MILKDROP_PRESET_VERSION=201 PSVERSION=2 PSVERSION_WARP=2 PSVERSION_COMP=2 [preset00] fRating=5.000000 fGammaAdj=1.9 fDecay=0.980 fVideoEchoZoom=1.169 fVideoEchoAlpha=0.0 nVideoEchoOrientation=0 nWaveMode=7 bAdditiveWaves=0 bWaveDots=0 bWaveThick=0 bModWaveAlphaByVolume=1 bMaximizeWaveColor=1 bTexWrap=1 bDarkenCenter=0 bRedBlueStereo=0 bBrighten=0 bDarken=0 bSolarize=0 bInvert=0 fWaveAlpha=0.0 fWaveScale=1.015 fWaveSmoothing=0.522 fWaveParam=0.0 fModWaveAlphaStart=0.830 fModWaveAlphaEnd=1.310 fWarpAnimSpeed=30.965 fWarpScale=2.572 fZoomExponent=1.0 fShader=0.0 zoom=1.00901 rot=0.0 cx=0.5 cy=0.5 dx=0.0 dy=0.0 warp=0.00054 sx=1.0 sy=1.0 wave_r=0.5 wave_g=0.5 wave_b=0.5 wave_x=0.5 wave_y=0.5 ob_size=0.010 ob_r=0.0 ob_g=0.0 ob_b=0.0 ob_a=0.0 ib_size=0.010 ib_r=0.250 ib_g=0.250 ib_b=0.250 ib_a=0.0 nMotionVectorsX=12.0 nMotionVectorsY=9.0 mv_dx=0.0 mv_dy=0.0 mv_l=0.9 mv_r=1.0 mv_g=1.0 mv_b=1.0 mv_a=0.0 b1n=0.0 b2n=0.0 b3n=0.0 b1x=1.0 b2x=1.0 b3x=1.0 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=1.0 wavecode_0_smoothing=0.5 wavecode_0_r=1.0 wavecode_0_g=1.0 wavecode_0_b=1.0 wavecode_0_a=1.0 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=1.0 wavecode_1_smoothing=0.5 wavecode_1_r=1.0 wavecode_1_g=1.0 wavecode_1_b=1.0 wavecode_1_a=1.0 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=1.0 wavecode_2_smoothing=0.5 wavecode_2_r=1.0 wavecode_2_g=1.0 wavecode_2_b=1.0 wavecode_2_a=1.0 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=1.0 wavecode_3_smoothing=0.5 wavecode_3_r=1.0 wavecode_3_g=1.0 wavecode_3_b=1.0 wavecode_3_a=1.0 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=0.5 shapecode_0_y=0.5 shapecode_0_rad=0.1 shapecode_0_ang=0.0 shapecode_0_tex_ang=0.0 shapecode_0_tex_zoom=1.0 shapecode_0_r=1.0 shapecode_0_g=0.0 shapecode_0_b=0.0 shapecode_0_a=1.0 shapecode_0_r2=0.0 shapecode_0_g2=1.0 shapecode_0_b2=0.0 shapecode_0_a2=0.0 shapecode_0_border_r=1.0 shapecode_0_border_g=1.0 shapecode_0_border_b=1.0 shapecode_0_border_a=0.1 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=0.5 shapecode_1_y=0.5 shapecode_1_rad=0.1 shapecode_1_ang=0.0 shapecode_1_tex_ang=0.0 shapecode_1_tex_zoom=1.0 shapecode_1_r=1.0 shapecode_1_g=0.0 shapecode_1_b=0.0 shapecode_1_a=1.0 shapecode_1_r2=0.0 shapecode_1_g2=1.0 shapecode_1_b2=0.0 shapecode_1_a2=0.0 shapecode_1_border_r=1.0 shapecode_1_border_g=1.0 shapecode_1_border_b=1.0 shapecode_1_border_a=0.1 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=0.5 shapecode_2_y=0.5 shapecode_2_rad=0.1 shapecode_2_ang=0.0 shapecode_2_tex_ang=0.0 shapecode_2_tex_zoom=1.0 shapecode_2_r=1.0 shapecode_2_g=0.0 shapecode_2_b=0.0 shapecode_2_a=1.0 shapecode_2_r2=0.0 shapecode_2_g2=1.0 shapecode_2_b2=0.0 shapecode_2_a2=0.0 shapecode_2_border_r=1.0 shapecode_2_border_g=1.0 shapecode_2_border_b=1.0 shapecode_2_border_a=0.1 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=0.5 shapecode_3_y=0.5 shapecode_3_rad=0.1 shapecode_3_ang=0.0 shapecode_3_tex_ang=0.0 shapecode_3_tex_zoom=1.0 shapecode_3_r=1.0 shapecode_3_g=0.0 shapecode_3_b=0.0 shapecode_3_a=1.0 shapecode_3_r2=0.0 shapecode_3_g2=1.0 shapecode_3_b2=0.0 shapecode_3_a2=0.0 shapecode_3_border_r=1.0 shapecode_3_border_g=1.0 shapecode_3_border_b=1.0 shapecode_3_border_a=0.1 per_frame_1=wave_r = 0.85 + 0.25*sin(0.437*time+1); per_frame_2=wave_g = 0.85 + 0.25*sin(0.544*time+2); per_frame_3=wave_b = 0.85 + 0.25*sin(0.751*time+3); 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 + 0.003*( 0.60*sin(0.234*time) + 0.40*sin(0.277*time) ); per_frame_8=dy = dy + 0.003*( 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,2.13)*0.016*sin(time*7) + (1-equal(bass_thresh,2.13))*dx_residual; per_frame_14=dy_residual = equal(bass_thresh,2.13)*0.012*sin(time*9) + (1-equal(bass_thresh,2.13))*dy_residual; per_frame_15=wave_x = wave_x - dx_residual*7; per_frame_16=wave_y = wave_y - dy_residual*7; per_frame_17=wave_mystery = time*0.03; per_frame_18= per_frame_19=//zoom = zoom + 0.005*( 0.60*sin(0.1934*time+3) + 0.40*sin(0.307*time+9) ); per_frame_20=//zoom = zoom + max(0,bass_att-1.1)*0.2; per_frame_21=//warp = warp + max(0,treb_att-1.1)*1.0; per_frame_22= per_frame_23=// this is a great way to respond to beats: per_frame_24=// once you get one, let it decay at a constant rate!! per_frame_25=rg = max(rg*0.77, 0.02 + 0.5*min(2,max(0,mid_att-1)*1.3)); per_frame_26=q9 = rg; per_frame_27= per_frame_28=zoom = zoom + q9*0.1; warp_1=`shader_body warp_2=`{ warp_3=` float2 uv2 = uv; warp_4=` warp_5=` // diffused version: warp_6=` float ss = 0.1; warp_7=` float3 blur = 0.25*( warp_8=` tex2D(sampler_main, uv2+ss*texsize.zw*float2( 1, 1)).xyz + warp_9=` tex2D(sampler_main, uv2+ss*texsize.zw*float2(-1, 1)).xyz + warp_10=` tex2D(sampler_main, uv2+ss*texsize.zw*float2( 1,-1)).xyz + warp_11=` tex2D(sampler_main, uv2+ss*texsize.zw*float2(-1,-1)).xyz warp_12=` ); warp_13=` warp_14=` // diffusion: warp_15=` ret = blur; warp_16=` warp_17=` float F2 = 0.035; warp_18=` float k2 = 0.060; warp_19=` float s = 0.025; warp_20=` float scale = 4; warp_21=` warp_22=` // reaction: warp_23=` float3 z = ret; warp_24=` float uvv = ret.x*ret.y*ret.y; warp_25=` z.x += (-uvv + F2*(1-ret.x))*scale; warp_26=` z.y += (uvv - (F2+k2)*ret.y)*scale; warp_27=` //z.x += s*(16-ret.x*ret.y); warp_28=` //z.y += s*(ret.x*ret.y - ret.y - ret.z); warp_29=` z.z += 0; warp_30=` warp_31=` // apply laplacian: warp_32=` z.x += (GetBlur2(uv2) - GetPixel(uv2))*0.1*scale; warp_33=` warp_34=` ret = z; warp_35=` warp_36=` // add noise: warp_37=` ret += 0.09*(tex2d(sampler_noise_lq, uv*texsize.xy*texsize_noise_lq.zw + rand_frame.xy).xyz*2-1); warp_38=` warp_39=` // darken (decay) over time warp_40=` //ret = (ret - 0.002)*0.99; warp_41=`} comp_1=`shader_body comp_2=`{ comp_3=` ret = tex2D(sampler_main, uv).xyz; comp_4=` ret = ret.xzy; comp_5=`}