MILKDROP_PRESET_VERSION=201 PSVERSION=2 PSVERSION_WARP=2 PSVERSION_COMP=2 [preset00] fRating=4.000 fGammaAdj=1.000 fDecay=0.940 fVideoEchoZoom=1.868 fVideoEchoAlpha=0.450 nVideoEchoOrientation=0 nWaveMode=0 bAdditiveWaves=0 bWaveDots=0 bWaveThick=0 bModWaveAlphaByVolume=1 bMaximizeWaveColor=0 bTexWrap=0 bDarkenCenter=0 bRedBlueStereo=0 bBrighten=1 bDarken=1 bSolarize=1 bInvert=0 fWaveAlpha=4.100 fWaveScale=100.000 fWaveSmoothing=0.000 fWaveParam=0.000 fModWaveAlphaStart=0.710 fModWaveAlphaEnd=1.300 fWarpAnimSpeed=1.681 fWarpScale=2.953 fZoomExponent=0.01000 fShader=0.000 zoom=0.99010 rot=0.00000 cx=0.500 cy=0.500 dx=0.00000 dy=0.00000 warp=1.24699 sx=1.00000 sy=1.00000 wave_r=0.000 wave_g=0.000 wave_b=1.000 wave_x=0.489 wave_y=0.500 ob_size=0.005 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=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=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_1=q1 = aspectX; per_frame_2=q2 = aspectY; per_frame_3=w1 = asin(1)*0.7; per_frame_4=w2 = asin(1)*1.3; per_frame_5=q5 = sin(w1); per_frame_6=q6 = cos(w1); per_frame_7=q7 = sin(w2); per_frame_8=q8 = cos(w2); per_frame_9=w1 = asin(1)*0.7; per_frame_10=w2 = asin(1)*1.3; per_frame_11=q9 = sin(w1); per_frame_12=q10 = cos(w1); per_frame_13=q11 = sin(w2); per_frame_14=q12 = cos(w2); per_frame_15=zoom = 1;//0.999; per_frame_16=//warp = 0; per_frame_17=//wave_a = 0; per_frame_18=q13 = oldq13 + 0.1*(bass*bass*bass_att*bass_att); per_frame_19=oldq13 = q13; per_pixel_1=r = bass/4; per_pixel_2=cx1 = 0.5+sin(time*0.618)*0.2; per_pixel_3=cy1 = 0.5+cos(time*1.618)*0.2; per_pixel_4=d = sqrt((x-cx1)*(x-cx1)+(y-cy1)*(y-cy1)); per_pixel_5=dir = (bass)*(r*r-d*d)*0.3; per_pixel_6=x1 = if( above(d,r),0, sin(y-cy1)*dir); per_pixel_7=y1 = if( above(d,r),0, -sin(x-cx1)*dir); per_pixel_8= per_pixel_9= per_pixel_10=cx1 = 0.5+sin(time*2.618)*0.3; per_pixel_11=cy1 = 0.5+cos(time*3.14)*0.3; per_pixel_12=d = sqrt((x-cx1)*(x-cx1)+(y-cy1)*(y-cy1)); per_pixel_13=dir = -(mid)*(r*r-d*d)*0.3; per_pixel_14=x2 = if( above(d,r),0, sin(y-cy1)*dir); per_pixel_15=y2 = if( above(d,r),0, -sin(x-cx1)*dir); per_pixel_16= per_pixel_17=cx1 = 0.5+sin(-time*2.618)*0.4; per_pixel_18=cy1 = 0.5+cos(-time*1.14)*0.4; per_pixel_19=d = sqrt((x-cx1)*(x-cx1)+(y-cy1)*(y-cy1)); per_pixel_20=dir = -(treb)*(r*r-d*d)*0.3; per_pixel_21=x3 = if( above(d,r),0, sin(y-cy1)*dir); per_pixel_22=y3 = if( above(d,r),0, -sin(x-cx1)*dir); per_pixel_23= per_pixel_24= per_pixel_25=dx = x1+x2+x3; per_pixel_26=dy = y1+y2+y3; warp_1=`shader_body warp_2=`{ warp_3=` // sample previous frame warp_4=` ret = tex2D( sampler_main, uv ).xyz; warp_5=` warp_6=` // take the difference between the crisp and blurred images, warp_7=` // then add it back into the image. Creates spots and stripes over time. warp_8=` ret += (ret - GetBlur2(uv))*0.6; warp_9=` ret *= 0.9; warp_10=` warp_11=` // add noise: warp_12=` float2 dither_uv = uv_orig*texsize.xy*texsize_noise_lq.zw * 0.4 + rand_frame.xy; warp_13=` ret += (tex2D(sampler_noise_lq, dither_uv).xyz-0.5)/256.0 * 12 * saturate(treb_att-1); warp_14=` warp_15=` // desaturate over time, to keep the globs white warp_16=` ret = lerp(ret, lum(ret), 0.08); warp_17=`} comp_1=`float2 rs; comp_2=`shader_body comp_3=`{ comp_4=` comp_5=` comp_6=`float2 uv1 = (uv-.5)*aspect.xy; comp_7=` comp_8=`rs.x = ang/3.14 + q28; comp_9=`rs.y = .1/(.05+length (uv1))+time*.5; comp_10=` comp_11=`uv = frac(rs); comp_12=`uv1 = frac(rs); comp_13=`float3 ret1 = tex2D(sampler_main, uv) + GetBlur1(uv); comp_14=` comp_15=`float2 hor = float2 (texsize.z,0); comp_16=`float2 ver = float2 (0,texsize.w); comp_17=`float dx = GetPixel (uv-hor) - GetPixel (uv+hor); comp_18=`float dy = GetPixel (uv-ver) - GetPixel (uv+ver); comp_19=`float2 dz = float2 (dx,dy); comp_20=` comp_21=`uv1 = .3*cos(uv1*16) - 4*dz;; comp_22=`float3 dots = saturate(.04/length(uv1)); comp_23=` comp_24=`ret1 = 4*(1+bass_att)*dots*(.6-ret1); comp_25=` comp_26=`ret = .8*ret1; comp_27=`}