MILKDROP_PRESET_VERSION=201 PSVERSION=3 PSVERSION_WARP=3 PSVERSION_COMP=3 [preset00] fRating=3.000 fGammaAdj=2.000 fDecay=0.900 fVideoEchoZoom=1.007 fVideoEchoAlpha=0.500 nVideoEchoOrientation=1 nWaveMode=7 bAdditiveWaves=0 bWaveDots=0 bWaveThick=0 bModWaveAlphaByVolume=0 bMaximizeWaveColor=1 bTexWrap=0 bDarkenCenter=0 bRedBlueStereo=0 bBrighten=1 bDarken=0 bSolarize=0 bInvert=0 fWaveAlpha=0.002 fWaveScale=1.000 fWaveSmoothing=0.750 fWaveParam=0.000 fModWaveAlphaStart=0.750 fModWaveAlphaEnd=0.950 fWarpAnimSpeed=1.000 fWarpScale=1.000 fZoomExponent=1.00000 fShader=0.000 zoom=0.96000 rot=-18.84024 cx=0.500 cy=0.500 dx=0.00000 dy=0.00000 warp=0.00052 sx=1.00000 sy=1.00000 wave_r=0.000 wave_g=0.100 wave_b=0.000 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=1.000 ib_size=0.010 ib_r=0.200 ib_g=0.100 ib_b=0.000 ib_a=0.000 nMotionVectorsX=64.000 nMotionVectorsY=48.000 mv_dx=0.000 mv_dy=0.000 mv_l=4.950 mv_r=0.500 mv_g=0.400 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=1 wavecode_0_bUseDots=0 wavecode_0_bDrawThick=1 wavecode_0_bAdditive=1 wavecode_0_scaling=1.00000 wavecode_0_smoothing=0.50000 wavecode_0_r=0.000 wavecode_0_g=0.000 wavecode_0_b=0.000 wavecode_0_a=1.000 wave_0_per_point1=speed = sqrt(bass_att*0.005); wave_0_per_point2=v = sample*10000 + value2*bass*0.1; wave_0_per_point3= wave_0_per_point4=//state 0 elipse wave_0_per_point5=xs = xs + sin(v*1)*speed*atan(v*1.51); wave_0_per_point6=ys = ys + sin(v*1)*speed; wave_0_per_point7=zs = zs + cos(v*1.1)*speed; wave_0_per_point8= wave_0_per_point9=x = 0.5 + 0.5*sin(xs*0.1)*cos(time*2 + xs)*atan(basstime + zs*0.1); wave_0_per_point10=y = 0.5 + 0.5*sin(ys*0.1)*cos(time*2.1 + xs)*sin(basstime*0.4 + zs*0.12); wave_0_per_point11=z = 0.5 + 0.5*sin(zs*0.1)*cos(time*2.1 + zs); wave_0_per_point12= wave_0_per_point13=x = x + sample*0.5*sin(basstime)*bass; wave_0_per_point14=y = y + sample*0.5*sin(basstime*1.2)*bass; wave_0_per_point15= wave_0_per_point16= wave_0_per_point17=z = cos(z*sample)*value1*sample*10 + 2; wave_0_per_point18= wave_0_per_point19=x_int = x*0.6 + 0.2; wave_0_per_point20=y_int = y; wave_0_per_point21= wave_0_per_point22=x = x_int*z*0.5; wave_0_per_point23=y = y_int*z*0.5; wave_0_per_point24= wave_0_per_point25= wave_0_per_point26=r = 0.5 + 0.5*sin(time*6.22)*x_int + 0.1; wave_0_per_point27=g = 0.4 + 0.4*sin(time*5.307)*x_int; wave_0_per_point28=b = 0.4 + 0.4*sin(time*4.959)*y_int; wave_0_per_point29= wave_0_per_point30=xs = if(above(xs,1000),0 ,xs); wave_0_per_point31=ys = if(above(ys,1000),0 ,ys); wavecode_1_enabled=0 wavecode_1_samples=512 wavecode_1_sep=0 wavecode_1_bSpectrum=1 wavecode_1_bUseDots=1 wavecode_1_bDrawThick=1 wavecode_1_bAdditive=1 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=1 wavecode_2_bUseDots=1 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=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=1 wavecode_3_bUseDots=1 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=1.000 wavecode_3_b=1.000 wavecode_3_a=1.000 wave_3_per_point1=//apply zoom burst on beat wave_3_per_point2=flag = above(q3,2); wave_3_per_point3=//state zero is ready state wave_3_per_point4=state = state + flag*equal(state,0); wave_3_per_point5= wave_3_per_point6=//upwards flight wave_3_per_point7=yval = if(equal(state,0),0, yval); wave_3_per_point8=yval = yval + 0.00004*equal(state,1); wave_3_per_point9=ymax = if(equal(state,0),rand(100)*0.004,ymax); wave_3_per_point10= wave_3_per_point11=//hit apogee wave_3_per_point12=state = if(above(yval,0.5+ymax),2,state); wave_3_per_point13= wave_3_per_point14=//reset variable wave_3_per_point15=yval = if(equal(state,0),0, yval); wave_3_per_point16=burst = if(equal(state,0),0.001,burst); wave_3_per_point17=alphax = if(equal(state,0),1,alphax); wave_3_per_point18=xdriftinc = if(equal(state,0),0,xdriftinc); wave_3_per_point19= wave_3_per_point20=burstspeed = if(equal(state,0),rand(10),burstspeed); wave_3_per_point21=xdrift = if(equal(state,0),rand(20),xdrift); wave_3_per_point22=//to get the numbers small enough have to use constants wave_3_per_point23=xdriftinc = xdriftinc wave_3_per_point24=+ equal(xdrift,0)*equal(state,1)*0.00002 wave_3_per_point25=+ equal(xdrift,1)*equal(state,1)*0.000018 wave_3_per_point26=+ equal(xdrift,2)*equal(state,1)*0.000016 wave_3_per_point27=+ equal(xdrift,3)*equal(state,1)*0.000014 wave_3_per_point28=+ equal(xdrift,4)*equal(state,1)*0.000012 wave_3_per_point29=+ equal(xdrift,5)*equal(state,1)*0.00001 wave_3_per_point30=+ equal(xdrift,6)*equal(state,1)*0.000008 wave_3_per_point31=+ equal(xdrift,7)*equal(state,1)*0.000006 wave_3_per_point32=+ equal(xdrift,8)*equal(state,1)*0.000004 wave_3_per_point33=+ equal(xdrift,9)*equal(state,1)*0.000002 wave_3_per_point34=+ equal(xdrift,11)*equal(state,1)*-0.000002 wave_3_per_point35=+ equal(xdrift,12)*equal(state,1)*-0.000004 wave_3_per_point36=+ equal(xdrift,13)*equal(state,1)*-0.000006 wave_3_per_point37=+ equal(xdrift,14)*equal(state,1)*-0.000008 wave_3_per_point38=+ equal(xdrift,15)*equal(state,1)*-0.00001 wave_3_per_point39=+ equal(xdrift,16)*equal(state,1)*-0.000012 wave_3_per_point40=+ equal(xdrift,17)*equal(state,1)*-0.000014 wave_3_per_point41=+ equal(xdrift,18)*equal(state,1)*-0.000016 wave_3_per_point42=+ equal(xdrift,19)*equal(state,1)*-0.000018; wave_3_per_point43= wave_3_per_point44=burst = burst wave_3_per_point45=+ equal(burstspeed,0)*equal(state,2)*0.000024 wave_3_per_point46=+ equal(burstspeed,1)*equal(state,2)*0.000022 wave_3_per_point47=+ equal(burstspeed,2)*equal(state,2)*0.00002 wave_3_per_point48=+ equal(burstspeed,3)*equal(state,2)*0.000018 wave_3_per_point49=+ equal(burstspeed,4)*equal(state,2)*0.000016 wave_3_per_point50=+ equal(burstspeed,5)*equal(state,2)*0.000014 wave_3_per_point51=+ equal(burstspeed,6)*equal(state,2)*0.000012 wave_3_per_point52=+ equal(burstspeed,7)*equal(state,2)*0.00001 wave_3_per_point53=+ equal(burstspeed,8)*equal(state,2)*0.000008 wave_3_per_point54=+ equal(burstspeed,9)*equal(state,2)*0.000008; wave_3_per_point55= wave_3_per_point56=alphax = alphax - 0.00004*equal(state,2); wave_3_per_point57=state = if(below(alphax,0),0,state); wave_3_per_point58= wave_3_per_point59= wave_3_per_point60=s = sample*3.14*100; wave_3_per_point61=ss = sample*6.28*1000; wave_3_per_point62= wave_3_per_point63=//draw torus wave_3_per_point64=xs = (burst + 0.0001*cos(s))*cos(ss); wave_3_per_point65=ys = (burst + 0.0001*cos(s))*sin(ss); wave_3_per_point66=zs = 0.1*burst*sin(s); wave_3_per_point67= wave_3_per_point68= wave_3_per_point69=//rotate x axis wave_3_per_point70=angle = sin(-q1*0.035)*6.28; wave_3_per_point71=yx = ys*cos(angle) - zs*sin(angle); wave_3_per_point72=zx = ys*sin(angle) + zs*cos(angle); wave_3_per_point73=xx = xs; wave_3_per_point74= wave_3_per_point75=//rotate y axis wave_3_per_point76=angle2 = sin(-q1*0.03)*6.28; wave_3_per_point77=xd = xx*cos(angle2) - zx*sin(angle2); wave_3_per_point78=zd = xx*sin(angle2) + zx*cos(angle2); wave_3_per_point79=yd = yx; wave_3_per_point80= wave_3_per_point81=//rotaye z axis wave_3_per_point82=angle3 = sin(-q1*0.022)*6.28; wave_3_per_point83=xn = xd*cos(angle3) - yd*sin(angle3); wave_3_per_point84=yn = xd*sin(angle3) + yd*cos(angle3); wave_3_per_point85= wave_3_per_point86=zd = zd + 2; wave_3_per_point87= wave_3_per_point88=x = xn*zd*0.3 + 0.5; wave_3_per_point89=y = yn*zd*0.3*1.2; wave_3_per_point90= wave_3_per_point91= wave_3_per_point92=x = x + xdriftinc; wave_3_per_point93=y = y + sin(yval*1.5) - 0.18; wave_3_per_point94= wave_3_per_point95= wave_3_per_point96=r = 0.5 + 0.5*sin(q1*1.3 + x + x); wave_3_per_point97=g = 0.5 + 0.5*sin(q1*1.1 + x + y); wave_3_per_point98=b = 0.5 + 0.5*sin(q1*1.66 + y + y); shapecode_0_enabled=0 shapecode_0_sides=4 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=2.66718 shapecode_0_ang=0.00000 shapecode_0_tex_ang=0.00000 shapecode_0_tex_zoom=0.45112 shapecode_0_r=1.000 shapecode_0_g=1.000 shapecode_0_b=0.000 shapecode_0_a=0.150 shapecode_0_r2=0.000 shapecode_0_g2=0.000 shapecode_0_b2=0.000 shapecode_0_a2=0.050 shapecode_0_border_r=1.000 shapecode_0_border_g=1.000 shapecode_0_border_b=1.000 shapecode_0_border_a=0.100 shape_0_per_frame1=r = 0.1 + 0.5*sin(q1); shape_0_per_frame2=g = 0.1 + 0.5*sin(q1*0.9878); shape_0_per_frame3=b = 0.1 + 0.5*sin(q1*0.897); shapecode_1_enabled=0 shapecode_1_sides=100 shapecode_1_additive=0 shapecode_1_thickOutline=0 shapecode_1_textured=0 shapecode_1_num_inst=1 shapecode_1_x=0.350 shapecode_1_y=0.000 shapecode_1_rad=0.09959 shapecode_1_ang=0.00000 shapecode_1_tex_ang=0.00000 shapecode_1_tex_zoom=0.42497 shapecode_1_r=0.000 shapecode_1_g=0.000 shapecode_1_b=1.000 shapecode_1_a=1.000 shapecode_1_r2=0.000 shapecode_1_g2=0.000 shapecode_1_b2=0.000 shapecode_1_a2=1.000 shapecode_1_border_r=1.000 shapecode_1_border_g=1.000 shapecode_1_border_b=1.000 shapecode_1_border_a=0.000 shape_1_per_frame1=r = 0.1 + 0.5*sin(q1*0.01); shape_1_per_frame2=g = 0.1 + 0.5*sin(q1*0.09878); shape_1_per_frame3=b = 0.1 + 0.5*sin(q1*0.0897); shape_1_per_frame4= shape_1_per_frame5=r2 = 0.1 + 0.5*sin(q1*0.035); shape_1_per_frame6=g2 = 0.1 + 0.5*sin(q1*0.09878); shape_1_per_frame7=b2 = 0.1 + 0.5*sin(q1*0.0897); shapecode_2_enabled=0 shapecode_2_sides=100 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=0.000 shapecode_2_rad=0.10201 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=1.000 shapecode_2_border_r=1.000 shapecode_2_border_g=1.000 shapecode_2_border_b=1.000 shapecode_2_border_a=0.000 shape_2_per_frame1=r = 0.1 + 0.5*sin(q1*0.01); shape_2_per_frame2=g = 0.1 + 0.5*sin(q1*0.03878); shape_2_per_frame3=b = 0.1 + 0.5*sin(q1*0.0497); shape_2_per_frame4= shape_2_per_frame5=r2 = 0.1 + 0.5*sin(q1*0.065); shape_2_per_frame6=g2 = 0.1 + 0.5*sin(q1*0.07878); shape_2_per_frame7=b2 = 0.1 + 0.5*sin(q1*0.0597); shapecode_3_enabled=0 shapecode_3_sides=100 shapecode_3_additive=0 shapecode_3_thickOutline=0 shapecode_3_textured=0 shapecode_3_num_inst=1 shapecode_3_x=0.650 shapecode_3_y=0.000 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=1.000 shapecode_3_b=1.000 shapecode_3_a=1.000 shapecode_3_r2=1.000 shapecode_3_g2=0.000 shapecode_3_b2=1.000 shapecode_3_a2=1.000 shapecode_3_border_r=1.000 shapecode_3_border_g=1.000 shapecode_3_border_b=1.000 shapecode_3_border_a=0.100 shape_3_per_frame1=//x = 0.5 + 0.02*sin(time*0.5 + 1.68); shape_3_per_frame2=//y = 0.5 + 0.02*cos(time*0.5 + 1.68); shape_3_per_frame3= shape_3_per_frame4= shape_3_per_frame5=r = 0.1 + 0.5*sin(q1*0.0144); shape_3_per_frame6=g = 0.1 + 0.5*sin(q1*0.05878); shape_3_per_frame7=b = 0.1 + 0.5*sin(q1*0.0797); shape_3_per_frame8= shape_3_per_frame9=r2 = 0.1 + 0.5*sin(q1*0.065); shape_3_per_frame10=g2 = 0.1 + 0.5*sin(q1*0.07878); shape_3_per_frame11=b2 = 0.1 + 0.5*sin(q1*0.0897); per_frame_init_1=state = 0; per_frame_1=basstime = basstime + bass*0.06; per_frame_2=q1 = basstime; per_frame_3= per_frame_4=q9 = basstime * 0.000005; per_frame_5= per_frame_6=basstime = if(below(basstime,1000),1000,basstime); per_frame_7= per_frame_8=vol = pow(bass+mid+treb,2); per_frame_9=basssum = vol; per_frame_10= per_frame_11=stickybit = time%2; per_frame_12= per_frame_13=//avg vol per_frame_14=//buffer 1 per_frame_15=volAvg = volAvg + vol*equal(stickybit,1); per_frame_16=//number of samples 1 or framerate per_frame_17=sample1 = sample1 + equal(stickybit,1); per_frame_18=//buffer 2 per_frame_19=volAvg2 = volAvg2 + vol*equal(stickybit,0); per_frame_20=//number of samples 2 per_frame_21=sample2 = sample2 + equal(stickybit,0); per_frame_22= per_frame_23=//transision per_frame_24=edge = bnot(equal(bit2,stickybit)); per_frame_25= per_frame_26=volAvg = volAvg - volAvg*edge*stickybit; per_frame_27=volAvg2 = volAvg2 - volAvg2*edge*equal(stickybit,0); per_frame_28= per_frame_29=sample1 = sample1 - sample1*edge*stickybit; per_frame_30=sample2 = sample2 - sample2*edge*equal(stickybit,0); per_frame_31= per_frame_32=//test vol against avg buffer lvl per_frame_33=diff = if(equal(stickybit,1), (basssum/(volAvg2/sample2)) , 0); per_frame_34=diff = if(equal(stickybit,0), (basssum/(volAvg/sample1)), diff); per_frame_35= per_frame_36=q3 = diff; per_frame_37= per_frame_38=bit2 = time%2; per_frame_39= per_frame_40=difftime = difftime + diff*0.03; per_frame_41=q2 = difftime; per_frame_42= per_frame_43=//fix a strange error per_frame_44=difftime = if(above(difftime,2000),0, difftime); per_frame_45= per_frame_46= per_frame_47= per_frame_48=monitor = q1; per_frame_49= per_frame_50=//mv_a = q3 - 2; per_pixel_1=zoom = 0.98; per_pixel_2=rot = 0; warp_1=`const float4 samples[4] = { warp_2=` -1.0, 0.0, 0, 0.25, warp_3=` 1.0, 0.0, 0, 0.25, warp_4=` 0.0, 1.0, 0, 0.25, warp_5=` 0.0, -1.0, 0, 0.25 warp_6=`}; warp_7=` warp_8=` warp_9=`shader_body warp_10=`{ warp_11=` warp_12=` float3 txr = float3(uv,q1*0.1); warp_13=` float2 uv2 = uv; warp_14=` uv2 = uv + texsize.zx*(q3,q3); warp_15=` float3 color = tex2D(sampler_noise_lq, uv2) - 0.5; warp_16=` color += tex2D(sampler_noise_mq, uv2) - 0.5; warp_17=` color += tex2D(sampler_noise_hq, uv2) - 0.5; warp_18=` warp_19=` float2x2 rot = { cos(q9), sin(q9), warp_20=` -sin(q9), cos(q9)}; warp_21=` rot = rot - rad*0.01; warp_22=` warp_23=` float3 output = 0; warp_24=` warp_25=` //mmm take out loop for better performace warp_26=` for(int i=0;i<4;i++) warp_27=` output += samples[i].w*tex2D(sampler_main, uv + warp_28=` float2(samples[i].x*(1/texsize.x), warp_29=` samples[i].y*(1/texsize.y)))*0.2; warp_30=` warp_31=` warp_32=` ret = tex2D( sampler_main, ( warp_33=` ((mul((uv-0.5),rot)*(0.97 + rad*0.02)) + 0.5 warp_34=` + GetBlur1((output+ color - 0.5)*0.9 + 0.5)*0.02 + 0.0) - 0.5 warp_35=` )*(1 - pow(rad,1)*0.02) + 0.5 ).xyz; warp_36=` ret = ret-0.03;// - q6;// - 0.08; //or try: ret -= 0.004; warp_37=`} comp_1=` comp_2=`shader_body comp_3=`{ comp_4=` float2 uv_echo = (uv - 0.5)*1.000*float2(-1,-1) + 0.5; comp_5=` ret = lerp( tex2D(sampler_main, uv).xyz, comp_6=` tex2D(sampler_main, uv_echo).xyz, comp_7=` 0.50 comp_8=` ); //video echo comp_9=` comp_10=` ret *= 2.00; //gamma comp_11=` ret = ret; //brighten comp_12=`}