MILKDROP_PRESET_VERSION=201 PSVERSION=3 PSVERSION_WARP=2 PSVERSION_COMP=3 [preset00] fRating=5.000000 fGammaAdj=1.980001 fDecay=0.500000 fVideoEchoZoom=0.999998 fVideoEchoAlpha=0.500000 nVideoEchoOrientation=3 nWaveMode=6 bAdditiveWaves=1 bWaveDots=0 bWaveThick=1 bModWaveAlphaByVolume=1 bMaximizeWaveColor=0 bTexWrap=0 bDarkenCenter=0 bRedBlueStereo=0 bBrighten=0 bDarken=1 bSolarize=0 bInvert=0 fWaveAlpha=0.001000 fWaveScale=2.103075 fWaveSmoothing=0.540000 fWaveParam=0.380000 fModWaveAlphaStart=0.810000 fModWaveAlphaEnd=1.400000 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=0.000000 wave_g=0.000000 wave_b=0.000000 wave_x=0.500000 wave_y=0.500000 ob_size=0.000000 ob_r=0.000000 ob_g=0.000000 ob_b=1.000000 ob_a=0.300000 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=442 wavecode_0_sep=0 wavecode_0_bSpectrum=0 wavecode_0_bUseDots=0 wavecode_0_bDrawThick=1 wavecode_0_bAdditive=1 wavecode_0_scaling=0.891519 wavecode_0_smoothing=0.000000 wavecode_0_r=1.000000 wavecode_0_g=1.000000 wavecode_0_b=1.000000 wavecode_0_a=1.000000 wave_0_per_point1=x = .4+sample*.2 ; wave_0_per_point2=y = .5+ value2*.01*q22; wave_0_per_point3= wave_0_per_point4=a = .5*q24*((q27+1)%2); wave_0_per_point5=r = 0.2;b=1; g =.6; wavecode_1_enabled=1 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=0.000000 wavecode_1_r=1.000000 wavecode_1_g=1.000000 wavecode_1_b=1.000000 wavecode_1_a=0.100000 wave_1_per_point1=y = .4+sample*.2 ; wave_1_per_point2=x = .5+ value2*.01*q22; wave_1_per_point3= wave_1_per_point4=a = .6*q24*((q27)%2); wave_1_per_point5=r = 0.2;b=1; g =.6; 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=18 shapecode_0_additive=0 shapecode_0_thickOutline=0 shapecode_0_textured=1 shapecode_0_x=0.500000 shapecode_0_y=0.500000 shapecode_0_rad=0.154155 shapecode_0_ang=0.000000 shapecode_0_tex_ang=3.769911 shapecode_0_tex_zoom=5.277839 shapecode_0_r=1.000000 shapecode_0_g=1.000000 shapecode_0_b=1.000000 shapecode_0_a=0.700000 shapecode_0_r2=1.000000 shapecode_0_g2=1.000000 shapecode_0_b2=1.000000 shapecode_0_a2=0.000000 shapecode_0_border_r=1.000000 shapecode_0_border_g=1.000000 shapecode_0_border_b=0.000000 shapecode_0_border_a=0.000000 shape_0_per_frame1=tex_ang = 3+2*q1; shapecode_1_enabled=1 shapecode_1_sides=32 shapecode_1_additive=0 shapecode_1_thickOutline=0 shapecode_1_textured=0 shapecode_1_x=0.500000 shapecode_1_y=0.500000 shapecode_1_rad=0.068920 shapecode_1_ang=0.000000 shapecode_1_tex_ang=0.000000 shapecode_1_tex_zoom=1.831505 shapecode_1_r=1.000000 shapecode_1_g=1.000000 shapecode_1_b=1.000000 shapecode_1_a=0.900000 shapecode_1_r2=0.000000 shapecode_1_g2=0.000000 shapecode_1_b2=0.000000 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 = q24/2; a2 = 0; shape_1_per_frame2= shape_1_per_frame3=r = rand(10)/10; shape_1_per_frame4=g = rand(10)/10; shape_1_per_frame5=b = rand(10)/10; shape_1_per_frame6= shape_1_per_frame7=rad = .06*q22; shapecode_2_enabled=0 shapecode_2_sides=63 shapecode_2_additive=0 shapecode_2_thickOutline=0 shapecode_2_textured=0 shapecode_2_x=0.123000 shapecode_2_y=0.000000 shapecode_2_rad=0.273185 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=1.000000 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=0.500000 shapecode_2_border_a=0.000000 shape_2_per_frame1=x = .5 + .1* sin (time*73); shape_2_per_frame2=y = .5 + .1* sin (time*23); shape_2_per_frame3= shape_2_per_frame4=r = 0; g = 0; b = 0; shape_2_per_frame5=r2 = 1; g2 = 1; b2 = 1; shape_2_per_frame6= shape_2_per_frame7=rad = mid_att/100; shape_2_per_frame8=a = .7; shape_2_per_frame9=a2 = a; shapecode_3_enabled=1 shapecode_3_sides=4 shapecode_3_additive=0 shapecode_3_thickOutline=0 shapecode_3_textured=0 shapecode_3_x=0.500000 shapecode_3_y=0.510000 shapecode_3_rad=0.198688 shapecode_3_ang=0.000000 shapecode_3_tex_ang=1.005310 shapecode_3_tex_zoom=0.499805 shapecode_3_r=1.000000 shapecode_3_g=0.400000 shapecode_3_b=0.000000 shapecode_3_a=0.700000 shapecode_3_r2=1.000000 shapecode_3_g2=1.000000 shapecode_3_b2=1.000000 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=x = 0.05 + rand(900)/1000; shape_3_per_frame2=y = 0.05 + rand(900)/1000; shape_3_per_frame3= per_frame_init_1=prox = 1; per_frame_1=dec_med = pow (.4, 30/fps); per_frame_2=dec_slow = pow (0.95, 30/fps); per_frame_3=//dec_xlow = pow (0.999, 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+.1); 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) %32; per_frame_10=index2 = (index2 + is_beat*bnot(index))%4; per_frame_11=index3 = (index2 +index3 + is_beat*bnot(index))%4; per_frame_12= per_frame_13=is_beat2 = above (time, t1+.1); per_frame_14=t1 = is_beat*time + (1-is_beat)*t1; per_frame_15=q22 = peak; per_frame_16=q24 = is_beat; per_frame_17=q26 = bass_att + mid_att + treb_att; per_frame_18=vol = vol*dec_med + (1-dec_med)*q26; per_frame_19=q27 = index + 1.5; per_frame_20=q28 = index2 +1; per_frame_21= per_frame_22=p2 = .3*sin(time) + .3*cos(time/3); per_frame_23=//*****tunnel tilting per_frame_24=q1 = cos(p2 * 3.1416/4); per_frame_25=q2 = sin(p2 * 3.1416/4); per_frame_26=q3 = -q2; per_frame_27=q4 = q1; per_frame_28= per_frame_29=//****tunnel viewpoint x,y per_frame_30=vtrig = is_beat * bnot(index%2); per_frame_31=vx = vx * bnot(vtrig) + vtrig * (rand(100)/100-.5); per_frame_32=vy = vy * bnot(vtrig) + vtrig * (rand(100)/100-.5); per_frame_33=vz = vz * bnot(vtrig) + vtrig * (rand(100)/100-.5); per_frame_34= per_frame_35=vx = vx* below(index%32,24); //### per_frame_36=vy = vy* above(index%32,16); per_frame_37=q5 = vx*5; per_frame_38=q6 = vy*5; per_frame_39= per_frame_40=//***tunnel width per_frame_41=q21 = (1+sin(time))/4+.05; per_frame_42= per_frame_43=//**floor proximity per_frame_44=prox = prox - above(vy,.3)*prox*2; per_frame_45=q32 = .5 + .2*prox; per_frame_46=monitor = prox; per_frame_47= per_frame_48=//****tunnel rotation per_frame_49=rota = rota +.02*below(index%16,8)/fps*30; per_frame_50=rota1 = rota1*dec_med + (1-dec_med)*rota; per_frame_51=q7 = rota1; per_frame_52= per_frame_53=//****tunnel speed per_frame_54=movez = movez + .8/(1+abs(vx)+abs(vy))/fps; per_frame_55=q8 = movez * (1+q21/400); per_frame_56=//dyn. Aenderung von q21 bewirkt auch Richt.wechsel per_frame_57= per_frame_58=q15 = -1+8*above(index,26); per_frame_59=//*********************** per_frame_60=vxs = vxs * dec_med + (1-dec_med)*vx*20; per_frame_61=vys = vys * dec_med + (1-dec_med)*vy*20; per_frame_62=vzs = vzs * dec_med + (1-dec_med)*vz*20; per_frame_63= per_frame_64=z0 = 20+vzs; per_frame_65= per_frame_66=p1z = z0; per_frame_67=q9 = vxs/(p1z); per_frame_68=q10 = vys/(p1z); per_frame_69=q11 = p1z; per_frame_70= per_frame_71=q12 = below (index,24); per_frame_72=q13 = above (index,16); per_frame_73= warp_1=`float3 color, mus; warp_2=`float dx,dy; warp_3=`shader_body { warp_4=` warp_5=`float2 uv1 = (uv-.5);// * aspect.xy; warp_6=` warp_7=`float2 uv6 = uv1; warp_8=`float z = q28*4*length((abs(uv1.x)-abs(uv1.y))); warp_9=`float2 d = normalize(uv1); warp_10=`float2 rs = clamp(tan(z)*d,-2,2); warp_11=`uv1 -= rs/40; warp_12=` warp_13=`uv6 = .4*cos(uv1*4+time); warp_14=`mus = .005/(length(uv6)); warp_15=` warp_16=`float3 crisp= tex2D(sampler_main,(uv1)*(.95-q28/16+.4*z)+.5); warp_17=` warp_18=`float3 ret1 = crisp + mus; warp_19=` warp_20=`ret = (ret1*.99-.03); warp_21=` warp_22=`} comp_1=`sampler sampler_pw_noise_lq; comp_2=` comp_3=`float k1, k2, mask1, mask2, mask3, rad1, rad2, rad3; comp_4=`float2 rs, rss, rss0, rs0, uv2, uv3,uv4, rsk, uvo; comp_5=`float2 dz1, dz2, dz3, Kugel1, Kugel2, Kugel3,tmp; comp_6=`float3 noise, ret1, ret2, cathed, sky, fire; comp_7=` comp_8=`shader_body { comp_9=`uvo = uv*aspect.xy; comp_10=`uv = mul(uv*aspect.xy,float2x2(_qa)); comp_11=`uv = uv + -.0- .2*float2(q5,q6); comp_12=`float2 uv1 = (uv-.5 );//*aspect.xy; comp_13=` comp_14=`//Kugel1 comp_15=`rsk = (uv1 + float2 (q9,q10)) ; comp_16=`dz1 = normalize(rsk); comp_17=`rad1 = q11*length (rsk) ; comp_18=`uv4 = tan(rad1)*dz1; comp_19=`mask1 = saturate(8-8*rad1); comp_20=`Kugel1 = uv4*mask1*8/q11; comp_21=`uv1 += Kugel1*.1; comp_22=` comp_23=`//Kugel2 comp_24=`rsk = (sin(q27*atan2(uv1.x,uv1.y)/2)) ; comp_25=`dz2 = normalize(rsk); comp_26=`rad2 = 1*length (rsk) ; comp_27=`uv4 = tan(rad2)*dz2; comp_28=`mask2 = saturate(8-8*rad2); comp_29=`Kugel2 = uv4*mask2; comp_30=` comp_31=`//Kugel3 comp_32=`float argu = length(uv1+q5*uv1.y); comp_33=`rsk = (sin(.1*(q27-8)/ argu)); comp_34=`//rsk = (sin(.5*q27*atan2(uv1.x,uv1.y))) ; comp_35=`dz3 = normalize(rsk); comp_36=`rad3 = 1*length (rsk) ; comp_37=`uv4 = tan(-rad3)*dz3; comp_38=`mask3 = saturate(8-8*rad3); comp_39=`Kugel3 = uv4*mask3; comp_40=` comp_41=`float2 dz = (Kugel1 + q12*Kugel2*length(uv1) + q13*Kugel3*argu); comp_42=`//******************** STARS comp_43=`rss0.x = atan2(uv1.x, uv1.y)/3.1416; comp_44=`rss0.y = .01/(length (uv1)); comp_45=` comp_46=`rss = float2 (rss0.x,rss0.y+time/2)+dz; comp_47=`rss = mul(rss,float2x2(.7,.7,-.7,.7)); comp_48=`float noise = (tex2D(sampler_pw_noise_lq,rss/32)-.8 >= 0); comp_49=`tmp = abs(frac(rss*8)-.5); comp_50=` comp_51=`//************************* comp_52=`uv1 -= dz*.5; comp_53=`float z = .2/(length(uv1)+q21); comp_54=`uv2.y = z + q8; comp_55=`uv2.x = rss0.x +q7; comp_56=`uv3 =frac(uv2); comp_57=`cathed = tex2D (sampler_main,uv3+.4*dz)*12; comp_58=` comp_59=`float mod = (q22+1)/6; comp_60=` comp_61=`//Deckenbeleuchtung: comp_62=`fire = saturate(.05*q22/length (uv1)* comp_63=` (lum(tex2D (sampler_main,uv3+.0)))) ; comp_64=` comp_65=`//Tasaechl. Feuer; Problem: uv1 passt nicht zu uv3 comp_66=`fire += saturate(.02*q22/length (uv1)* comp_67=` (lum(tex2D (sampler_main,uv1+.5))))/length(uv1); comp_68=` comp_69=`k1 = lum(fire); comp_70=`fire = k1*float3(1,k1*.8,k1*k1/3) ; comp_71=` comp_72=`uvo+=dz; comp_73=`sky = saturate (.02/length(uvo-.3)) * 1; comp_74=` comp_75=`float3 dots = saturate(.04/length(tmp)) *noise; comp_76=`dots *= saturate(.2/abs(rss0.y)); comp_77=`dots = saturate(lum(dots)*lum(dots)*1); comp_78=`k1 = lum(dots); comp_79=`dots= k1*float3(1,k1*.8,k1*k1/3) *2 ; comp_80=`float cmask = saturate(1-16*lum(GetBlur1(frac(uv3)))); comp_81=`ret += sky * cmask; comp_82=`ret += fire+dots; comp_83=` comp_84=`ret += sky*cathed/2; comp_85=`float dis = length(uv1); comp_86=`float crot = sin((dis+time)*12); comp_87=`float3 blk = mod * float3 (crot,1-crot,2-dis)*dis; comp_88=`blk *= (q12*(1/rad2+q15*mask2)+q13*(1/rad3+q15*mask3))/2 ; comp_89=`blk += q22/rad1*roam_cos-mask1/4 ; comp_90=`ret += blk; comp_91=` comp_92=`}