MILKDROP_PRESET_VERSION=201 PSVERSION=2 PSVERSION_WARP=2 PSVERSION_COMP=2 [preset00] fRating=3.000000 fGammaAdj=2.000 fDecay=0.990 fVideoEchoZoom=2.000 fVideoEchoAlpha=0.000 nVideoEchoOrientation=0 nWaveMode=5 bAdditiveWaves=0 bWaveDots=1 bWaveThick=1 bModWaveAlphaByVolume=1 bMaximizeWaveColor=0 bTexWrap=1 bDarkenCenter=0 bRedBlueStereo=0 bBrighten=0 bDarken=0 bSolarize=0 bInvert=0 fWaveAlpha=2.965 fWaveScale=23.563 fWaveSmoothing=0.900 fWaveParam=0.000 fModWaveAlphaStart=0.830 fModWaveAlphaEnd=1.150 fWarpAnimSpeed=1.000 fWarpScale=3.138 fZoomExponent=1.00000 fShader=0.000 zoom=1.05300 rot=0.00000 cx=0.500 cy=0.500 dx=0.00000 dy=0.00000 warp=0.26300 sx=1.00000 sy=1.00000 wave_r=0.490 wave_g=0.490 wave_b=0.490 wave_x=0.500 wave_y=0.500 ob_size=0.010 ob_r=0.000 ob_g=0.000 ob_b=0.000 ob_a=0.000 ib_size=0.010 ib_r=0.250 ib_g=0.250 ib_b=0.250 ib_a=0.000 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=wave_r = wave_r + 0.650*( 0.60*sin(1.437*time) + 0.40*sin(0.970*time) ); per_frame_2=wave_g = wave_g + 0.650*( 0.60*sin(1.344*time) + 0.40*sin(0.841*time) ); per_frame_3=wave_b = wave_b + 0.650*( 0.60*sin(1.251*time) + 0.40*sin(1.055*time) ); per_frame_4=rot = rot + 0.010*( 0.60*sin(0.381*time) + 0.40*sin(0.579*time) ); per_frame_5=cx = cx + 0.210*( 0.60*sin(0.374*time) + 0.40*sin(0.294*time) ); per_frame_6=cy = cy + 0.210*( 0.60*sin(0.393*time) + 0.40*sin(0.223*time) ); per_frame_7=dx = dx + 0.010*( 0.60*sin(0.234*time) + 0.40*sin(0.277*time) ); per_frame_8=dy = dy + 0.010*( 0.60*sin(0.284*time) + 0.40*sin(0.247*time) ); per_frame_9=decay = decay - 0.01*equal(frame%6,0); per_frame_10=dx = dx + dx_residual; per_frame_11=dy = dy + dy_residual; per_frame_12=bass_thresh = above(bass_att,bass_thresh)*2 + (1-above(bass_att,bass_thresh))*((bass_thresh-1.3)*0.96+1.3); per_frame_13=dx_residual = equal(bass_thresh,2)*0.016*sin(time*7) + (1-equal(bass_thresh,2))*dx_residual; per_frame_14=dy_residual = equal(bass_thresh,2)*0.012*sin(time*9) + (1-equal(bass_thresh,2))*dy_residual; warp_1=`shader_body warp_2=`{ warp_3=` // sample previous frame warp_4=` ret.xyz = 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=` float3 b0 = ret.xyz; warp_9=` float3 b1 = GetBlur1(uv).xyz; warp_10=` float3 b2 = GetBlur2(uv).xyz; warp_11=` //float b3 = GetBlur3(uv).xyz; warp_12=` float3 dc = b0-b1; warp_13=` dc = lerp(dc, (b2-b1)*2, rad); warp_14=` warp_15=` ret.xyz += dc*0.3; warp_16=` ret.xyz *= 0.9; warp_17=` ret = lerp(ret, 0.5, 0.03); warp_18=` warp_19=` warp_20=` // add noise: warp_21=` float2 dither_uv = uv_orig*texsize.xy*texsize_noise_lq.zw * 1 + rand_frame.xy; warp_22=` ret.xyz += (tex2D(sampler_noise_lq, dither_uv).xyz-0.5)/256.0 * 122 warp_23=` //* saturate(treb_att-1); warp_24=` *0.16; warp_25=` warp_26=` // desaturate over time, to keep the globs white warp_27=` //ret.xyz = lerp(ret.xyz, lum(ret.xyz), 0.2); warp_28=` ret.xyz = lerp(ret.xyz, ret.zxy, 0.02); warp_29=`} comp_1=`sampler sampler_rand00;; comp_2=`shader_body comp_3=` comp_4=`{ comp_5=` float2 d = texsize.zw*4; comp_6=` float1 dx = ( GetBlur1(uv+float2(1,0)*d)-GetBlur1(uv-float2(1,0)*d) ).y; comp_7=` float1 dy = ( GetBlur1(uv+float2(0,1)*d)-GetBlur1(uv-float2(0,1)*d) ).y; comp_8=` float2 uv_y = uv-float2(dx,dy)*0.4; comp_9=` comp_10=`ret = lerp(tex2D(sampler_rand00, uv_y), rand_preset, GetPixel(uv).y*0.7); comp_11=`} comp_12=`