MILKDROP_PRESET_VERSION=201 PSVERSION=2 PSVERSION_WARP=2 PSVERSION_COMP=2 [preset00] fRating=1.000 fGammaAdj=0.160 fDecay=0.960 fVideoEchoZoom=0.997 fVideoEchoAlpha=0.500 nVideoEchoOrientation=1 nWaveMode=1 bAdditiveWaves=1 bWaveDots=1 bWaveThick=1 bModWaveAlphaByVolume=1 bMaximizeWaveColor=0 bTexWrap=0 bDarkenCenter=0 bRedBlueStereo=0 bBrighten=0 bDarken=1 bSolarize=0 bInvert=0 fWaveAlpha=0.000 fWaveScale=0.012 fWaveSmoothing=0.900 fWaveParam=-0.000 fModWaveAlphaStart=0.750 fModWaveAlphaEnd=0.950 fWarpAnimSpeed=0.037 fWarpScale=0.015 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=0.03300 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=0.110 ob_g=0.000 ob_b=0.100 ob_a=0.000 ib_size=0.000 ib_r=0.000 ib_g=0.000 ib_b=0.000 ib_a=0.000 nMotionVectorsX=64.000 nMotionVectorsY=48.000 mv_dx=0.000 mv_dy=0.000 mv_l=5.000 mv_r=0.390 mv_g=0.440 mv_b=0.900 mv_a=0.000 b1n=0.000 b2n=0.000 b3n=0.000 b1x=1.000 b2x=1.000 b3x=1.000 b1ed=0.300 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=0.300 wavecode_0_g=0.700 wavecode_0_b=1.000 wavecode_0_a=1.000 wave_0_per_point1=n=sample*6.283; wave_0_per_point2= wave_0_per_point3=flip=flip+1; wave_0_per_point4=flip=flip*below(flip,2); wave_0_per_point5= wave_0_per_point6=phase=sin(n*3)*sin(n*7.9)*sin(n*16.7)*sin(n*63.5)*6; wave_0_per_point7= wave_0_per_point8=xp=sin(n+phase); wave_0_per_point9=yp=cos(n+phase); wave_0_per_point10=zp=0; wave_0_per_point11= wave_0_per_point12=//rotate on y during draw wave_0_per_point13=ang=n*2+phase; wave_0_per_point14=xq=xp*sin(ang) + zp*cos(ang); wave_0_per_point15=yq=yp; wave_0_per_point16=zq=xp*cos(ang) - zp*sin(ang); wave_0_per_point17= wave_0_per_point18=r1=0.1;g1=0.3;b1=1; wave_0_per_point19=r2=0.7;g2=0.1;b2=1.0; wave_0_per_point20=fade=xq*0.5 + 0.5; wave_0_per_point21=r=r1*fade + r2*(1-fade); wave_0_per_point22=g=g1*fade + g2*(1-fade); wave_0_per_point23=b=b1*fade + b2*(1-fade); wave_0_per_point24= wave_0_per_point25=//rotation; wave_0_per_point26=ang=time*1; wave_0_per_point27=xp=xq*sin(ang) + zq*cos(ang); wave_0_per_point28=yp=yq; wave_0_per_point29=zp=xq*cos(ang) - zq*sin(ang); wave_0_per_point30= wave_0_per_point31=ang=time*0.17; wave_0_per_point32=xq=xp; wave_0_per_point33=yq=yp*sin(ang) + zp*cos(ang); wave_0_per_point34=zq=yp*cos(ang) - zp*sin(ang); wave_0_per_point35= wave_0_per_point36= wave_0_per_point37=//push into viewspace wave_0_per_point38=zq=zq+4.1; wave_0_per_point39= wave_0_per_point40= wave_0_per_point41=//project into screenspace wave_0_per_point42=xs=xq/zq; wave_0_per_point43=ys=yq/zq; wave_0_per_point44= wave_0_per_point45= wave_0_per_point46=x=xs+0.5; wave_0_per_point47=y=ys*1.3+0.5; wave_0_per_point48=a=(1)*0.3 * (pow(sin(n*4+time)*0.8+0.,0)); wave_0_per_point49= wave_0_per_point50=spark=sin(phase*35); wave_0_per_point51=r=if( above(spark,0.93) , 0.6 , r); wave_0_per_point52=g=if( above(spark,0.93) , 0.8 , g); wave_0_per_point53=b=if( above(spark,0.93) , 1.0 , b); wave_0_per_point54= 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=5.05344 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_per_point1=n=sample*0.23+time*0.11; wave_1_per_point2= wave_1_per_point3=flip=flip+1; wave_1_per_point4=flip=flip*below(flip,2); wave_1_per_point5= wave_1_per_point6=phase=sin(n*3)*sin(n*7.9)*sin(n*16.7)*sin(n*63.5)*6; wave_1_per_point7= wave_1_per_point8=xp=sin(n+phase); wave_1_per_point9=yp=cos(n+phase); wave_1_per_point10=zp=0; wave_1_per_point11= wave_1_per_point12=//rotate on y during draw wave_1_per_point13=ang=n*2+phase; wave_1_per_point14=xq=xp*sin(ang) + zp*cos(ang); wave_1_per_point15=yq=yp; wave_1_per_point16=zq=xp*cos(ang) - zp*sin(ang); wave_1_per_point17= wave_1_per_point18=r1=0.1;g1=0.3;b1=1; wave_1_per_point19=r2=1.0;g2=0.1;b2=0.5; wave_1_per_point20=fade=xq*0.5 + 0.5; wave_1_per_point21=r=r1*fade + r2*(1-fade); wave_1_per_point22=g=g1*fade + g2*(1-fade); wave_1_per_point23=b=b1*fade + b2*(1-fade); wave_1_per_point24= wave_1_per_point25=//rotation; wave_1_per_point26=ang=time*0.4; wave_1_per_point27=xp=xq*sin(ang) + zq*cos(ang); wave_1_per_point28=yp=yq; wave_1_per_point29=zp=xq*cos(ang) - zq*sin(ang); wave_1_per_point30= wave_1_per_point31=ang=time*0.17; wave_1_per_point32=xq=xp; wave_1_per_point33=yq=yp*sin(ang) + zp*cos(ang); wave_1_per_point34=zq=yp*cos(ang) - zp*sin(ang); wave_1_per_point35= wave_1_per_point36= wave_1_per_point37=//push into viewspace wave_1_per_point38=zq=zq+3.1; wave_1_per_point39= wave_1_per_point40= wave_1_per_point41=//project into screenspace wave_1_per_point42=xs=xq/zq; wave_1_per_point43=ys=yq/zq; wave_1_per_point44= wave_1_per_point45= wave_1_per_point46=x=xs+0.5; wave_1_per_point47=y=ys*1.3+0.5; wave_1_per_point48= wave_1_per_point49=wave=sin(n*8000)*sin(n*690)*sin(n*17000)*0.5+0.5; wave_1_per_point50= wave_1_per_point51=a=sample*wave*0.4; wave_1_per_point52= wave_1_per_point53= wavecode_2_enabled=0 wavecode_2_samples=512 wavecode_2_sep=0 wavecode_2_bSpectrum=0 wavecode_2_bUseDots=0 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_per_point1=n=sample*0.03+time*0.01+2.1; wave_2_per_point2= wave_2_per_point3=flip=flip+1; wave_2_per_point4=flip=flip*below(flip,2); wave_2_per_point5= wave_2_per_point6=phase=sin(n*3)*sin(n*7.9)*sin(n*16.7)*sin(n*63.5)*6; wave_2_per_point7= wave_2_per_point8=xp=sin(n+phase); wave_2_per_point9=yp=cos(n+phase); wave_2_per_point10=zp=0; wave_2_per_point11= wave_2_per_point12=//rotate on y during draw wave_2_per_point13=ang=n*2+phase; wave_2_per_point14=xq=xp*sin(ang) + zp*cos(ang); wave_2_per_point15=yq=yp; wave_2_per_point16=zq=xp*cos(ang) - zp*sin(ang); wave_2_per_point17= wave_2_per_point18=r1=0.1;g1=0.3;b1=1; wave_2_per_point19=r2=1.0;g2=0.1;b2=0.5; wave_2_per_point20=fade=xq*0.5 + 0.5; wave_2_per_point21=r=r1*fade + r2*(1-fade); wave_2_per_point22=g=g1*fade + g2*(1-fade); wave_2_per_point23=b=b1*fade + b2*(1-fade); wave_2_per_point24= wave_2_per_point25=//rotation; wave_2_per_point26=ang=time*0.1; wave_2_per_point27=xp=xq*sin(ang) + zq*cos(ang); wave_2_per_point28=yp=yq; wave_2_per_point29=zp=xq*cos(ang) - zq*sin(ang); wave_2_per_point30= wave_2_per_point31=ang=time*0.17; wave_2_per_point32=xq=xp; wave_2_per_point33=yq=yp*sin(ang) + zp*cos(ang); wave_2_per_point34=zq=yp*cos(ang) - zp*sin(ang); wave_2_per_point35= wave_2_per_point36= wave_2_per_point37=//push into viewspace wave_2_per_point38=zq=zq+3.1; wave_2_per_point39= wave_2_per_point40= wave_2_per_point41=//project into screenspace wave_2_per_point42=xs=xq/zq; wave_2_per_point43=ys=yq/zq; wave_2_per_point44= wave_2_per_point45= wave_2_per_point46=x=xs+0.5; wave_2_per_point47=y=ys*1.3+0.5; wave_2_per_point48= wave_2_per_point49=wave=sin(n*8000)*sin(n*690)*sin(n*17000)*0.5+0.5; wave_2_per_point50= wave_2_per_point51=a=sample*wave*0.4; wave_2_per_point52= wave_2_per_point53= wavecode_3_enabled=0 wavecode_3_samples=512 wavecode_3_sep=0 wavecode_3_bSpectrum=0 wavecode_3_bUseDots=0 wavecode_3_bDrawThick=1 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_per_point1=n=sample*0.03+time*0.01+4.2; wave_3_per_point2= wave_3_per_point3=flip=flip+1; wave_3_per_point4=flip=flip*below(flip,2); wave_3_per_point5= wave_3_per_point6=phase=sin(n*3)*sin(n*7.9)*sin(n*16.7)*sin(n*63.5)*6; wave_3_per_point7= wave_3_per_point8=xp=sin(n+phase); wave_3_per_point9=yp=cos(n+phase); wave_3_per_point10=zp=0; wave_3_per_point11= wave_3_per_point12=//rotate on y during draw wave_3_per_point13=ang=n*2+phase; wave_3_per_point14=xq=xp*sin(ang) + zp*cos(ang); wave_3_per_point15=yq=yp; wave_3_per_point16=zq=xp*cos(ang) - zp*sin(ang); wave_3_per_point17= wave_3_per_point18=r1=0.1;g1=0.3;b1=1; wave_3_per_point19=r2=1.0;g2=0.1;b2=0.5; wave_3_per_point20=fade=xq*0.5 + 0.5; wave_3_per_point21=r=r1*fade + r2*(1-fade); wave_3_per_point22=g=g1*fade + g2*(1-fade); wave_3_per_point23=b=b1*fade + b2*(1-fade); wave_3_per_point24= wave_3_per_point25=//rotation; wave_3_per_point26=ang=time*0.1; wave_3_per_point27=xp=xq*sin(ang) + zq*cos(ang); wave_3_per_point28=yp=yq; wave_3_per_point29=zp=xq*cos(ang) - zq*sin(ang); wave_3_per_point30= wave_3_per_point31=ang=time*0.17; wave_3_per_point32=xq=xp; wave_3_per_point33=yq=yp*sin(ang) + zp*cos(ang); wave_3_per_point34=zq=yp*cos(ang) - zp*sin(ang); wave_3_per_point35= wave_3_per_point36= wave_3_per_point37=//push into viewspace wave_3_per_point38=zq=zq+3.1; wave_3_per_point39= wave_3_per_point40= wave_3_per_point41=//project into screenspace wave_3_per_point42=xs=xq/zq; wave_3_per_point43=ys=yq/zq; wave_3_per_point44= wave_3_per_point45= wave_3_per_point46=x=xs+0.5; wave_3_per_point47=y=ys*1.3+0.5; wave_3_per_point48= wave_3_per_point49=wave=sin(n*8000)*sin(n*690)*sin(n*17000)*0.5+0.5; wave_3_per_point50= wave_3_per_point51=a=sample*wave*0.4; wave_3_per_point52= wave_3_per_point53= shapecode_0_enabled=1 shapecode_0_sides=15 shapecode_0_additive=1 shapecode_0_thickOutline=0 shapecode_0_textured=1 shapecode_0_num_inst=1 shapecode_0_x=0.500 shapecode_0_y=0.500 shapecode_0_rad=0.13478 shapecode_0_ang=0.00000 shapecode_0_tex_ang=0.00000 shapecode_0_tex_zoom=1.62835 shapecode_0_r=0.300 shapecode_0_g=0.800 shapecode_0_b=1.000 shapecode_0_a=0.080 shapecode_0_r2=0.000 shapecode_0_g2=0.500 shapecode_0_b2=1.000 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 shapecode_1_enabled=1 shapecode_1_sides=11 shapecode_1_additive=1 shapecode_1_thickOutline=1 shapecode_1_textured=1 shapecode_1_num_inst=1 shapecode_1_x=0.500 shapecode_1_y=0.500 shapecode_1_rad=0.20389 shapecode_1_ang=0.00000 shapecode_1_tex_ang=0.00000 shapecode_1_tex_zoom=1.00000 shapecode_1_r=0.300 shapecode_1_g=0.600 shapecode_1_b=1.000 shapecode_1_a=0.380 shapecode_1_r2=0.000 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 shapecode_2_enabled=1 shapecode_2_sides=10 shapecode_2_additive=1 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=0.94761 shapecode_2_ang=0.00000 shapecode_2_tex_ang=0.00000 shapecode_2_tex_zoom=1.00000 shapecode_2_r=0.500 shapecode_2_g=0.200 shapecode_2_b=0.800 shapecode_2_a=1.000 shapecode_2_r2=0.000 shapecode_2_g2=0.000 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=0.000 shape_2_per_frame1=a=mid_att*mid_att*mid*0.002 shapecode_3_enabled=1 shapecode_3_sides=100 shapecode_3_additive=1 shapecode_3_thickOutline=0 shapecode_3_textured=1 shapecode_3_num_inst=1 shapecode_3_x=0.500 shapecode_3_y=0.500 shapecode_3_rad=0.01000 shapecode_3_ang=0.00000 shapecode_3_tex_ang=0.00000 shapecode_3_tex_zoom=0.04027 shapecode_3_r=1.000 shapecode_3_g=0.200 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=ang=time*0.1; shape_3_per_frame2=a=mid*mid_att; shape_3_per_frame3=a=min(a,1); shape_3_per_frame4=a=1-a*0.4 * above(treb,0.9) per_frame_init_1=mv_x=64;mv_y=48; per_frame_init_2=nut=0; per_frame_init_3=stp=0;stq=0; per_frame_init_4=rtp=0;rtq=0; per_frame_init_5=wvr=0; per_frame_init_6=decay=0; per_frame_init_7=dcsp=0; per_frame_init_8=warp=0 per_frame_init_9= per_frame_1= per_frame_2=//krash's beat detection code per_frame_3=volume = 0.3*(bass+mid+att); per_frame_4=beatrate = equal(beatrate,0) + (1-equal(beatrate,0))*(below(volume,0.01) + (1-below(volume,0.01))*beatrate); per_frame_5=lastbeat = lastbeat + equal(lastbeat,0)*time; per_frame_6=meanbass_att = 0.1*(meanbass_att*9 + bass_att); per_frame_7=peakbass_att = max(bass_att,peakbass_att); per_frame_8=beatrate = max(if(beat,if(below(time-lastbeat,2*beatrate),0.1*(beatrate*9 + time - lastbeat),beatrate),beatrate),0.1); per_frame_9=peakbass_att = beat*bass_att + (1-beat)*peakbass_att*(above(time - lastbeat, 2*beatrate)*0.95 + (1-above(time - lastbeat, 2*beatrate))*0.995); per_frame_10=lastbeat = beat*time + (1-beat)*lastbeat; per_frame_11=peakbass_att = max(peakbass_att,1.1*meanbass_att); per_frame_12=beat = above(volume,0.8)*below(peakbass_att - bass_att, 0.05*peakbass_att)*above(time - lastbeat, 0.1 + 0.5*(beatrate - 0.1)); per_frame_13=beatcounter = beatcounter + beat; per_frame_14=mode = if(beat*equal(beatcounter%2,0),1-mode,mode); per_frame_15=flip = 2*mode-1; per_frame_16=monitor=flip; per_frame_17=q8=flip; per_frame_18=q7=0; per_frame_19= per_frame_20=decay=0.75; per_frame_21=zoom=1.0; per_frame_22= per_frame_23=vol=(bass_att+mid_att+treb_att)*0.25; per_frame_24=vol=vol*vol; per_frame_25=mtime=mtime+vol*0.1*flip; per_frame_26= per_frame_27=q1=mtime*0.4; per_frame_28= per_frame_29=warp=0.1 warp_1=`shader_body warp_2=`{ warp_3=` warp_4=`//Geiss's Motion Blur warp_5=` warp_6=` // sample previous frame warp_7=` ret = tex2D( sampler_main, uv ).xyz; warp_8=` warp_9=` // this vector points exactly one pixel, in the direction of motion warp_10=` float2 v = normalize(uv-uv_orig)*texsize.zw; warp_11=` warp_12=` float3 s; warp_13=` ret = max(ret, tex2D(sampler_main, uv+v)*0.97); warp_14=` ret = max(ret, tex2D(sampler_main, uv-v)*0.97); warp_15=` ret = max(ret, tex2D(sampler_main, uv+v*2)*0.90); warp_16=` ret = max(ret, tex2D(sampler_main, uv-v*2)*0.90); warp_17=` warp_18=` // darken over time warp_19=` ret *= 0.90; warp_20=` warp_21=` // add noise warp_22=` //float2 uv_noise = uv*texsize_noise_lq.zw*texsize.xy + rand_frame.xy; warp_23=` //ret += (tex2D(sampler_noise_lq, uv_noise)*2-1)*0.02; warp_24=`} comp_1=`// to access a texture on disk: make a sampler. This example loads "lichen.{tga/jpg/etc}". comp_2=`sampler2D sampler_fw_lichen; // _FW = filtering + wrap; _PC = point sampling + edge clamp; etc. comp_3=`float4 texsize_lichen; // auto-binds; .xy = (w,h); .zw = (1/w,1/h) comp_4=` comp_5=` comp_6=`shader_body comp_7=`{ comp_8=` ret = tex2D(sampler_main, uv).xyz; comp_9=` ret = max(ret, tex2D(sampler_main, float2(1-uv.x,uv.y))); comp_10=` ret += GetBlur1(1-uv)*2; comp_11=`ret += GetBlur3(-uv)*0.5; comp_12=` ret *= 0.90; //old gamma effect comp_13=` comp_14=`}