MILKDROP_PRESET_VERSION=201 PSVERSION=3 PSVERSION_WARP=3 PSVERSION_COMP=3 [preset00] fRating=3.000000 fGammaAdj=1.980001 fDecay=0.500000 fVideoEchoZoom=0.999998 fVideoEchoAlpha=0.500000 nVideoEchoOrientation=3 nWaveMode=6 bAdditiveWaves=0 bWaveDots=0 bWaveThick=0 bModWaveAlphaByVolume=0 bMaximizeWaveColor=1 bTexWrap=1 bDarkenCenter=0 bRedBlueStereo=0 bBrighten=0 bDarken=1 bSolarize=0 bInvert=0 fWaveAlpha=0.001000 fWaveScale=5.098400 fWaveSmoothing=0.810000 fWaveParam=0.000000 fModWaveAlphaStart=0.470000 fModWaveAlphaEnd=1.320000 fWarpAnimSpeed=1.459500 fWarpScale=2.006700 fZoomExponent=1.000000 fShader=0.000000 zoom=0.999900 rot=0.000000 cx=0.500000 cy=0.500000 dx=0.000000 dy=0.000000 warp=0.010000 sx=0.999900 sy=1.000000 wave_r=1.000000 wave_g=0.000000 wave_b=0.000000 wave_x=0.500000 wave_y=0.500000 ob_size=0.000000 ob_r=1.000000 ob_g=0.000000 ob_b=1.000000 ob_a=1.000000 ib_size=0.260000 ib_r=0.250000 ib_g=0.250000 ib_b=0.250000 ib_a=0.000000 nMotionVectorsX=64.000000 nMotionVectorsY=47.999996 mv_dx=0.000000 mv_dy=0.000000 mv_l=2.150000 mv_r=0.400000 mv_g=0.200000 mv_b=0.099900 mv_a=0.000000 b1n=0.000000 b2n=0.000000 b3n=0.000000 b1x=0.699900 b2x=1.000000 b3x=1.000000 b1ed=0.000000 wavecode_0_enabled=0 wavecode_0_samples=102 wavecode_0_sep=10 wavecode_0_bSpectrum=0 wavecode_0_bUseDots=0 wavecode_0_bDrawThick=0 wavecode_0_bAdditive=0 wavecode_0_scaling=0.891519 wavecode_0_smoothing=0.000000 wavecode_0_r=1.000000 wavecode_0_g=0.500000 wavecode_0_b=0.500000 wavecode_0_a=0.600000 wave_0_per_frame1=t2 = t2 + bass_att; wavecode_1_enabled=0 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=0.891519 wavecode_1_smoothing=0.820000 wavecode_1_r=1.000000 wavecode_1_g=1.000000 wavecode_1_b=1.000000 wavecode_1_a=0.100000 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=0 wavecode_2_scaling=0.891519 wavecode_2_smoothing=0.820000 wavecode_2_r=1.000000 wavecode_2_g=1.000000 wavecode_2_b=1.000000 wavecode_2_a=0.100000 wavecode_3_enabled=0 wavecode_3_samples=512 wavecode_3_sep=0 wavecode_3_bSpectrum=1 wavecode_3_bUseDots=1 wavecode_3_bDrawThick=0 wavecode_3_bAdditive=0 wavecode_3_scaling=1.000000 wavecode_3_smoothing=0.500000 wavecode_3_r=1.000000 wavecode_3_g=1.000000 wavecode_3_b=1.000000 wavecode_3_a=1.000000 wave_3_per_point1=ra = .8; wave_3_per_point2=rb = .5; wave_3_per_point3=pib = 6.28318530718; wave_3_per_point4= wave_3_per_point5= wave_3_per_point6=tic = min(time-tin,.1); wave_3_per_point7=tin = if(equal(sample,0),time,tin); wave_3_per_point8= wave_3_per_point9=mod = 1.5 + .5*sin(time*.15); wave_3_per_point10=med = 1.5 + .5*sin(time*.134); wave_3_per_point11=med = 5; wave_3_per_point12=amod = 3; wave_3_per_point13= wave_3_per_point14=vr = rand(10001)*.0001; wave_3_per_point15=rb = rb + rand(10001)*.0001*.1; wave_3_per_point16= wave_3_per_point17=a = vr; wave_3_per_point18= wave_3_per_point19=sa = vr*pib*.5; wave_3_per_point20=sp = sa*mod + q1*1.3; wave_3_per_point21=sam = sa*med - q1*.219; wave_3_per_point22= wave_3_per_point23=ox = ra*sin(sam*pib); wave_3_per_point24=oy = ra*cos(sam*pib); wave_3_per_point25=ox = ox + rb*-cos(sp)*sin(sam*pib); wave_3_per_point26=oz = rb*-sin(sp); wave_3_per_point27=oy = oy + rb*-cos(sp)*cos(sam*pib); wave_3_per_point28= wave_3_per_point29= wave_3_per_point30=xang = time*.132; wave_3_per_point31=xang = q2; wave_3_per_point32=yang = time*.153; wave_3_per_point33=yang = q3; wave_3_per_point34=zang = time*.110; wave_3_per_point35=zang = q4; wave_3_per_point36=fov = 0.6 + 0.2*sin(time); wave_3_per_point37=fov = .5; wave_3_per_point38= wave_3_per_point39=mx = ox*cos(zang) - oy*sin(zang); wave_3_per_point40=my = ox*sin(zang) + oy*cos(zang); wave_3_per_point41=ox = mx; wave_3_per_point42=oy = my; wave_3_per_point43=mx = ox*cos(yang) + oz*sin(yang); wave_3_per_point44=mz = - ox*sin(yang) + oz*cos(yang); wave_3_per_point45=ox = mx; wave_3_per_point46=oz = mz; wave_3_per_point47=my = oy*cos(xang) - oz*sin(xang); wave_3_per_point48=mz = oy*sin(xang) + oz*cos(xang); wave_3_per_point49=oy = my; wave_3_per_point50=oz = mz; wave_3_per_point51= wave_3_per_point52=oz = oz - 2; wave_3_per_point53=x = ox*fov/oz + 0.5; wave_3_per_point54=x = (x-.5)*0.75 + 0.5; wave_3_per_point55=y = oy*fov/oz + 0.5; wave_3_per_point56= shapecode_0_enabled=1 shapecode_0_sides=4 shapecode_0_additive=0 shapecode_0_thickOutline=1 shapecode_0_textured=1 shapecode_0_x=0.530000 shapecode_0_y=0.500000 shapecode_0_rad=0.088200 shapecode_0_ang=0.000000 shapecode_0_tex_ang=0.000000 shapecode_0_tex_zoom=0.492800 shapecode_0_r=1.000000 shapecode_0_g=1.000000 shapecode_0_b=1.000000 shapecode_0_a=0.700000 shapecode_0_r2=0.600000 shapecode_0_g2=0.300000 shapecode_0_b2=0.100000 shapecode_0_a2=1.000000 shapecode_0_border_r=0.000000 shapecode_0_border_g=0.000000 shapecode_0_border_b=0.000000 shapecode_0_border_a=0.000000 shape_0_per_frame1=trig = equal(q28%2,1)*q24; shape_0_per_frame2= shape_0_per_frame3=seed = sqr(time - int(time)); shape_0_per_frame4=rr1 = rr1 * (1-trig) + seed*trig; shape_0_per_frame5= shape_0_per_frame6=textured = 1; shape_0_per_frame7=ang = 0; shape_0_per_frame8=tex_ang = .2*sin(time/9); shape_0_per_frame9= shape_0_per_frame10=x = .5; y = .5; shape_0_per_frame11= shape_0_per_frame12=a = .9; a2 = 0; shape_0_per_frame13=rad = .35; shape_0_per_frame14=tex_zoom = 2.2; shapecode_1_enabled=1 shapecode_1_sides=54 shapecode_1_additive=0 shapecode_1_thickOutline=0 shapecode_1_textured=0 shapecode_1_x=0.520000 shapecode_1_y=0.500000 shapecode_1_rad=0.241462 shapecode_1_ang=0.000000 shapecode_1_tex_ang=0.000000 shapecode_1_tex_zoom=0.028461 shapecode_1_r=1.000000 shapecode_1_g=1.000000 shapecode_1_b=1.000000 shapecode_1_a=0.030000 shapecode_1_r2=1.000000 shapecode_1_g2=1.000000 shapecode_1_b2=1.000000 shapecode_1_a2=0.000000 shapecode_1_border_r=0.500000 shapecode_1_border_g=0.500000 shapecode_1_border_b=0.500000 shapecode_1_border_a=0.000000 shape_1_per_frame1=a = q24;a2 = 0.1; shape_1_per_frame2= shape_1_per_frame3=r = .0; b =.0; g = 0; shape_1_per_frame4=r2 = .0; b2 = .0; g2 = 0; shapecode_2_enabled=0 shapecode_2_sides=4 shapecode_2_additive=0 shapecode_2_thickOutline=0 shapecode_2_textured=0 shapecode_2_x=0.553000 shapecode_2_y=0.600000 shapecode_2_rad=0.796895 shapecode_2_ang=0.000000 shapecode_2_tex_ang=0.000000 shapecode_2_tex_zoom=0.499805 shapecode_2_r=1.000000 shapecode_2_g=1.000000 shapecode_2_b=1.000000 shapecode_2_a=0.000000 shapecode_2_r2=1.000000 shapecode_2_g2=0.000000 shapecode_2_b2=1.000000 shapecode_2_a2=0.010000 shapecode_2_border_r=1.000000 shapecode_2_border_g=0.500000 shapecode_2_border_b=0.500000 shapecode_2_border_a=1.000000 shape_2_per_frame1=x = .5 + .0*sin(time); shape_2_per_frame2=y = .5 + .2*cos(time); shapecode_3_enabled=1 shapecode_3_sides=44 shapecode_3_additive=0 shapecode_3_thickOutline=0 shapecode_3_textured=0 shapecode_3_x=0.450000 shapecode_3_y=0.500000 shapecode_3_rad=0.202682 shapecode_3_ang=0.000000 shapecode_3_tex_ang=0.628319 shapecode_3_tex_zoom=4.461715 shapecode_3_r=0.500000 shapecode_3_g=0.000000 shapecode_3_b=0.000000 shapecode_3_a=0.500000 shapecode_3_r2=0.000000 shapecode_3_g2=0.000000 shapecode_3_b2=0.000000 shapecode_3_a2=0.000000 shapecode_3_border_r=0.500000 shapecode_3_border_g=0.500000 shapecode_3_border_b=0.500000 shapecode_3_border_a=0.000000 shape_3_per_frame1=dx = rand(200)/1000-.1; shape_3_per_frame2=dy = rand(200)/1000-.1; shape_3_per_frame3= shape_3_per_frame4=x = .5 + dx*(1-q22/4); shape_3_per_frame5=y = .5 + dy*(1-q22/4); shape_3_per_frame6= shape_3_per_frame7= shape_3_per_frame8=a = .9; shape_3_per_frame9=a2 = .8; shape_3_per_frame10=g = rand(10)/50; shape_3_per_frame11=rad = .05*q24+0.04 +q22/40; per_frame_init_1=p3 = 0;p2=0; p1=0; per_frame_init_2=t_rel = 0; per_frame_init_3=op=2;avg=1; per_frame_1=dec_med = pow (0.8, 30/fps); per_frame_2=dec_slow = pow (0.95, 30/fps); per_frame_3=beat = max (max (bass, mid), treb); per_frame_4=avg = avg*dec_slow + beat*(1-dec_slow); per_frame_5=is_beat = above(beat, .5+avg+peak) * above (time, t0+.2); per_frame_6=t0 = is_beat*time + (1-is_beat)*t0; per_frame_7=peak = is_beat * beat + (1-is_beat)*peak*dec_med; per_frame_8=index = (index + is_beat) %8; per_frame_9=index2 = (index2 + is_beat*bnot(index))%4; per_frame_10=index3 = (index3 + is_beat*bnot(index)*bnot(index2))%3; per_frame_11= per_frame_12=monitor = index4; per_frame_13= per_frame_14=q20 = avg; per_frame_15=q21 = beat; per_frame_16=q22 = peak; per_frame_17=q23 = index; per_frame_18=q24 = is_beat; per_frame_19=q26 = bass_att + mid_att + treb_att+1; per_frame_20= per_frame_21=q20 = max(q20-1,0); per_frame_22=op1 = dec_med*op1 + q20*(1-dec_med); per_frame_23=op2 = dec_med*op2 + q20*op1; per_frame_24= per_frame_25=q10 = atan(op2*1.5)*1.2; per_frame_26= per_frame_27=//k1 = is_beat*bnot(index)*bnot(index2); per_frame_28= per_frame_29=k1 = is_beat*equal(index,0); per_frame_30=p1 = k1*(p1+1) + (1-k1)*p1; per_frame_31=p2 = dec_slow * p2+ (1-dec_slow)*p1; per_frame_32=p3 = dec_slow * p3+ (1-dec_slow)*p2; per_frame_33=rott = p3 * 3.14159265359/4; per_frame_34= per_frame_35= per_frame_36=q27 = 8-index; per_frame_37=q28 = index2; per_frame_38= per_frame_39=//q28 = sin(time)+1; per_frame_40= per_frame_41=q1 = cos(rott); per_frame_42=q2 = sin(rott); per_frame_43=q3 = -q2; per_frame_44=q4 = q1; per_frame_45= per_frame_46=t_rel = t_rel + .02*30/fps*q1*q1; per_frame_47= per_frame_48=q5 = cos(t_rel); per_frame_49=q6 = sin(t_rel); per_frame_50=q7 = -q6; per_frame_51=q8 = q5; per_frame_52= per_frame_53=puls1 = puls1*dec_med + q24*(1-dec_med); per_frame_54=puls2 = puls2*dec_med + puls1*(1-dec_med); per_frame_55=q25 = puls2; per_frame_56= per_frame_57=roty = roty + .003*30/fps; per_frame_58=q29=roty; per_frame_59= per_frame_60=zoom = 1+.0*q22; warp_1=`sampler sampler_worms; warp_2=`float3 color, mus; warp_3=`float2 uv1, uv6; warp_4=`float dx,dy; warp_5=` warp_6=`shader_body { warp_7=` warp_8=`uv1 = (uv-.5); warp_9=` warp_10=`float2 ang2= tex2D (sampler_noise_hq,uv1/3+.006*time).xy; warp_11=`uv6 = mul(uv1,float2x2(ang2.y,-ang2.x,ang2.x,ang2.y)); warp_12=` warp_13=`mus = abs(.5*cos(uv6.y*14)-(cos(uv6.x*71))); warp_14=`mus *= float3 (1,.96,.9)/25; warp_15=` warp_16=`uv6 = .2*sin(12*uv+rand_frame); warp_17=`float3 dots = .001/length(uv6)* float3 (0.2,1,1); warp_18=` warp_19=`//dots = lum(tex2D (sampler_noise_hq,uv +rand_frame)); warp_20=`//dots = (dots-.7) * (dots >= .7) * float3 (0.2,1,1); warp_21=` warp_22=`mus -= dots; warp_23=` warp_24=` warp_25=`float3 blur = GetBlur1(frac(uv)); warp_26=` warp_27=`float2 hor = float2 (texsize.z,0); warp_28=`float2 ver = float2 (0,texsize.w); warp_29=`hor = float2 (.004,0); warp_30=`ver = float2 (0,.004); warp_31=` warp_32=` warp_33=` warp_34=`float dx = lum(GetPixel(uv+hor)-GetPixel(uv-hor)); warp_35=`float dy = lum(GetPixel(uv+ver)-GetPixel(uv-ver)); warp_36=` warp_37=`float2 zz = float2 (dx,dy); warp_38=` warp_39=` warp_40=`float3 crisp= tex2D(sampler_main,uv+zz*.02); warp_41=`crisp +=.015 - length(zz)*blur/1.5; warp_42=` warp_43=`float3 ret1 = crisp - lum(blur)*.012 + mus; warp_44=`//ret1 = abs(mus)/2; warp_45=`ret = ret1 * .99 - .04 ; warp_46=`} comp_1=` comp_2=`float2 rs, rs0, uv2, uv3,uv4; comp_3=`float3 noise, ret1; comp_4=` comp_5=`shader_body { comp_6=`uv.y = uv.y-.2*q1; comp_7=` comp_8=`float2 uv1 = (uv-.5 )*aspect.xy; comp_9=` comp_10=`float z = .1/uv1.y/uv1.x; comp_11=`rs0.x = uv1.x*z; comp_12=`rs0.y = z; comp_13=`rs = rs0 + time/2; comp_14=` comp_15=`//uv1 = mul(uv1,float2x2(_qa)); comp_16=`noise = lum(tex2D(sampler_noise_hq,rs/2)); comp_17=`noise = noise-.56; comp_18=` comp_19=`float3 mask = saturate(12*(uv1.y)) ; comp_20=` comp_21=`///////////// comp_22=` comp_23=`uv2 = 2*uv1 * abs(pow(sqrt(uv1.x),.3+q10)) ; comp_24=` comp_25=`uv4 = 8*uv1 * (pow(abs(uv1.x),.4+q25))+float2(0.5,.5+time/8) ; comp_26=` comp_27=`float mask2 = pow(1-rad,8); comp_28=`mask2 = pow(1-length(2*uv1),8); comp_29=` comp_30=`uv3 = frac(uv2-.5-.1*noise*mask); comp_31=` comp_32=`float2 hor = float2 (texsize.z,0); comp_33=`float2 ver = float2 (0, texsize.w); comp_34=`float dx = lum(GetPixel(uv3+hor) - GetPixel(uv3-hor)); comp_35=`float dy = lum(GetPixel(uv3+ver) - GetPixel(uv3-ver)); comp_36=`float2 dz = float2 (dx,dy); comp_37=` comp_38=`ret1 = 0 ; comp_39=`ret1 = GetBlur1(frac(uv3))*0 + GetPixel(uv3); comp_40=`ret1 *= 1-.5*mask; comp_41=`////////// comp_42=` comp_43=`ret1 *= .2+ bass_att/3; comp_44=` comp_45=`float2 uv6 = .3*sin(4*uv1) + dz*8; comp_46=`float3 mus = ((.06/length(uv6))-.2); comp_47=` comp_48=`ret = (1-.5*mask2)*ret1*(1+mus) comp_49=`+ saturate(q10*(2-8*ret1.r)*mask2*GetPixel(uv4)); comp_50=`}