,dx*d); warp_52=` my_uv2 +=my_uv; my_uv2 *=0.49; warp_53=` dx = ( GetBlur1(uv + float2(d,0)) - GetBlur1(uv-float2(d,0)) ).y*scale.x; warp_54=` dy = ( GetBlur1(uv + float2(0,d)) - GetBlur1(uv-float2(0,d)) ).y*scale.y; warp_55=` my_uv = uv - float2(dx,dy)*0.03; warp_56=` my_uv2 +=my_uv; my_uv2 *=0.49; warp_57=` warp_58=` warp_59=` v = 0.01; warp_60=` ret.y =tex2D(sampler_rand01, uv).y; warp_61=` ret.y += (ret.y - GetBlur3(my_uv).y)*0.1 + 0.01; warp_62=` warp_63=` ret+= ret - lerp(max(tex2D(sampler_rand02, my_uv2).xyz,tex2D(sampler_rand00, uv).xyz), warp_64=`tex2D(sampler_rand02, my_uv).xyz, ((ret.y-0.5)*(ret.x-0.5)*q10)*(q12-rad)+q11); warp_65=`ret1+=ret1-(noise+rand_frame); warp_66=`ret=ret+.006*(ret1*(1/(1+bass_att))); warp_67=` warp_68=`//i int(rgb channels) warp_69=`ret-=float3(int(ret.x),int(ret.y),int(ret.z)); warp_70=`ret*=ret*ret; warp_71=`//ret=1-ret; warp_72=`//ret = 0; warp_73=`} comp_1=`sampler sampler_rand00; comp_2=` comp_3=` comp_4=`//float4 texsize_rand00; comp_5=` comp_6=`float2 uv2, lfo; comp_7=` comp_8=`shader_body comp_9=`{ comp_10=` comp_11=` lfo.x *=sin(time*.1); comp_12=` lfo.y *=cos(time*.3); comp_13=` comp_14=`// uv -= 0.5; comp_15=` float y0 = 0.411; comp_16=` comp_17=` float z = clamp (y0/uv.y, -.5,4); //define a variable z just for convenience //clamp (var, -=top, +=bot) comp_18=` float zp=-pow(z,2); comp_19=` comp_20=` comp_21=` float2 uv3 = float2 (uv.x, uv.y/.5); comp_22=` comp_23=`float po2=44/7; comp_24=`float3 sky =tex2d(sampler_rand00,uv3).xyz/3; // mask>>>; =0); =0.3); comp_42=`float4 noise9 = tex3D(sampler_noisevol_hq, comp_43=` ((dz.xyy*q28 comp_44=` )*texsize.xyy*texsize_noisevol_hq.zww comp_45=` ).xyz* comp_46=` float3(1,1,0)*0.05 + comp_47=` time*float3(0,0,1)*q31 comp_48=` ); comp_49=`if(ret.x> q26*q13 && ret.x<= q23*q11 )ret.z -= (noise9).x*.5; comp_50=`if(ret.y> q25*q11 && ret.y<= q22*q12 )ret.x -= (noise9).y*.5; comp_51=`if(ret.z> q24*q12 && ret.z<= q21*q13 )ret.y -= (noise9).z*.5; comp_52=`ret = lerp(ret,float3(0.2,0.1,0),GetPixel(uv + float2(dx.x,dy.x)*texsize.zw*18).x*6); comp_53=`ret = lerp(ret,1,GetPixel(uv).z); comp_54=` comp_55=`}