MILKDROP_PRESET_VERSION=201 PSVERSION=2 PSVERSION_WARP=2 PSVERSION_COMP=2 [preset00] fRating=3.000 fGammaAdj=1.000 fDecay=0.925 fVideoEchoZoom=1.007 fVideoEchoAlpha=0.000 nVideoEchoOrientation=0 nWaveMode=6 bAdditiveWaves=1 bWaveDots=0 bWaveThick=1 bModWaveAlphaByVolume=1 bMaximizeWaveColor=1 bTexWrap=0 bDarkenCenter=0 bRedBlueStereo=0 bBrighten=0 bDarken=0 bSolarize=0 bInvert=0 fWaveAlpha=0.818 fWaveScale=1.002 fWaveSmoothing=0.648 fWaveParam=-0.900 fModWaveAlphaStart=0.410 fModWaveAlphaEnd=0.900 fWarpAnimSpeed=1.000 fWarpScale=1.331 fZoomExponent=1.04909 fShader=0.000 zoom=1.02970 rot=0.00000 cx=0.500 cy=0.500 dx=0.00000 dy=0.00000 warp=0.01000 sx=1.00000 sy=1.00000 wave_r=1.000 wave_g=1.000 wave_b=1.000 wave_x=0.500 wave_y=0.500 ob_size=0.500 ob_r=0.010 ob_g=0.000 ob_b=0.000 ob_a=0.000 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=5.000 mv_r=0.700 mv_g=0.700 mv_b=0.700 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 = 0.5+0.4*sin(0.43*time+0.12*bass_att); per_frame_2=q2 = 0.5+0.4*sin(0.63*time+0.14*bass_att); per_frame_3=q3 = 0.5+0.4*sin(0.83*time+0.16*bass_att); per_frame_4= per_frame_5=wave_mystery = rand(150)*0.01 - rand(150)*0.01; per_pixel_1= per_pixel_2=//Have fun with the shaders kids! per_pixel_3= per_pixel_4=//xy transform code (Yes, it is based off of Flexi's from the previous collaboration) per_pixel_5=xv = sin(time*.333)*x -cos(time*.667)*x; per_pixel_6=yv = cos(time*.333)*y +sin(time*.667)*y; per_pixel_7=x = xv; per_pixel_8=y = yv; per_pixel_9=//end x/y transform code per_pixel_10= per_pixel_11=sx=sx+.075*sin(x*3); per_pixel_12=sy=sy+.075*sin(y*3.1); warp_1=`sampler sampler_fw_clouds; warp_2=`shader_body warp_3=`{ warp_4=` warp_5=` // motion blur by Geiss warp_6=` // 'v' points exactly one pixel, in the direction of motion warp_7=` float2 v = normalize(uv-uv_orig)*texsize.zw; warp_8=` float3 s; warp_9=` ret = max(ret, tex2D(sampler_main, uv+v)*0.97); warp_10=` ret = max(ret, tex2D(sampler_main, uv-v)*0.97); warp_11=` ret = max(ret, tex2D(sampler_main, uv+v*2)*0.90); warp_12=` ret = max(ret, tex2D(sampler_main, uv-v*2)*0.90); warp_13=` warp_14=` warp_15=`ret -= .5*GetBlur1(uv); warp_16=`ret += tex2D(sampler_fw_clouds,uv)*0.15; warp_17=` warp_18=` warp_19=` // darken (decay) over time warp_20=` ret = (ret-0.005)*0.98; //or try: ret -= 0.004; warp_21=` warp_22=` warp_23=`} comp_1=`shader_body comp_2=`{ comp_3=` comp_4=`float3 orig=tex2D(sampler_main,uv); comp_5=`float3 nex=tex2D(sampler_main,float2(uv.x+0.001,uv.y)); comp_6=` comp_7=`if(abs(orig.x+orig.y+orig.z-nex.x-nex.y-nex.z)>0.1) comp_8=`{ret=GetBlur2(uv);} comp_9=`else{ret=GetBlur3(uv);}; comp_10=` comp_11=`ret += 1.5*GetBlur3(uv)-GetBlur1(uv); comp_12=` comp_13=`ret *= 2.25; comp_14=`ret = lum(ret); comp_15=`float3 hue_shader_x = (hue_shader*(1+treb_att))-(treb_att-1.75); comp_16=`ret = lerp(.75*ret,ret*(GetBlur3(uv)-GetBlur1(uv)),(0.1*rand_preset+0.5*hue_shader_x+0.5*_qa.xyz)*ret); comp_17=`ret *= ret; //darken comp_18=`//ret *= ret; comp_19=`//ret *= sqrt(ret); //brighten comp_20=`//ret = 1-ret; //invert comp_21=`}