MILKDROP_PRESET_VERSION=201 PSVERSION=3 PSVERSION_WARP=3 PSVERSION_COMP=3 [preset00] fRating=4.000000 fGammaAdj=1.980001 fDecay=0.500000 fVideoEchoZoom=0.999998 fVideoEchoAlpha=0.500000 nVideoEchoOrientation=3 nWaveMode=4 bAdditiveWaves=1 bWaveDots=1 bWaveThick=1 bModWaveAlphaByVolume=1 bMaximizeWaveColor=0 bTexWrap=0 bDarkenCenter=0 bRedBlueStereo=0 bBrighten=0 bDarken=1 bSolarize=0 bInvert=0 fWaveAlpha=0.001000 fWaveScale=0.527400 fWaveSmoothing=0.450000 fWaveParam=0.000000 fModWaveAlphaStart=0.000000 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=0.800000 wave_g=0.490000 wave_b=1.000000 wave_x=0.500000 wave_y=0.500000 ob_size=0.015000 ob_r=0.000000 ob_g=0.000000 ob_b=0.000000 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=48.000000 mv_dx=0.000000 mv_dy=0.000000 mv_l=1.850000 mv_r=0.499900 mv_g=0.499900 mv_b=0.499900 mv_a=0.000000 b1n=0.000000 b2n=0.000000 b3n=0.000000 b1x=1.000000 b2x=1.000000 b3x=1.000000 b1ed=0.000000 wavecode_0_enabled=1 wavecode_0_samples=282 wavecode_0_sep=20 wavecode_0_bSpectrum=0 wavecode_0_bUseDots=0 wavecode_0_bDrawThick=0 wavecode_0_bAdditive=1 wavecode_0_scaling=7.858000 wavecode_0_smoothing=0.100000 wavecode_0_r=0.200000 wavecode_0_g=0.300000 wavecode_0_b=1.000000 wavecode_0_a=0.250000 wave_0_per_point1= wave_0_per_point2=x = .2+sample/2; y = 0.5; wave_0_per_point3= wave_0_per_point4=r = .5 + .2*sin(time/17); wave_0_per_point5=g = .5 + .2*sin(time/23); wave_0_per_point6=b = .5 + .2*sin(time/11); wavecode_1_enabled=0 wavecode_1_samples=512 wavecode_1_sep=0 wavecode_1_bSpectrum=0 wavecode_1_bUseDots=1 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 wave_1_per_point1=xi = rand(100)/100; wave_1_per_point2=yi = rand(100)/100; wave_1_per_point3= wave_1_per_point4=x = xi; y = yi; wave_1_per_point5= wave_1_per_point6=a = q21/15; 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=0.000000 wavecode_2_g=0.200000 wavecode_2_b=0.000000 wavecode_2_a=1.000000 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 shapecode_0_enabled=0 shapecode_0_sides=4 shapecode_0_additive=0 shapecode_0_thickOutline=0 shapecode_0_textured=1 shapecode_0_x=0.440000 shapecode_0_y=0.500000 shapecode_0_rad=0.146276 shapecode_0_ang=0.000000 shapecode_0_tex_ang=0.000000 shapecode_0_tex_zoom=3.394148 shapecode_0_r=0.000000 shapecode_0_g=1.000000 shapecode_0_b=1.000000 shapecode_0_a=0.400000 shapecode_0_r2=0.830000 shapecode_0_g2=0.930000 shapecode_0_b2=0.800000 shapecode_0_a2=0.400000 shapecode_0_border_r=1.000000 shapecode_0_border_g=1.000000 shapecode_0_border_b=0.000000 shapecode_0_border_a=0.000000 shapecode_1_enabled=0 shapecode_1_sides=4 shapecode_1_additive=0 shapecode_1_thickOutline=1 shapecode_1_textured=1 shapecode_1_x=0.260000 shapecode_1_y=0.200000 shapecode_1_rad=0.393173 shapecode_1_ang=0.000000 shapecode_1_tex_ang=0.000000 shapecode_1_tex_zoom=0.935500 shapecode_1_r=0.000000 shapecode_1_g=0.550000 shapecode_1_b=0.500000 shapecode_1_a=1.000000 shapecode_1_r2=0.000000 shapecode_1_g2=0.400000 shapecode_1_b2=0.400000 shapecode_1_a2=0.070000 shapecode_1_border_r=0.300000 shapecode_1_border_g=0.700000 shapecode_1_border_b=0.800000 shapecode_1_border_a=0.400000 shape_1_per_frame1=tex_zoom = q27; shapecode_2_enabled=0 shapecode_2_sides=44 shapecode_2_additive=0 shapecode_2_thickOutline=0 shapecode_2_textured=0 shapecode_2_x=0.503000 shapecode_2_y=0.500000 shapecode_2_rad=0.038857 shapecode_2_ang=0.000000 shapecode_2_tex_ang=0.000000 shapecode_2_tex_zoom=0.609857 shapecode_2_r=1.000000 shapecode_2_g=0.100000 shapecode_2_b=0.000000 shapecode_2_a=0.900000 shapecode_2_r2=1.000000 shapecode_2_g2=1.000000 shapecode_2_b2=1.000000 shapecode_2_a2=0.000000 shapecode_2_border_r=0.500000 shapecode_2_border_g=0.500000 shapecode_2_border_b=1.000000 shapecode_2_border_a=0.000000 shape_2_per_frame1=x = rand(50)/50; shape_2_per_frame2=y = .5; shape_2_per_frame3= shape_2_per_frame4=r = .4; shape_2_per_frame5=g = .6; shape_2_per_frame6=b = 1; shape_2_per_frame7=r2 = r; shape_2_per_frame8=g2 = g; shape_2_per_frame9=b2 = b; shape_2_per_frame10= shape_2_per_frame11=a2 = min(q21/2 ,1)/2; shape_2_per_frame12= shape_2_per_frame13=a = 0; shape_2_per_frame14= shape_2_per_frame15=rad = a2 * (.1+abs(x-.5))/2 ; shapecode_3_enabled=0 shapecode_3_sides=4 shapecode_3_additive=0 shapecode_3_thickOutline=1 shapecode_3_textured=1 shapecode_3_x=0.260000 shapecode_3_y=0.760000 shapecode_3_rad=0.394780 shapecode_3_ang=0.000000 shapecode_3_tex_ang=0.000000 shapecode_3_tex_zoom=0.499805 shapecode_3_r=1.000000 shapecode_3_g=1.000000 shapecode_3_b=1.000000 shapecode_3_a=1.000000 shapecode_3_r2=1.000000 shapecode_3_g2=1.000000 shapecode_3_b2=1.000000 shapecode_3_a2=0.800000 shapecode_3_border_r=0.200000 shapecode_3_border_g=0.700000 shapecode_3_border_b=0.500000 shapecode_3_border_a=1.000000 shape_3_per_frame1=tex_zoom = q27/2; per_frame_init_1=xk = 0; per_frame_1=dec_med = pow (0.8, 30/fps); per_frame_2=dec_slow = pow (0.95, 30/fps); per_frame_3=dec_xlow = pow (0.995, 30/fps); per_frame_4=beat = max (max (bass, mid), treb); per_frame_5=avg = avg*dec_slow + beat*(1-dec_slow); per_frame_6=is_beat = above(beat, .2+avg+peak) * above (time, t0+.2); per_frame_7=t0 = is_beat*time + (1-is_beat)*t0; per_frame_8=peak = is_beat * beat + (1-is_beat)*peak*dec_med; per_frame_9=index = (index + is_beat) %16; per_frame_10=index2 = (index2 + is_beat*bnot(index))%2; per_frame_11= per_frame_12=q21 = beat; per_frame_13=q22 = peak; per_frame_14=q23 = index; per_frame_15=q24 = is_beat; per_frame_16=q26 = bass_att + mid_att + treb_att; per_frame_17=q27 = index + 1; per_frame_18= per_frame_19= per_frame_20=k1 = is_beat*equal(index%3,0); per_frame_21=p1 = k1*(p1+1) + (1-k1)*p1; per_frame_22=p2 = dec_med * p2+ (1-dec_med)*p1; per_frame_23=rott = p2 * 3.1416/4; per_frame_24= per_frame_25=q1 = cos(rott); per_frame_26=q2 = sin(rott); per_frame_27=q3 = -q2; per_frame_28=q4 = q1; per_frame_29= per_frame_30=trel = time/3; per_frame_31=q5 = cos(trel); per_frame_32=q6 = sin(trel); per_frame_33=q7 = -q6; per_frame_34=q8 = q5; per_frame_35= per_frame_36=puls = puls*dec_slow + q22*(1-dec_slow); per_frame_37=q17 = min(8,puls+4)*31; per_frame_38=q18 = .006 + .04*(sin(time/14)+1)/2; per_frame_39=q19 = sin(time*1)*.05; per_frame_40=q20 = cos(time*1.6)*.05; per_frame_41= per_frame_42=monitor = q18; warp_1=` warp_2=`float3 color, mus; warp_3=`float dx,dy; warp_4=`float2 rs, rs0, uv1, c, tmp, zz, uvo; warp_5=`float3 noise, ret1; warp_6=`int n; warp_7=`shader_body { warp_8=`uvo = uv_orig; warp_9=`uv1 = (uv_orig-.5);//*aspect.xy; warp_10=` warp_11=`float z = 1/abs(uv1.y+.3); warp_12=`rs.x = uv1.x*10; warp_13=`rs.y = z*2; warp_14=`rs0 = rs; warp_15=`rs *=2; warp_16=` warp_17=` warp_18=`c = uv1*4+float2(-.5,0); warp_19=`//c = rs*.1; warp_20=`zz = c; warp_21=` warp_22=`for (n=1; n<=6; n++) warp_23=`{ warp_24=`tmp = zz; warp_25=`zz.x = tmp.x*tmp.x - tmp.y*tmp.y; warp_26=`zz.y = 2*tmp.x * tmp.y; warp_27=`zz = zz + c; warp_28=`} warp_29=` warp_30=`float len=dot(zz,zz); warp_31=` warp_32=`ret = tex2D(sampler_noise_lq,abs(zz)/12) * .15/(len+2); warp_33=`//ret += (-0.001*(1/ (len+2))); warp_34=`ret += tex2D (sampler_fc_main, uv+ zz*q18); warp_35=` warp_36=`//ret += GetBlur2 (frac(uvo))*.8 * saturate(len-6); warp_37=` warp_38=`ret *= 1; warp_39=`ret = ret *.99-.01; warp_40=` warp_41=`} comp_1=`sampler sampler_clouds; comp_2=`sampler sampler_pw_noise_lq; comp_3=`float3 noise, noise1, bfly, neu, bush; comp_4=`float2 rs, uv1, dz, uvo; comp_5=`float k, z0, z, dk, hinten; comp_6=`int n; comp_7=` comp_8=`shader_body { comp_9=`uvo = uv_orig; comp_10=` comp_11=`uv1 = uv-float2 (.5,1); comp_12=`uv1 *= aspect.xy; comp_13=`hinten = 1/(uv1.y-0.1);//sqrt nur Verringerung Rechenzeit comp_14=`hinten = clamp(hinten,-6,0); comp_15=`bfly = 0; comp_16=`float trel = time; ; comp_17=`for (n=1; n <= 2; n++) comp_18=`{ k = 0; comp_19=` z0 = n*1.5; comp_20=` rs.x = (uv1.x)*z0*hinten + n/4;//Zentrum x comp_21=` rs.y = z0*hinten-trel; comp_22=` comp_23=` //noise1 ist Maske fuer Desync der Fluegelschlaege comp_24=` //Problem: k erst nachher bekannt, deshalb muss comp_25=` //Amplitude oder Groesse begrenzt werden comp_26=` noise1 = tex2D (sampler_pw_noise_lq,rs/256); comp_27=` comp_28=` k += .4*sin(time*16* (.5+noise1.r)); //Fluegelschlag comp_29=` z = k*abs((frac(rs.x))-.5)+ z0; comp_30=` // z -= .5*saturate(.05-pow(sin(6.3*(rs.x)),2)); //Rumpfform comp_31=` z -= .04*k; //Koerperbewegung comp_32=` rs.y = z*hinten-trel; comp_33=` rs = frac(rs.yx) ; comp_34=` neu = GetBlur1(rs) - (1-q18*16)*GetBlur2(rs); comp_35=` neu *= normalize(noise1) * 8*saturate(6+hinten)/hinten; comp_36=` bfly += abs(neu) * (lum(noise1) >= .86) * (hinten <= 0); comp_37=`} comp_38=` comp_39=`//Wolken comp_40=`float2 uv4 = uv1; comp_41=`float z4 = clamp(1/(abs(uv4.y-.1)),-0,18); comp_42=`rs = float2(uv4.x * z4, z4*2+time)/12 ; comp_43=`float3 clouds = lum(tex2D (sampler_noise_hq,rs+.0*time)); comp_44=`clouds *= saturate(1-uv.y) ; comp_45=`clouds *= float3 (.4,.7, 1-uv4.y)*.5; comp_46=` comp_47=`//Buschwerk comp_48=`bush = 0; comp_49=`for (n=0; n<=1; n++) { comp_50=` float2 uv5 = uv1+float2 (0,-n*.04); comp_51=` uv5.x += (uv.y*1.05* (q19*(n%2) + q20*((n+1)%2))); comp_52=` neu = abs(uv5.y) comp_53=` *(1+tex2D (sampler_noise_lq,float2(uv5.x*2,uv5.y*4)).g) comp_54=` *(3+2*tex2D (sampler_noise_hq,uv5.x/2*(1+n%2)).g); comp_55=` neu = saturate(.2*neu-.4) * saturate(-8*uv5.y); comp_56=` float red = .5+.5*tex2D (sampler_noise_hq,uv5*2); comp_57=` float vis = saturate(4*tex2D (sampler_noise_hq,uv5*8) comp_58=` *tex2D (sampler_noise_hq,uv5*24)); comp_59=` comp_60=` neu *= float3 (2*red,1,.2) *vis ; comp_61=` bush = max(bush,neu); comp_62=` comp_63=`} comp_64=` comp_65=`float3 scene = saturate(clouds*(1-32*bush)) + bush; comp_66=` comp_67=`ret = scene*saturate(1-8*bfly)+bfly; comp_68=`//ret = bfly*2; comp_69=`//ret = GetPixel (uvo)*2; comp_70=`}