MILKDROP_PRESET_VERSION=201 PSVERSION=2 PSVERSION_WARP=2 PSVERSION_COMP=2 [preset00] fRating=3.000 fGammaAdj=2.000 fDecay=0.985 fVideoEchoZoom=1.007 fVideoEchoAlpha=0.000 nVideoEchoOrientation=3 nWaveMode=4 bAdditiveWaves=1 bWaveDots=1 bWaveThick=1 bModWaveAlphaByVolume=1 bMaximizeWaveColor=1 bTexWrap=0 bDarkenCenter=0 bRedBlueStereo=0 bBrighten=0 bDarken=1 bSolarize=0 bInvert=0 fWaveAlpha=0.331 fWaveScale=0.898 fWaveSmoothing=0.108 fWaveParam=0.100 fModWaveAlphaStart=0.720 fModWaveAlphaEnd=1.280 fWarpAnimSpeed=1.000 fWarpScale=2.853 fZoomExponent=1.00000 fShader=0.000 zoom=0.96190 rot=-0.01000 cx=0.500 cy=0.500 dx=0.00000 dy=0.00000 warp=0.00000 sx=1.00000 sy=1.00000 wave_r=0.000 wave_g=0.500 wave_b=0.500 wave_x=0.500 wave_y=0.540 ob_size=0.010 ob_r=0.000 ob_g=0.000 ob_b=0.000 ob_a=0.000 ib_size=0.010 ib_r=0.500 ib_g=0.570 ib_b=0.400 ib_a=0.000 nMotionVectorsX=24.800 nMotionVectorsY=9.000 mv_dx=0.000 mv_dy=0.160 mv_l=1.500 mv_r=1.000 mv_g=1.000 mv_b=1.000 mv_a=0.000 b1n=0.000 b2n=0.000 b3n=0.000 b1x=1.000 b2x=1.000 b3x=1.000 b1ed=0.000 wavecode_0_enabled=1 wavecode_0_samples=352 wavecode_0_sep=0 wavecode_0_bSpectrum=0 wavecode_0_bUseDots=1 wavecode_0_bDrawThick=1 wavecode_0_bAdditive=1 wavecode_0_scaling=0.03856 wavecode_0_smoothing=0.20000 wavecode_0_r=1.000 wavecode_0_g=0.000 wavecode_0_b=1.000 wavecode_0_a=1.000 wave_0_per_frame1=q1=bass_att; wave_0_per_point1=r = abs (sin (frame /38)); wave_0_per_point2=g = 0.5*abs (cos (frame /45)); wave_0_per_point3=b = 0.5*abs (sin (frame / 133)); wave_0_per_point4=a = 0.3; wave_0_per_point5=t02 = t02 + q1/10; wave_0_per_point6=ratio = sin (frame/49); wave_0_per_point7= wave_0_per_point8=ampl = 0.01+0.4*sqr(sin ((frame ) / 18)* cos (frame / 123)); wave_0_per_point9= wave_0_per_point10=x1 = (r-0.5)/15 +0.5 + ampl* sin (sample*6.28); wave_0_per_point11=y1 = (b-0.5)/15+0.5 + ampl* cos (sample*6.28); wave_0_per_point12= wave_0_per_point13=x = x1+1*0.2*(ampl+ratio )*sin ( sample*6.28 * ratio*7.3); wave_0_per_point14=y = y1+1*0.2*(ampl+ratio )*cos ( sample*6.28*6); wave_0_per_point15= wavecode_1_enabled=0 wavecode_1_samples=15 wavecode_1_sep=0 wavecode_1_bSpectrum=0 wavecode_1_bUseDots=0 wavecode_1_bDrawThick=0 wavecode_1_bAdditive=0 wavecode_1_scaling=2.06378 wavecode_1_smoothing=0.80000 wavecode_1_r=0.800 wavecode_1_g=0.000 wavecode_1_b=0.600 wavecode_1_a=0.900 wavecode_2_enabled=0 wavecode_2_samples=112 wavecode_2_sep=0 wavecode_2_bSpectrum=0 wavecode_2_bUseDots=0 wavecode_2_bDrawThick=0 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=0 wavecode_3_bUseDots=0 wavecode_3_bDrawThick=0 wavecode_3_bAdditive=0 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 shapecode_0_enabled=0 shapecode_0_sides=3 shapecode_0_additive=0 shapecode_0_thickOutline=0 shapecode_0_textured=0 shapecode_0_num_inst=1 shapecode_0_x=0.500 shapecode_0_y=0.500 shapecode_0_rad=0.31275 shapecode_0_ang=0.00000 shapecode_0_tex_ang=0.00000 shapecode_0_tex_zoom=0.17914 shapecode_0_r=0.820 shapecode_0_g=0.000 shapecode_0_b=0.000 shapecode_0_a=1.000 shapecode_0_r2=0.000 shapecode_0_g2=1.000 shapecode_0_b2=0.000 shapecode_0_a2=0.000 shapecode_0_border_r=1.000 shapecode_0_border_g=1.000 shapecode_0_border_b=1.000 shapecode_0_border_a=0.000 shape_0_per_frame1=xy=0.5+rand_frame; 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=0.500 shapecode_1_y=0.500 shapecode_1_rad=0.10000 shapecode_1_ang=0.00000 shapecode_1_tex_ang=0.00000 shapecode_1_tex_zoom=1.00000 shapecode_1_r=1.000 shapecode_1_g=0.000 shapecode_1_b=0.000 shapecode_1_a=1.000 shapecode_1_r2=0.000 shapecode_1_g2=1.000 shapecode_1_b2=0.000 shapecode_1_a2=0.000 shapecode_1_border_r=1.000 shapecode_1_border_g=1.000 shapecode_1_border_b=1.000 shapecode_1_border_a=0.100 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=0.500 shapecode_2_y=0.500 shapecode_2_rad=0.10000 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=0.000 shapecode_2_border_r=1.000 shapecode_2_border_g=1.000 shapecode_2_border_b=1.000 shapecode_2_border_a=0.100 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=0.500 shapecode_3_y=0.500 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=0.000 shapecode_3_b=0.000 shapecode_3_a=1.000 shapecode_3_r2=0.000 shapecode_3_g2=1.000 shapecode_3_b2=0.000 shapecode_3_a2=0.000 shapecode_3_border_r=1.000 shapecode_3_border_g=1.000 shapecode_3_border_b=1.000 shapecode_3_border_a=0.100 per_frame_1=wave_r = wave_r + 0.1*(0.6*sin(0.933*time) + 0.4*sin(1.072*time)); per_frame_2=wave_g = wave_g + 0.1*(0.6*sin(0.888*time) + 0.4*sin(0.918*time)); per_frame_3=wave_b = wave_b + 0.2*(0.6*sin(0.335*time) + 0.4*sin(0.4*time)); per_frame_4=wave_mystery = 0.5*sin(0.35*bass); per_frame_5=decay = decay - 0.01*equal(frame%50,0); per_frame_6=mv_b = mv_b + 0.2*sin(time*1.411); per_frame_7=cx = cx + 0.08*sin(time*1.315); per_frame_8=cy = cy + 0.08*sin(time*1.127); per_frame_9=q1 = sin(sin(1.211*time)+ cos(0.887*time)-sin(1.453*time)); per_pixel_1=zoom = zoom + (0.1*rad); per_pixel_2=rot = rot - 0.15*sin(q1-ang); warp_1=`shader_body warp_2=`{ warp_3=` // PAINTERLY EFFECT: warp_4=` float t = 0.005 + 0.025*saturate(treb-1); warp_5=` float2 uv2 = uv; warp_6=` float2 delta2 = texsize.zw*float2(1,1); warp_7=` float3 blurry_color = tex2D( sampler_main, warp_8=` lerp(uv,uv_orig,-1) + delta2 ).xyz; warp_9=` uv2.xy += (blurry_color.xy-0.37) * t; warp_10=` warp_11=` // sample previous frame warp_12=` ret = tex2D( sampler_main, uv2 ).xyz; warp_13=` warp_14=` // darken over time warp_15=` ret -= 0.004; warp_16=`} comp_1=`float3 ret1, neu, blur; comp_2=` comp_3=`shader_body comp_4=`{ comp_5=`float2 uv2; comp_6=`float ang2, c, s; comp_7=`uv -= 0.5; comp_8=`uv *= aspect.xy; comp_9=` comp_10=`float2 tmp = uv; comp_11=`ret1 = 0; comp_12=`int anz = 5; comp_13=`int n = 0; comp_14=`while (n <= anz) { comp_15=` ang2 = 6.28*n/anz; comp_16=` c = cos(ang2); comp_17=` s = sin(ang2); comp_18=` uv2.x = uv.x*c - uv.y*s; comp_19=` uv2.y = uv.x*s + uv.y*c; comp_20=` neu = GetPixel (uv2 + 0.4 + .02*q27 ); comp_21=` blur= GetBlur1 (uv2 + 0.4 + .02*q27 ); comp_22=` ret1 = max(ret1, neu+blur*2); comp_23=`n++; comp_24=`} comp_25=` comp_26=` comp_27=`// I think this bit's from ORB comp_28=`ret = (ret1-0.0125)*0.7; comp_29=` float3 retish = 1 - ret*(1-ret)*4; //solarize comp_30=` ret = float3(retish[0]*0.5,retish[1]*0.5,retish[2]); comp_31=` ret *= 0.5; comp_32=` comp_33=` comp_34=`}