MILKDROP_PRESET_VERSION=201 PSVERSION=2 PSVERSION_WARP=2 PSVERSION_COMP=2 [preset00] fRating=4.000 fGammaAdj=1.000 fDecay=0.960 fVideoEchoZoom=1.007 fVideoEchoAlpha=0.000 nVideoEchoOrientation=1 nWaveMode=2 bAdditiveWaves=0 bWaveDots=1 bWaveThick=0 bModWaveAlphaByVolume=0 bMaximizeWaveColor=0 bTexWrap=0 bDarkenCenter=0 bRedBlueStereo=0 bBrighten=0 bDarken=1 bSolarize=0 bInvert=0 fWaveAlpha=0.001 fWaveScale=0.012 fWaveSmoothing=0.900 fWaveParam=0.000 fModWaveAlphaStart=0.750 fModWaveAlphaEnd=0.950 fWarpAnimSpeed=0.010 fWarpScale=1.611 fZoomExponent=1.00000 fShader=0.000 zoom=1.00000 rot=0.00400 cx=0.500 cy=0.500 dx=0.00000 dy=0.00000 warp=0.12532 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=3.000 nMotionVectorsY=2.000 mv_dx=0.020 mv_dy=-0.020 mv_l=0.150 mv_r=0.490 mv_g=0.480 mv_b=0.300 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=1 wavecode_0_samples=512 wavecode_0_sep=0 wavecode_0_bSpectrum=0 wavecode_0_bUseDots=0 wavecode_0_bDrawThick=1 wavecode_0_bAdditive=0 wavecode_0_scaling=1.00000 wavecode_0_smoothing=0.50000 wavecode_0_r=0.100 wavecode_0_g=1.000 wavecode_0_b=0.700 wavecode_0_a=1.000 wave_0_per_point1=n=sample*6.283; wave_0_per_point2=phs=-sample * 0.2; wave_0_per_point3=tm=q1 + phs; wave_0_per_point4= wave_0_per_point5=flip=flip+1; wave_0_per_point6=flip=flip*below(flip,2); wave_0_per_point7= wave_0_per_point8=xp=0; wave_0_per_point9=yp=flip*0.1 + (sin(tm)*0.5 + 0.5)*0.2; wave_0_per_point10=zp=0; wave_0_per_point11= wave_0_per_point12=//wrist movement; wave_0_per_point13=ang=sin(tm*2)*0.5 +0.5; wave_0_per_point14= wave_0_per_point15=xq=xp; wave_0_per_point16=yq=yp*sin(ang) + zp*cos(ang); wave_0_per_point17=zq=yp*cos(ang) - zp*sin(ang); wave_0_per_point18=yq=yp; wave_0_per_point19=zq=zp; wave_0_per_point20= wave_0_per_point21=ang=tm*8; wave_0_per_point22=xp=xq*sin(ang) + yq*cos(ang); wave_0_per_point23=yp=xq*cos(ang) - yq*sin(ang); wave_0_per_point24=zp=zq; wave_0_per_point25= wave_0_per_point26=//forearm movement; wave_0_per_point27=zp=zp-0.3; wave_0_per_point28=ang=3.14 + sin(tm*2 - 0.5)*1.5; wave_0_per_point29=xq=xp; wave_0_per_point30=yq=yp*sin(ang) + zp*cos(ang); wave_0_per_point31=zq=yp*cos(ang) - zp*sin(ang); wave_0_per_point32= wave_0_per_point33=//upper arm twist wave_0_per_point34=ang=-1.0 + cos(tm*3 + 0.5); wave_0_per_point35=xp=xq*sin(ang) + yq*cos(ang); wave_0_per_point36=yp=xq*cos(ang) - yq*sin(ang); wave_0_per_point37=zp=zq; wave_0_per_point38= wave_0_per_point39=//upper arm outward; wave_0_per_point40=zp=zp-0.35; wave_0_per_point41=ang=cos(tm*2)*0.75 - 1.05; wave_0_per_point42=xq=xp*sin(ang) + zp*cos(ang); wave_0_per_point43=yq=yp; wave_0_per_point44=zq=xp*cos(ang) - zp*sin(ang); wave_0_per_point45= wave_0_per_point46=//upper arm up down; wave_0_per_point47=ang=cos(tm)*0.5 - 0.5; wave_0_per_point48=xp=xq; wave_0_per_point49=yp=yq*cos(ang) - zq*sin(ang); wave_0_per_point50=zp=yq*sin(ang) + zq*cos(ang); wave_0_per_point51= wave_0_per_point52=//xp=xq;yp=yq;zp=zq; wave_0_per_point53= wave_0_per_point54= wave_0_per_point55=//project into screenspace and draw on screen wave_0_per_point56=zp=zp+2; wave_0_per_point57=xs=xp/zp; wave_0_per_point58=ys=yp/zp; wave_0_per_point59= wave_0_per_point60=x=xs+0.5; wave_0_per_point61=y=ys*1.3+0.5; wave_0_per_point62= wave_0_per_point63= wave_0_per_point64=a=(1-sample)*flip; wave_0_per_point65= wave_0_per_point66=b=b+pow(1-sample,2)*0.3 wavecode_1_enabled=1 wavecode_1_samples=512 wavecode_1_sep=0 wavecode_1_bSpectrum=0 wavecode_1_bUseDots=0 wavecode_1_bDrawThick=1 wavecode_1_bAdditive=0 wavecode_1_scaling=1.00000 wavecode_1_smoothing=0.50000 wavecode_1_r=0.200 wavecode_1_g=1.000 wavecode_1_b=0.600 wavecode_1_a=1.000 wave_1_per_point1=n=sample*6.283; wave_1_per_point2=phs=-sample * 0.2; wave_1_per_point3=tm=q1 + phs; wave_1_per_point4= wave_1_per_point5=flip=flip+1; wave_1_per_point6=flip=flip*below(flip,2); wave_1_per_point7= wave_1_per_point8=xp=0; wave_1_per_point9=yp=flip*0.1 + (sin(tm)*0.5 + 0.5)*0.2; wave_1_per_point10=yp=-yp; wave_1_per_point11=zp=0; wave_1_per_point12= wave_1_per_point13=//wrist movement; wave_1_per_point14=ang=sin(tm*2)*0.5 +0.5; wave_1_per_point15= wave_1_per_point16=xq=xp; wave_1_per_point17=yq=yp*sin(ang) + zp*cos(ang); wave_1_per_point18=zq=yp*cos(ang) - zp*sin(ang); wave_1_per_point19=yq=yp; wave_1_per_point20=zq=zp; wave_1_per_point21= wave_1_per_point22=ang=tm*8; wave_1_per_point23=xp=xq*sin(ang) + yq*cos(ang); wave_1_per_point24=yp=xq*cos(ang) - yq*sin(ang); wave_1_per_point25=zp=zq; wave_1_per_point26= wave_1_per_point27=//forearm movement; wave_1_per_point28=zp=zp-0.3; wave_1_per_point29=ang=3.14 + sin(tm*2 - 0.5)*1.5; wave_1_per_point30=xq=xp; wave_1_per_point31=yq=yp*sin(ang) + zp*cos(ang); wave_1_per_point32=zq=yp*cos(ang) - zp*sin(ang); wave_1_per_point33= wave_1_per_point34=//upper arm twist wave_1_per_point35=ang=-1.0 + cos(tm*3 + 0.5); wave_1_per_point36=xp=xq*sin(ang) + yq*cos(ang); wave_1_per_point37=yp=xq*cos(ang) - yq*sin(ang); wave_1_per_point38=zp=zq; wave_1_per_point39= wave_1_per_point40=//upper arm outward; wave_1_per_point41=zp=zp-0.35; wave_1_per_point42=ang=cos(tm*2)*0.75 - 1.05; wave_1_per_point43=xq=xp*sin(ang) + zp*cos(ang); wave_1_per_point44=yq=yp; wave_1_per_point45=zq=xp*cos(ang) - zp*sin(ang); wave_1_per_point46= wave_1_per_point47=//upper arm up down; wave_1_per_point48=ang=cos(tm)*0.5 - 0.5; wave_1_per_point49=xp=xq; wave_1_per_point50=yp=yq*cos(ang) - zq*sin(ang); wave_1_per_point51=zp=yq*sin(ang) + zq*cos(ang); wave_1_per_point52= wave_1_per_point53=//xp=xq;yp=yq;zp=zq; wave_1_per_point54= wave_1_per_point55= wave_1_per_point56=//project into screenspace and draw on screen wave_1_per_point57=zp=zp+2; wave_1_per_point58=xs=xp/zp; wave_1_per_point59=ys=yp/zp; wave_1_per_point60= wave_1_per_point61=x=xs+0.5; wave_1_per_point62=y=ys*1.3+0.5; wave_1_per_point63= wave_1_per_point64= wave_1_per_point65=a=(1-sample)*flip; wave_1_per_point66= wave_1_per_point67= wave_1_per_point68=b=b+pow(1-sample,2)*0.3 wave_1_per_point69= 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=0.600 wavecode_2_b=0.100 wavecode_2_a=1.000 wave_2_per_point1=n=sample*6.283; wave_2_per_point2=tm=q1; wave_2_per_point3=phs=-sample*0.5; wave_2_per_point4= wave_2_per_point5=flip=flip+1; wave_2_per_point6=flip=flip*below(flip,2); wave_2_per_point7= wave_2_per_point8=xp=0; wave_2_per_point9=yp=flip*0.1; wave_2_per_point10=zp=0; wave_2_per_point11= wave_2_per_point12=//wrist movement; wave_2_per_point13=ang=sin(tm*2+phs - 2)*0.5 +0.5 + 2; wave_2_per_point14= wave_2_per_point15=xq=xp; wave_2_per_point16=yq=yp*sin(ang) + zp*cos(ang); wave_2_per_point17=zq=yp*cos(ang) - zp*sin(ang); wave_2_per_point18= wave_2_per_point19=ang=cos(tm*2+phs - 2)*1.5 ; wave_2_per_point20=xp=xq*sin(ang) + yq*cos(ang); wave_2_per_point21=yp=xq*cos(ang) - yq*sin(ang); wave_2_per_point22=zp=zq; wave_2_per_point23= wave_2_per_point24=//forearm movement; wave_2_per_point25=zp=zp-0.3; wave_2_per_point26=ang=3.14 + sin(tm*2+phs - 0.5)*1.5; wave_2_per_point27=xq=xp; wave_2_per_point28=yq=yp*sin(ang) + zp*cos(ang); wave_2_per_point29=zq=yp*cos(ang) - zp*sin(ang); wave_2_per_point30= wave_2_per_point31=//upper arm twist wave_2_per_point32=ang=-1.0 + cos(tm*3 + 0.5 +phs + 0.5); wave_2_per_point33=xp=xq*sin(ang) + yq*cos(ang); wave_2_per_point34=yp=xq*cos(ang) - yq*sin(ang); wave_2_per_point35=zp=zq; wave_2_per_point36= wave_2_per_point37=//upper arm outward; wave_2_per_point38=zp=zp-0.35; wave_2_per_point39=ang=cos(tm*2+phs)*0.75 - 1.05; wave_2_per_point40=xq=xp*sin(ang) + zp*cos(ang); wave_2_per_point41=yq=yp; wave_2_per_point42=zq=xp*cos(ang) - zp*sin(ang); wave_2_per_point43= wave_2_per_point44=//upper arm up down; wave_2_per_point45=ang=cos(tm+phs)*0.5 - 0.5; wave_2_per_point46=xp=xq; wave_2_per_point47=yp=yq*cos(ang) - zq*sin(ang); wave_2_per_point48=zp=yq*sin(ang) + zq*cos(ang); wave_2_per_point49= wave_2_per_point50=//xp=xq;yp=yq;zp=zq; wave_2_per_point51= wave_2_per_point52= wave_2_per_point53=//project into screenspace and draw on screen wave_2_per_point54=zp=zp+2; wave_2_per_point55=xs=xp/zp; wave_2_per_point56=ys=yp/zp; wave_2_per_point57= wave_2_per_point58=x=xs+0.5; wave_2_per_point59=y=ys*1.3+0.5; wave_2_per_point60= wave_2_per_point61= wave_2_per_point62=a=(1-sample)*0.05 wave_2_per_point63= 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=0.300 wavecode_3_b=0.100 wavecode_3_a=1.000 wave_3_per_point1=n=sample*6.283; wave_3_per_point2=tm=q1 ; wave_3_per_point3=phs=-sample*0.5; wave_3_per_point4= wave_3_per_point5=flip=flip+1; wave_3_per_point6=flip=flip*below(flip,2); wave_3_per_point7= wave_3_per_point8=xp=0; wave_3_per_point9=yp=flip*0.1; wave_3_per_point10=zp=0; wave_3_per_point11= wave_3_per_point12=//wrist movement; wave_3_per_point13=ang=sin(tm*2+phs-2)*0.5 +0.5 + 2; wave_3_per_point14= wave_3_per_point15=xq=xp; wave_3_per_point16=yq=yp*sin(ang) + zp*cos(ang); wave_3_per_point17=zq=yp*cos(ang) - zp*sin(ang); wave_3_per_point18= wave_3_per_point19=ang=cos(tm*2+phs-2)*1.5; wave_3_per_point20=xp=xq*sin(ang) + yq*cos(ang); wave_3_per_point21=yp=xq*cos(ang) - yq*sin(ang); wave_3_per_point22=zp=zq; wave_3_per_point23= wave_3_per_point24=//forearm movement; wave_3_per_point25=zp=zp-0.3; wave_3_per_point26=ang=3.14 + sin(tm*2+phs-0.5)*1.5; wave_3_per_point27=xq=xp; wave_3_per_point28=yq=yp*sin(ang) + zp*cos(ang); wave_3_per_point29=zq=yp*cos(ang) - zp*sin(ang); wave_3_per_point30= wave_3_per_point31=//upper arm twist wave_3_per_point32=ang=-1.0 + cos(tm*3 + 0.5 +phs); wave_3_per_point33=xp=xq*sin(ang) + yq*cos(ang); wave_3_per_point34=yp=xq*cos(ang) - yq*sin(ang); wave_3_per_point35=zp=zq; wave_3_per_point36= wave_3_per_point37=//upper arm outward; wave_3_per_point38=zp=zp-0.35; wave_3_per_point39=ang=cos(tm*2+phs)*0.75 - 1.05; wave_3_per_point40=xq=xp*sin(ang) + zp*cos(ang); wave_3_per_point41=yq=yp; wave_3_per_point42=zq=xp*cos(ang) - zp*sin(ang); wave_3_per_point43= wave_3_per_point44=//upper arm up down; wave_3_per_point45=ang=cos(tm+phs)*0.5 - 0.5; wave_3_per_point46=xp=xq; wave_3_per_point47=yp=yq*cos(ang) - zq*sin(ang); wave_3_per_point48=zp=yq*sin(ang) + zq*cos(ang); wave_3_per_point49= wave_3_per_point50=//xp=xq;yp=yq;zp=zq; wave_3_per_point51= wave_3_per_point52= wave_3_per_point53=//project into screenspace and draw on screen wave_3_per_point54=zp=zp+2; wave_3_per_point55=xs=xp/zp; wave_3_per_point56=ys=yp/zp; wave_3_per_point57= wave_3_per_point58=x=-xs+0.5; wave_3_per_point59=y=ys*1.3+0.5; wave_3_per_point60= wave_3_per_point61= wave_3_per_point62=a=(1-sample)*0.05; wave_3_per_point63= shapecode_0_enabled=1 shapecode_0_sides=5 shapecode_0_additive=0 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=1.06779 shapecode_0_ang=0.75398 shapecode_0_tex_ang=0.00000 shapecode_0_tex_zoom=0.77977 shapecode_0_r=1.000 shapecode_0_g=1.000 shapecode_0_b=1.000 shapecode_0_a=1.000 shapecode_0_r2=1.000 shapecode_0_g2=1.000 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=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=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= per_frame_1=decay=0.98; per_frame_2=zoom=1.002; per_frame_3= per_frame_4=q1=time*0.9; per_frame_5= per_frame_6= per_frame_7= per_frame_8= warp_1=`shader_body warp_2=`{ warp_3=` // sample previous frame warp_4=` ret = tex2D( sampler_fc_main, uv ).xyz; warp_5=` warp_6=` // darken (decay) over time warp_7=` //ret *= 0.96; //or try: ret -= 0.004; warp_8=` warp_9=` warp_10=`} comp_1=`shader_body comp_2=`{ comp_3=` float2 uv2; comp_4=` comp_5=` // the weights of the 4 height value frequencies: comp_6=` float4 c = float4(1,0.3,0.1,0); comp_7=` comp_8=` uv2 = uv + float2(1,0)*texsize.zw; comp_9=` float gx1 = GetPixel(uv2).x*c.x + GetBlur1(uv2).x*c.y + GetBlur2(uv2).x*c.z + GetBlur3(uv2).x*c.w; comp_10=` uv2 = uv + float2(-1,0)*texsize.zw; comp_11=` float gx2 = GetPixel(uv2).x*c.x + GetBlur1(uv2).x*c.y + GetBlur2(uv2).x*c.z + GetBlur3(uv2).x*c.w; comp_12=` comp_13=` uv2 = uv + float2(0,1)*texsize.zw; comp_14=` float gy1 = GetPixel(uv2).x*c.x + GetBlur1(uv2).x*c.y + GetBlur2(uv2).x*c.z + GetBlur3(uv2).x*c.w; comp_15=` uv2 = uv + float2(0,-1)*texsize.zw; comp_16=` float gy2 = GetPixel(uv2).x*c.x + GetBlur1(uv2).x*c.y + GetBlur2(uv2).x*c.z + GetBlur3(uv2).x*c.w; comp_17=` comp_18=` // compute gradient vector: comp_19=` float3 g = normalize(float3(gx1-gx2, gy1-gy2, 0.08)); comp_20=` comp_21=` // hacked default lighting from it: comp_22=` float3 dir1 = normalize(float3(0.3,-0.13,0.05)); comp_23=` float3 col1 = float3(1.3,0.9,0.6)*1.5; comp_24=` ret = col1 * saturate(dot(g,dir1)); comp_25=` comp_26=`}