MILKDROP_PRESET_VERSION=201 PSVERSION=2 PSVERSION_WARP=2 PSVERSION_COMP=2 [preset00] fRating=3.000000 fGammaAdj=1.993 fDecay=0.980 fVideoEchoZoom=2.0 fVideoEchoAlpha=0.0 nVideoEchoOrientation=0 nWaveMode=1 bAdditiveWaves=0 bWaveDots=0 bWaveThick=0 bModWaveAlphaByVolume=1 bMaximizeWaveColor=0 bTexWrap=1 bDarkenCenter=0 bRedBlueStereo=0 bBrighten=0 bDarken=0 bSolarize=0 bInvert=0 fWaveAlpha=0.101 fWaveScale=1.326 fWaveSmoothing=0.7 fWaveParam=0.540 fModWaveAlphaStart=0.750 fModWaveAlphaEnd=0.950 fWarpAnimSpeed=1.0 fWarpScale=1.331 fZoomExponent=1.0 fShader=0.0 zoom=0.95400 rot=0.0 cx=0.5 cy=0.5 dx=0.0 dy=0.0 warp=0.23944 sx=0.99967 sy=0.99990 wave_r=0.510 wave_g=0.8 wave_b=1.0 wave_x=0.5 wave_y=0.5 ob_size=0.010 ob_r=0.0 ob_g=0.0 ob_b=0.0 ob_a=0.0 ib_size=0.010 ib_r=0.250 ib_g=0.250 ib_b=0.250 ib_a=0.0 nMotionVectorsX=12.0 nMotionVectorsY=9.0 mv_dx=0.0 mv_dy=0.0 mv_l=0.9 mv_r=1.0 mv_g=1.0 mv_b=1.0 mv_a=0.0 b1n=0.0 b2n=0.0 b3n=0.0 b1x=1.0 b2x=1.0 b3x=1.0 b1ed=0.250 wavecode_0_enabled=0 wavecode_0_samples=512 wavecode_0_sep=0 wavecode_0_bSpectrum=0 wavecode_0_bUseDots=0 wavecode_0_bDrawThick=0 wavecode_0_bAdditive=0 wavecode_0_scaling=1.0 wavecode_0_smoothing=0.5 wavecode_0_r=1.0 wavecode_0_g=1.0 wavecode_0_b=1.0 wavecode_0_a=1.0 wavecode_1_enabled=0 wavecode_1_samples=512 wavecode_1_sep=0 wavecode_1_bSpectrum=0 wavecode_1_bUseDots=0 wavecode_1_bDrawThick=0 wavecode_1_bAdditive=0 wavecode_1_scaling=1.0 wavecode_1_smoothing=0.5 wavecode_1_r=1.0 wavecode_1_g=1.0 wavecode_1_b=1.0 wavecode_1_a=1.0 wavecode_2_enabled=0 wavecode_2_samples=512 wavecode_2_sep=0 wavecode_2_bSpectrum=0 wavecode_2_bUseDots=0 wavecode_2_bDrawThick=0 wavecode_2_bAdditive=0 wavecode_2_scaling=1.0 wavecode_2_smoothing=0.5 wavecode_2_r=1.0 wavecode_2_g=1.0 wavecode_2_b=1.0 wavecode_2_a=1.0 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=1.0 wavecode_3_smoothing=0.5 wavecode_3_r=1.0 wavecode_3_g=1.0 wavecode_3_b=1.0 wavecode_3_a=1.0 shapecode_0_enabled=0 shapecode_0_sides=4 shapecode_0_additive=0 shapecode_0_thickOutline=0 shapecode_0_textured=0 shapecode_0_num_inst=1 shapecode_0_x=0.5 shapecode_0_y=0.5 shapecode_0_rad=0.1 shapecode_0_ang=0.0 shapecode_0_tex_ang=0.0 shapecode_0_tex_zoom=1.0 shapecode_0_r=1.0 shapecode_0_g=0.0 shapecode_0_b=0.0 shapecode_0_a=1.0 shapecode_0_r2=0.0 shapecode_0_g2=1.0 shapecode_0_b2=0.0 shapecode_0_a2=0.0 shapecode_0_border_r=1.0 shapecode_0_border_g=1.0 shapecode_0_border_b=1.0 shapecode_0_border_a=0.1 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=0.5 shapecode_1_y=0.5 shapecode_1_rad=0.1 shapecode_1_ang=0.0 shapecode_1_tex_ang=0.0 shapecode_1_tex_zoom=1.0 shapecode_1_r=1.0 shapecode_1_g=0.0 shapecode_1_b=0.0 shapecode_1_a=1.0 shapecode_1_r2=0.0 shapecode_1_g2=1.0 shapecode_1_b2=0.0 shapecode_1_a2=0.0 shapecode_1_border_r=1.0 shapecode_1_border_g=1.0 shapecode_1_border_b=1.0 shapecode_1_border_a=0.1 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=0.5 shapecode_2_y=0.5 shapecode_2_rad=0.1 shapecode_2_ang=0.0 shapecode_2_tex_ang=0.0 shapecode_2_tex_zoom=1.0 shapecode_2_r=1.0 shapecode_2_g=0.0 shapecode_2_b=0.0 shapecode_2_a=1.0 shapecode_2_r2=0.0 shapecode_2_g2=1.0 shapecode_2_b2=0.0 shapecode_2_a2=0.0 shapecode_2_border_r=1.0 shapecode_2_border_g=1.0 shapecode_2_border_b=1.0 shapecode_2_border_a=0.1 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=0.5 shapecode_3_y=0.5 shapecode_3_rad=0.1 shapecode_3_ang=0.0 shapecode_3_tex_ang=0.0 shapecode_3_tex_zoom=1.0 shapecode_3_r=1.0 shapecode_3_g=0.0 shapecode_3_b=0.0 shapecode_3_a=1.0 shapecode_3_r2=0.0 shapecode_3_g2=1.0 shapecode_3_b2=0.0 shapecode_3_a2=0.0 shapecode_3_border_r=1.0 shapecode_3_border_g=1.0 shapecode_3_border_b=1.0 shapecode_3_border_a=0.1 per_frame_1=t2 = time*3; per_frame_2=wave_r = wave_r + 0.2*( 0.60*sin(0.980*t2) + 0.40*sin(1.047*t2) ); per_frame_3=wave_g = wave_g + 0.2*( 0.60*sin(0.835*t2) + 0.40*sin(1.081*t2) ); per_frame_4=wave_b = wave_b + 0.2*( 0.60*sin(0.814*t2) + 0.40*sin(1.011*t2) ); per_frame_5=q1 = (cx*2-1) + 0.6*( 0.60*sin(0.374*time) + 0.40*sin(0.294*time) ); per_frame_6=q2 = (cy*2-1) + 0.6*( 0.60*sin(0.393*time) + 0.40*sin(0.223*time) ); per_frame_7=rot = rot + 0.03*cos(time*0.571+3); per_frame_8=dx = dx + 0.1*cos(time*0.492+1); per_frame_9=dy = dy + 0.1*cos(time*0.439+2); per_frame_10=//zoom = zoom + 0.01*cos(time*0.671+5); per_pixel_1=du = (x*2-1) - q1; per_pixel_2=dv = (y*2-1) - q2; per_pixel_3=dist = sqrt(du*du+dv*dv); per_pixel_4=ang2 = atan2(du,dv) + time*0.15; per_pixel_5=mult = 0.65*sin(dist*0.05); per_pixel_6=dx = mult*sin(ang2*2-1.5); per_pixel_7=dy = mult*cos(ang2*2-1.5); warp_1=`shader_body warp_2=`{ warp_3=` // sample previous frame warp_4=` ret = tex2D( sampler_main, uv ).xyz; warp_5=` warp_6=` // motion blur: warp_7=` // 'v' points exactly one pixel, in the direction of motion warp_8=` float2 v = normalize(uv-uv_orig)*texsize.zw; warp_9=` float3 s; warp_10=` ret = max(ret, tex2D(sampler_main, uv+v*-1)*0.90); warp_11=` ret = max(ret, tex2D(sampler_main, uv+v* 1)*0.97); warp_12=` ret = max(ret, tex2D(sampler_main, uv+v* 2)*0.97); warp_13=` ret = max(ret, tex2D(sampler_main, uv+v* 3)*0.90); warp_14=` warp_15=` // darken over time warp_16=` ret *= 0.92; warp_17=` warp_18=` // add noise warp_19=` //float2 uv_noise = uv*texsize_noise_lq.zw*texsize.xy + rand_frame.xy; warp_20=` //ret += (tex2D(sampler_noise_lq, uv_noise)*2-1)*0.02; warp_21=`} comp_1=`shader_body comp_2=`{ comp_3=` float2 uv2, uv3; comp_4=` float ang2, c, s; comp_5=` comp_6=` uv -= 0.5; comp_7=` uv *= aspect.xy; comp_8=` comp_9=` ang2 = 6.28*0.333; comp_10=` c = cos(ang2); comp_11=` s = sin(ang2); comp_12=` uv2.x = uv.x*c - uv.y*s; comp_13=` uv2.y = uv.x*s + uv.y*c; comp_14=` comp_15=` ang2 = 6.28*0.667; comp_16=` c = cos(ang2); comp_17=` s = sin(ang2); comp_18=` uv3.x = uv.x*c - uv.y*s; comp_19=` uv3.y = uv.x*s + uv.y*c; comp_20=` comp_21=` ret = tex2D(sampler_main, uv + 0.5).xyz; comp_22=` ret = max(ret, tex2D(sampler_main,uv2 + 0.5).xyz); comp_23=` ret = max(ret, tex2D(sampler_main,uv3 + 0.5).xyz); comp_24=` comp_25=` ret *= 1.3; comp_26=` ret *= hue_shader*4-2; comp_27=` comp_28=`} comp_29=` comp_30=`