MILKDROP_PRESET_VERSION=201 PSVERSION=3 PSVERSION_WARP=3 PSVERSION_COMP=3 [preset00] fRating=4.000 fGammaAdj=1.980 fDecay=0.500 fVideoEchoZoom=0.952 fVideoEchoAlpha=0.500 nVideoEchoOrientation=3 nWaveMode=4 bAdditiveWaves=1 bWaveDots=0 bWaveThick=0 bModWaveAlphaByVolume=1 bMaximizeWaveColor=0 bTexWrap=1 bDarkenCenter=0 bRedBlueStereo=0 bBrighten=0 bDarken=1 bSolarize=0 bInvert=0 fWaveAlpha=0.002 fWaveScale=0.079 fWaveSmoothing=0.000 fWaveParam=-0.220 fModWaveAlphaStart=0.810 fModWaveAlphaEnd=1.400 fWarpAnimSpeed=1.459 fWarpScale=2.007 fZoomExponent=1.00000 fShader=0.000 zoom=0.99990 rot=0.00000 cx=0.500 cy=0.500 dx=0.00000 dy=0.00000 warp=0.01000 sx=0.99990 sy=1.00000 wave_r=0.600 wave_g=0.500 wave_b=0.000 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=0.260 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=1.850 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=0.000 wavecode_0_enabled=0 wavecode_0_samples=182 wavecode_0_sep=60 wavecode_0_bSpectrum=0 wavecode_0_bUseDots=1 wavecode_0_bDrawThick=0 wavecode_0_bAdditive=0 wavecode_0_scaling=0.14868 wavecode_0_smoothing=0.00000 wavecode_0_r=1.000 wavecode_0_g=1.000 wavecode_0_b=1.000 wavecode_0_a=0.400 wave_0_per_frame1=t1 = 1; t2 = 0; wavecode_1_enabled=0 wavecode_1_samples=100 wavecode_1_sep=0 wavecode_1_bSpectrum=0 wavecode_1_bUseDots=1 wavecode_1_bDrawThick=1 wavecode_1_bAdditive=0 wavecode_1_scaling=0.89152 wavecode_1_smoothing=0.00000 wavecode_1_r=1.000 wavecode_1_g=1.000 wavecode_1_b=1.000 wavecode_1_a=0.100 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=0 wavecode_2_scaling=0.89152 wavecode_2_smoothing=0.82000 wavecode_2_r=1.000 wavecode_2_g=1.000 wavecode_2_b=1.000 wavecode_2_a=0.100 wavecode_3_enabled=0 wavecode_3_samples=512 wavecode_3_sep=0 wavecode_3_bSpectrum=1 wavecode_3_bUseDots=1 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=16 shapecode_0_additive=0 shapecode_0_thickOutline=0 shapecode_0_textured=1 shapecode_0_num_inst=6 shapecode_0_x=0.730 shapecode_0_y=0.500 shapecode_0_rad=0.29466 shapecode_0_ang=0.00000 shapecode_0_tex_ang=0.00000 shapecode_0_tex_zoom=1.87510 shapecode_0_r=0.700 shapecode_0_g=0.700 shapecode_0_b=1.000 shapecode_0_a=1.000 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=0.000 shapecode_0_border_a=0.000 shape_0_per_frame1=trig = q25; shape_0_per_frame2=a = trig*min(bass+treb-.5,1); a2 = trig*0; shape_0_per_frame3= shape_0_per_frame4=x0 = x0 *bnot(trig) + trig*rand(100)/100; shape_0_per_frame5=y0 = y0 *bnot(trig) + trig*rand(100)/100; shape_0_per_frame6=//x0 = time-int(time); shape_0_per_frame7=//y0 = time-int(time); shape_0_per_frame8= shape_0_per_frame9=tex_ang = rand(20)/3; shape_0_per_frame10=rad = .1+rand(8)/16; shape_0_per_frame11= shape_0_per_frame12=x = x0; y = y0; shape_0_per_frame13=r = .7+.3*sin(time/12); shape_0_per_frame14=b = .7+.3*sin(time/15); shape_0_per_frame15=g = .7+.3*sin(time/8); shape_0_per_frame16=r2 = r; b2 = b; g2 = g; shapecode_1_enabled=0 shapecode_1_sides=32 shapecode_1_additive=0 shapecode_1_thickOutline=0 shapecode_1_textured=0 shapecode_1_num_inst=37 shapecode_1_x=0.500 shapecode_1_y=0.500 shapecode_1_rad=0.03630 shapecode_1_ang=0.81681 shapecode_1_tex_ang=0.37699 shapecode_1_tex_zoom=1.02841 shapecode_1_r=1.000 shapecode_1_g=1.000 shapecode_1_b=1.000 shapecode_1_a=0.050 shapecode_1_r2=1.000 shapecode_1_g2=1.000 shapecode_1_b2=1.000 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=k1 = instance/num_inst*6.28; shape_1_per_frame2=tmp = q17/32+time*.1; shape_1_per_frame3=trel = tmp-int(tmp); shape_1_per_frame4= shape_1_per_frame5=yes = above(sin(time/9.5),0); shape_1_per_frame6= shape_1_per_frame7=bright = 6*q2*q2*yes+.1*min(q8,1); shape_1_per_frame8=border_a = bright; shape_1_per_frame9= shape_1_per_frame10=tmp = 2*sin(time/12)-1; shape_1_per_frame11=a = .5*yes*pow(2,-18*abs(k1-6.28*trel)) * above(tmp,0)*tmp*tmp; shape_1_per_frame12=ampl = .1; shape_1_per_frame13=rad = .02+.0*sin(k1*4+time); shape_1_per_frame14=x = .5 +q15*ampl *cos(k1+q17); y = .5+ q16*ampl*sin(k1+q17); shape_1_per_frame15= shape_1_per_frame16=r0 = sin(time/7); shape_1_per_frame17=g0 = sin(time/5); shape_1_per_frame18=b0 = sin(time/9); shape_1_per_frame19= shape_1_per_frame20=border_r = .8 + .2*r0; shape_1_per_frame21=border_g = .8 + .2*g0; shape_1_per_frame22=border_b = .8 + .2*b0; shape_1_per_frame23= shape_1_per_frame24= shape_1_per_frame25=//r = .5*r0; g = .5*g0; b = 0.5*b0; ; shape_1_per_frame26= shape_1_per_frame27=//r2 = 0; g2 = 0; b2 = 0; shape_1_per_frame28= shape_1_per_frame29=a2 = 0; shape_1_per_frame30= shapecode_2_enabled=0 shapecode_2_sides=26 shapecode_2_additive=0 shapecode_2_thickOutline=0 shapecode_2_textured=0 shapecode_2_num_inst=2 shapecode_2_x=0.500 shapecode_2_y=0.500 shapecode_2_rad=0.15038 shapecode_2_ang=0.00000 shapecode_2_tex_ang=0.62832 shapecode_2_tex_zoom=1.35189 shapecode_2_r=1.000 shapecode_2_g=1.000 shapecode_2_b=1.000 shapecode_2_a=0.500 shapecode_2_r2=1.000 shapecode_2_g2=1.000 shapecode_2_b2=1.000 shapecode_2_a2=0.000 shapecode_2_border_r=0.500 shapecode_2_border_g=0.500 shapecode_2_border_b=0.500 shapecode_2_border_a=0.000 shape_2_per_frame1=a = min(q26,1);; shapecode_3_enabled=0 shapecode_3_sides=24 shapecode_3_additive=0 shapecode_3_thickOutline=0 shapecode_3_textured=1 shapecode_3_num_inst=1 shapecode_3_x=0.700 shapecode_3_y=0.510 shapecode_3_rad=0.19869 shapecode_3_ang=0.00000 shapecode_3_tex_ang=1.00531 shapecode_3_tex_zoom=0.49981 shapecode_3_r=1.000 shapecode_3_g=1.000 shapecode_3_b=0.990 shapecode_3_a=0.000 shapecode_3_r2=0.000 shapecode_3_g2=0.000 shapecode_3_b2=0.000 shapecode_3_a2=1.000 shapecode_3_border_r=0.000 shapecode_3_border_g=0.500 shapecode_3_border_b=0.500 shapecode_3_border_a=0.000 per_frame_init_1=avg = 1; per_frame_init_2=index = rand(8); per_frame_init_3=index2 = rand(8); per_frame_init_4=ran = 1; per_frame_init_5=spb_=.3; per_frame_init_6=sdev = .1; per_frame_init_7=trel2 = rand (100)/100; per_frame_1=dec_med = pow (0.9, 30/fps); dec_slow = pow (0.98, 30/fps); per_frame_2=beat = bass+mid+treb; per_frame_3=avg = avg*dec_slow + beat*(1-dec_slow); per_frame_4=is_beat = above(beat, .2+avg+peak) * above (time, t0+.1); per_frame_5=t0 = is_beat*time + (1-is_beat)*t0; per_frame_6=peak = is_beat * beat + (1-is_beat)*peak*dec_med; per_frame_7=index = (index + is_beat) %16; per_frame_8=index2 = (index2 + is_beat*bnot(index))%12; per_frame_9= per_frame_10=spb = min(t0-t0a + .01,2); t0a = t0; per_frame_11=spb_ = if(is_beat,spb_ *.9 +.1*spb, spb_); per_frame_12=mindev = min(min(abs(spb-spb_),abs(spb*2-spb_)),abs(spb-spb_*2)); per_frame_13=sdev = if(is_beat,sdev * .9 + .1*pow(mindev+.02,2),sdev); per_frame_14= per_frame_15=q20 = avg; q21 = beat; per_frame_16=q22 = peak+.1; per_frame_17=q24 = is_beat; per_frame_18=q27 = index; q28 = index2; per_frame_19= per_frame_20=trel = trel + 1/fps/spb_*4; itrel = int(trel); per_frame_21=q25 = above(itrel, itrel_); per_frame_22=q30 = itrel%2; per_frame_23=itrel_ = itrel; per_frame_24=q31 = trel/8-int(trel/8); per_frame_25= per_frame_26=ma = ma + peak/fps ; per_frame_27=mx=mx*dec_med+(1-dec_med)*cos(ma); per_frame_28=my=my*dec_med+(1-dec_med)*sin(ma+trel/16); per_frame_29=q15 = mx ; q16 = my ; q17 = ma; per_frame_30= per_frame_31=//first par: off; second: on per_frame_32=sw1 = if(sw1,bnot(q24*bnot(rand(10))),q24*bnot(rand(20))); per_frame_33=sw2 = if(sw2,bnot(q24*bnot(rand(40))),q24*bnot(rand(80))); per_frame_34=sw3 = if(sw3,bnot(q24*bnot(rand(10))),q24*bnot(rand(100+10000*sdev))); per_frame_35= per_frame_36=//********* variation parameters warp shader per_frame_37=q6 = sin(time/15)*sin(time/27)*.1; //zz weighting per_frame_38=q10 = sin(time/8); //ring per_frame_39=q10 = q10*q10*.1; per_frame_40=q11 = 1.5+sin(time/7.8); //zoom uv2 per_frame_41=q12 = if(below(sdev,.02)*bnot(q8),q25,1); //go per_frame_42=q13 = .5+sin(time/17); //pow noise per_frame_43=q19 = sin(time/5.3)*.4; //sunpos per_frame_44= per_frame_45=//********* variation parameters comp shader per_frame_46=q3 = sw1;//mirror per_frame_47=q4 = .02/sdev; //unused ### per_frame_48=q5 = max(min(4*sin(trel/64)-3,1),0)*.4; //water per_frame_49=q7 = below(sdev,.004)*(index2%2); //flash per_frame_50=q2 = abs(q19)*sqrt(q15*q15+q16*q16); //avoid black - frame eq2 per_frame_51= per_frame_52=trel2 = trel2+.003*q22*q22/fps; per_frame_53=tmp = sin(trel2); per_frame_54=tmp = 10*tmp-9; per_frame_55=q8 = tmp*above(tmp,0)*(4/max(q22-4,0.2)+4); // dyn zoom per_frame_56=q26 = above(q22,16)*(q22-16)*2; //# ok??? per_frame_57= per_frame_58=tmp = index2/6; per_frame_59=q14 = abs((tmp-int(tmp))-.5)*6+1; //ang multi #### per_frame_60= per_frame_61=tmp =sin(trel/4*3.14); //sym rot per_frame_62=jmp = jmp + above(tmp,.5)*tmp/fps*8*sw2; per_frame_63=q9 = jmp*equal(q14,1)*below(sdev,0.04)+time*above(sin(q17/23),.9); per_frame_64=q18 = tmp*tmp/2 * bnot(q8) * sw3; //waber per_frame_65= per_frame_66=monitor = avg; per_frame_67=rot = .003; per_frame_68=warp = .0; per_frame_69=//zoom = 1+(avg-log(sdev))/200+min(q26,1); per_frame_70=//dx = tmp*.01*above(abs(tmp),.95); per_pixel_1=zoom = 1.0+(q20-1.5)*.1*rad; warp_1=`float3 dx,dy,ret1; warp_2=`float2 zz,uv1,uv2; warp_3=`float n1,n2,n3,n4,zv, noise, k1; warp_4=`static float2 sunpos = float2 (q15,q16)*q19 ;//##! warp_5=`static float3 suncol = .5+normalize(roam_cos); warp_6=`//static float2x2 ofs = float2x2 (texsize.z,0,0,texsize.w)*2; warp_7=`static float2x2 ofs = float2x2 (.002,0,0,.002); warp_8=` warp_9=`float3 cloud (float2 uv_in) { warp_10=`return (.002/(length(uv_in-sunpos)-q10/q22))*suncol;} warp_11=` warp_12=`shader_body { warp_13=`uv1 = (uv-.5);//*aspect.xy; warp_14=` warp_15=`dx = tex2D(sampler_main,uv+ofs[0]) - tex2D(sampler_main,uv-ofs[0]); warp_16=`dy = tex2D(sampler_main,uv+ofs[1]) - tex2D(sampler_main,uv-ofs[1]); warp_17=`zz = float2(dx.b,dy.b); warp_18=` warp_19=`//clouds warp_20=`zv = time*.1 ; warp_21=`uv2 = q11*uv1+ 0.04*time; warp_22=`n1 = tex3D(sampler_noisevol_hq,float3 (uv2.x,uv2.y,zv)).b; warp_23=`n2 = tex3D(sampler_noisevol_hq,float3 (uv2.x*2,uv2.y*2,zv*2)).b; warp_24=`n3 = tex3D(sampler_noisevol_hq,float3 (uv2.x*4,uv2.y*4,zv*3)).b; warp_25=`n4 = tex3D(sampler_noisevol_hq,float3 (uv2.x*8,uv2.y*8,zv*7)).b; warp_26=`noise = n1 + n2/2 + n3/4 + n4/8 -.5; warp_27=` warp_28=`noise = pow(noise,q13); warp_29=`uv2 = uv1*(1+.5*q2)+noise*.1; //q2 hier ? ## warp_30=` warp_31=`//******************************* warp_32=`float blur = GetBlur1(uv1/4*0+.5); warp_33=` warp_34=`ret1 = cloud(uv2) + .002/length(uv1-.03/q22)*saturate(1-8*blur); warp_35=`ret1 = ret1 + tex2D(sampler_main, uv1/1.0+.5+q6*zz)*.96-.02-blur*.1-.0*length(zz); warp_36=`float go = q12; warp_37=`ret = go*ret1 + (1-go)*GetPixel(uv) ; warp_38=`} comp_1=` comp_2=`shader_body comp_3=`{ comp_4=` float3 txr = float3(uv,q2); comp_5=` float2 uv_echo = (uv - 0.5)*float2(-1,1) + 0.5; comp_6=` ret = lerp( tex2D(sampler_main, (uv-0.5)*0.98 + 0.5).xyz, comp_7=` tex2D(sampler_main, (uv_echo-0.5)*0.98 + 0.5).xyz, comp_8=` 0.50 comp_9=` ) + GetBlur3(uv) + GetBlur3(uv_echo) comp_10=` + GetBlur1(uv) + GetBlur1(uv_echo); //video echo; //video echo comp_11=` ret *= tex3D(sampler_noisevol_hq, txr); comp_12=` ret *= 2.0; //gamma comp_13=` //ret = ret*(1 - ret)*10; //brighten comp_14=`}