MILKDROP_PRESET_VERSION=201 PSVERSION=2 PSVERSION_WARP=2 PSVERSION_COMP=2 [preset00] fRating=5.000 fGammaAdj=1.280 fDecay=0.800 fVideoEchoZoom=1.000 fVideoEchoAlpha=0.000 nVideoEchoOrientation=3 nWaveMode=7 bAdditiveWaves=1 bWaveDots=0 bWaveThick=0 bModWaveAlphaByVolume=1 bMaximizeWaveColor=0 bTexWrap=1 bDarkenCenter=0 bRedBlueStereo=0 bBrighten=1 bDarken=0 bSolarize=0 bInvert=0 fWaveAlpha=0.001 fWaveScale=1.286 fWaveSmoothing=0.630 fWaveParam=0.000 fModWaveAlphaStart=0.710 fModWaveAlphaEnd=1.300 fWarpAnimSpeed=1.000 fWarpScale=1.000 fZoomExponent=3.04777 fShader=0.000 zoom=1.01730 rot=0.00000 cx=0.500 cy=0.500 dx=0.00000 dy=0.00000 warp=0.01605 sx=1.00000 sy=1.00000 wave_r=1.000 wave_g=0.650 wave_b=0.650 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=0.010 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=0.000 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=0.000 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=1.000 wavecode_0_g=0.000 wavecode_0_b=0.000 wavecode_0_a=1.000 wave_0_per_point1=ma=ma+(above(bass,1)*3.1415*.01*bass); wave_0_per_point2=ma=ma-(above(treb,1)*3.1415*.01*treb); wave_0_per_point3= wave_0_per_point4=mx=mx+(.0002*cos(ma)); wave_0_per_point5=my=my+(.0002*sin(ma)); wave_0_per_point6= wave_0_per_point7=mx=if(above(mx,.9),(.9-mx),mx); wave_0_per_point8=my=if(above(my,.9),(.9-my),my); wave_0_per_point9=mx=if(below(mx,.1),(.9+mx),mx); wave_0_per_point10=my=if(below(my,.1),(.9+my),my); wave_0_per_point11= wave_0_per_point12=x=mx; wave_0_per_point13=y=my; wave_0_per_point14= wave_0_per_point15=a=(above(bass+mid+treb,.8)); 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=0.000 wavecode_1_g=1.000 wavecode_1_b=0.000 wavecode_1_a=1.000 wave_1_per_point1=ma=ma+(above(bass,1)*3.1415*.05*bass); wave_1_per_point2=ma=ma-(above(mid,1)*3.1415*.05*mid); wave_1_per_point3= wave_1_per_point4=mx=mx+(.0001*cos(ma)); wave_1_per_point5=my=my+(.0001*sin(ma)); wave_1_per_point6= wave_1_per_point7=mx=if(above(mx,.9),(.9-mx),mx); wave_1_per_point8=my=if(above(my,.9),(.9-my),my); wave_1_per_point9=mx=if(below(mx,.1),(.9+mx),mx); wave_1_per_point10=my=if(below(my,.1),(.9+my),my); wave_1_per_point11= wave_1_per_point12=x=mx; wave_1_per_point13=y=my; wave_1_per_point14= wave_1_per_point15=a=(above(bass+mid+treb,.1)); wavecode_2_enabled=1 wavecode_2_samples=512 wavecode_2_sep=0 wavecode_2_bSpectrum=0 wavecode_2_bUseDots=1 wavecode_2_bDrawThick=0 wavecode_2_bAdditive=0 wavecode_2_scaling=1.00000 wavecode_2_smoothing=0.50000 wavecode_2_r=0.000 wavecode_2_g=0.000 wavecode_2_b=1.000 wavecode_2_a=1.000 wave_2_per_point1=ma=ma+(above(mid,1)*3.1415*.01*mid); wave_2_per_point2=ma=ma-(above(treb,1)*3.1415*.01*treb); wave_2_per_point3= wave_2_per_point4=mx=mx+(.0004*cos(ma)); wave_2_per_point5=my=my+(.0004*sin(ma)); wave_2_per_point6= wave_2_per_point7=mx=if(above(mx,.9),(.9-mx),mx); wave_2_per_point8=my=if(above(my,.9),(.9-my),my); wave_2_per_point9=mx=if(below(mx,.1),(.9+mx),mx); wave_2_per_point10=my=if(below(my,.1),(.9+my),my); wave_2_per_point11= wave_2_per_point12=x=mx; wave_2_per_point13=y=my; wave_2_per_point14= wave_2_per_point15=a=(above(bass+mid+treb,.3)); wavecode_3_enabled=1 wavecode_3_samples=512 wavecode_3_sep=0 wavecode_3_bSpectrum=0 wavecode_3_bUseDots=1 wavecode_3_bDrawThick=1 wavecode_3_bAdditive=0 wavecode_3_scaling=1.00000 wavecode_3_smoothing=0.50000 wavecode_3_r=0.000 wavecode_3_g=0.000 wavecode_3_b=0.000 wavecode_3_a=1.000 wave_3_per_point1=ma=ma+(above(bass,.5)*3.1415*.02*bass); wave_3_per_point2=ma=ma-(above(treb,.5)*3.1415*.02*treb); wave_3_per_point3= wave_3_per_point4=mx=mx+(.0008*cos(ma)); wave_3_per_point5=my=my+(.0008*sin(ma)); wave_3_per_point6= wave_3_per_point7=mx=if(above(mx,.9),(.9-mx),mx); wave_3_per_point8=my=if(above(my,.9),(.9-my),my); wave_3_per_point9=mx=if(below(mx,.1),(.9+mx),mx); wave_3_per_point10=my=if(below(my,.1),(.9+my),my); wave_3_per_point11= wave_3_per_point12=x=mx; wave_3_per_point13=y=my; wave_3_per_point14= wave_3_per_point15=a=(above(bass+mid+treb,.2)); shapecode_0_enabled=0 shapecode_0_sides=5 shapecode_0_additive=1 shapecode_0_thickOutline=0 shapecode_0_textured=0 shapecode_0_num_inst=2 shapecode_0_x=0.490 shapecode_0_y=0.500 shapecode_0_rad=0.11589 shapecode_0_ang=0.00000 shapecode_0_tex_ang=0.00000 shapecode_0_tex_zoom=4.36077 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=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=1.000 shapecode_0_border_a=0.000 shape_0_per_frame1=x = rand(1000)/1000; shape_0_per_frame2=y = rand(1000)/1000; shape_0_per_frame3=ang = rand(150)/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=zoom = 1; per_frame_2=// the möbius transformation per_frame_3=// z -> (az+b)/(cz-d); where a,b,c,d are complex numbers and z will be the uv-vector per_frame_4=// (az+b)/(cz-d) = a/c + mu/(cz+d), with mu = (bc-ad)/c per_frame_5=// so a/c and mu can be calculated outside of the shader per_frame_6= per_frame_7=//before inversion per_frame_8= per_frame_9=scale = 0.5 + bass_att*0.02-treb_att*0.01; per_frame_10=angle = time*0.1; per_frame_11=translation_x = 0; per_frame_12=translation_y = 0.04; per_frame_13= per_frame_14=a_r = cos(angle)*scale; per_frame_15=a_i = sin(angle)*scale; per_frame_16=b_r = translation_x; per_frame_17=b_i = translation_y; per_frame_18= per_frame_19=//complex inverted per_frame_20=scale = 1; per_frame_21=angle = sin(time*0.4)*0.2; per_frame_22=translation_u = 0; per_frame_23=translation_v = -0.2; per_frame_24= per_frame_25=// c per_frame_26=q15 = cos(angle)*scale; per_frame_27=q16 = sin(angle)*scale; per_frame_28= per_frame_29=// d per_frame_30=q17 = translation_u; per_frame_31=q18 = translation_v; per_frame_32= per_frame_33=// c^(-1) per_frame_34=c_inv_r = q15/(q15*q15+q16*q16); per_frame_35=c_inv_i = q16/(q15*q15+q16*q16); per_frame_36= per_frame_37=// a*c^(-1) per_frame_38=q11 = (a_r*c_inv_r - a_i*c_inv_i); per_frame_39=q12 = (a_r*c_inv_i - a_i*c_inv_r); per_frame_40= per_frame_41=// (bc-ad) per_frame_42=bcad_r = (b_r*q15 - b_i*q16)-(a_r*q17-a_i*q18); per_frame_43=bcad_i = (b_r*q16 - b_i*q15)-(a_r*q18-a_i*q17); per_frame_44= per_frame_45=// mu*c^(-1) per_frame_46=q13 = bcad_r*c_inv_r - bcad_i*c_inv_i; per_frame_47=q14 = bcad_r*c_inv_i - bcad_i*c_inv_r; warp_1=`shader_body warp_2=`{ warp_3=`uv = lerp(uv_orig,uv,0.2); warp_4=` float2 d = texsize.zw * 2; warp_5=` float3 dx = ( GetBlur1(uv + float2(1,0)*d) - GetBlur1(uv-float2(1,0)*d) ); warp_6=` float3 dy = ( GetBlur1(uv + float2(0,1)*d) - GetBlur1(uv-float2(0,1)*d) ); warp_7=` warp_8=`ret.x = tex2d(sampler_fc_main, uv + float2(dx.x,dy.x)*texsize.zw*4).x; warp_9=`ret.y = tex2d(sampler_fc_main, uv + float2(dx.y,dy.y)*texsize.zw*4).y; warp_10=`ret.z = tex2d(sampler_fc_main, uv + float2(dx.z,dy.z)*texsize.zw*4).z; warp_11=` warp_12=`ret -= (ret.yzx + ret.zxy)*0.16 + 0.002; warp_13=`float2 dither_uv = uv_orig*texsize.xy*texsize_noise_lq.zw * 1.2 + rand_frame.xy; warp_14=`ret += (tex2D(sampler_noise_lq, dither_uv).xyz-0.5) *0.04; warp_15=` warp_16=`} comp_1=`shader_body comp_2=`{ comp_3=` comp_4=`float2 ac = float2(q11,q12); comp_5=`float2 mu = float2(q13,q14); comp_6=`float2 c = float2(q15,q16); comp_7=`float2 d = float2(q17,q18); comp_8=` comp_9=`float2 z = (uv-0.5); comp_10=` comp_11=`// (c*z + d) comp_12=`float2 czd = float2(z.x*c.x-z.y*c.y,z.x*c.y-z.y*c.x) + d; comp_13=`// mu/(cz+d) comp_14=`float2 moebius = float2( mu.x*czd.x + mu.y*czd.y , mu.y*czd.x-mu.x*czd.y )/(czd.x*czd.x+czd.y*czd.y) + ac; comp_15=` comp_16=`moebius = 0.5 + (1.0 - abs( frac( moebius * 0.5 ) * 2 - 1.0 )-0.5)*0.99; comp_17=` comp_18=`uv=moebius; comp_19=`float3 rnd = tex2D(sampler_noise_lq, rand_frame.xy + uv*texsize.xy*texsize_noise_lq.zw)*2-1; comp_20=` comp_21=`ret = GetPixel(uv); comp_22=` comp_23=`d = texsize.zw * 8; comp_24=`float3 dx = ( GetBlur1(uv + float2(1,0)*d) - GetBlur1(uv-float2(1,0)*d) ); comp_25=`float3 dy = ( GetBlur1(uv + float2(0,1)*d) - GetBlur1(uv-float2(0,1)*d) ); comp_26=` comp_27=`uv -= float2(lum(dx),lum(dy))*texsize.zw*32; comp_28=` comp_29=` comp_30=`ret = lerp(float3(0.8,0.6,0.5)*tex2D(sampler_fc_main, uv).x, comp_31=` lerp(float3(0.6,1.2,0),float3(-1,0.8,-1),GetPixel(uv).z), comp_32=` GetPixel(uv).y*0.4); comp_33=`ret = lerp(ret,float3(0,0.15,0.3),GetPixel(uv).z*(1-GetPixel(uv).y)*2); comp_34=`}