MILKDROP_PRESET_VERSION=201 PSVERSION=2 PSVERSION_WARP=2 PSVERSION_COMP=2 [preset00] fRating=3.000 fGammaAdj=1.000 fDecay=0.925 fVideoEchoZoom=1.007 fVideoEchoAlpha=0.000 nVideoEchoOrientation=3 nWaveMode=1 bAdditiveWaves=1 bWaveDots=0 bWaveThick=0 bModWaveAlphaByVolume=0 bMaximizeWaveColor=0 bTexWrap=0 bDarkenCenter=0 bRedBlueStereo=0 bBrighten=0 bDarken=0 bSolarize=0 bInvert=0 fWaveAlpha=0.001 fWaveScale=0.591 fWaveSmoothing=0.900 fWaveParam=0.000 fModWaveAlphaStart=0.710 fModWaveAlphaEnd=1.300 fWarpAnimSpeed=1.000 fWarpScale=1.331 fZoomExponent=1.00000 fShader=0.000 zoom=0.99950 rot=0.00000 cx=0.500 cy=0.500 dx=0.02000 dy=0.02000 warp=0.01000 sx=1.00000 sy=1.00000 wave_r=1.000 wave_g=1.000 wave_b=1.000 wave_x=0.500 wave_y=0.500 ob_size=0.000 ob_r=0.010 ob_g=0.000 ob_b=0.000 ob_a=0.000 ib_size=0.000 ib_r=0.250 ib_g=0.250 ib_b=0.250 ib_a=0.000 nMotionVectorsX=6.400 nMotionVectorsY=4.800 mv_dx=0.000 mv_dy=0.000 mv_l=5.000 mv_r=1.000 mv_g=1.000 mv_b=0.000 mv_a=0.000 b1n=0.000 b2n=0.000 b3n=0.000 b1x=1.000 b2x=1.000 b3x=1.000 b1ed=0.250 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=1.00000 wavecode_0_smoothing=0.50000 wavecode_0_r=1.000 wavecode_0_g=1.000 wavecode_0_b=1.000 wavecode_0_a=1.000 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=1.00000 wavecode_1_smoothing=0.50000 wavecode_1_r=1.000 wavecode_1_g=1.000 wavecode_1_b=1.000 wavecode_1_a=1.000 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=1.00000 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=4 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=0.10000 shapecode_0_ang=0.00000 shapecode_0_tex_ang=0.00000 shapecode_0_tex_zoom=1.00000 shapecode_0_r=1.000 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=0.100 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=q1=-1.1*time; per_frame_2=q2=1.6*time; per_frame_3=q3=.4*time; per_frame_4=q4=.2*time; per_pixel_1=xm = sin(time*.2)*(x-.5) -cos(time*.2)*(y-.5); per_pixel_2=ym = cos(time*.2)*(x-.5) +sin(time*.2)*(y-.5); per_pixel_3= per_pixel_4=dx=dx+.005*cos(ym*18+.1*(time*.11)+.35*treb_att); per_pixel_5=dy=dy+.005*sin(xm*18+.1*(time*.09)+.35*treb_att); warp_1=`shader_body warp_2=`{ warp_3=`float2 uv2=uv; warp_4=`float3 texm=0; warp_5=` warp_6=` // sample previous frame warp_7=` ret = tex2D( sampler_main, uv ).xyz; warp_8=` warp_9=` // mix in code based off of Geiss's original mix code warp_10=` float pic = tex2D(sampler_noise_hq, uv_orig*aspect.xy*.25+.1*roam_cos+.1*time).xyz; warp_11=` float lum = lum(pic); warp_12=` float use_it = abs(lum+.2 - (0.5-roam_cos.xy*0.15)); warp_13=` float LFNoise = tex2D(sampler_noise_hq, pic-(uv.yx*2 + (time*.15))); warp_14=` use_it = (1-use_it - (8*LFNoise)); warp_15=` float tex = lerp(ret, pic, 1.2*use_it); warp_16=` warp_17=`texm=tex; warp_18=`texm.x*=.8; warp_19=`texm.y*=.98; warp_20=`texm.z*=.95; warp_21=` warp_22=`ret=texm; warp_23=`ret*=float3(1.2,1,1.9); warp_24=` warp_25=`} comp_1=`shader_body comp_2=`{ comp_3=` comp_4=`//initial textures: comp_5=`//1. Main image comp_6=` float3 base=tex2D(sampler_main, uv); comp_7=`//2. High quality noise sampler comp_8=` float3 hinoise=tex2D(sampler_noise_hq, uv); comp_9=` comp_10=`//declaring modifying vars: comp_11=`//1. uv movement values comp_12=` float2 uvmf= uv; comp_13=` uvmf.x+=q1; comp_14=` uvmf.y+=q2; comp_15=` float2 uvms= uv; comp_16=` uvms.x+=q3; comp_17=` uvms.y+=q4; comp_18=`//2. slow moving high quality noise sampler comp_19=` float mfnoise = tex2D(sampler_noise_hq, uvms); comp_20=`//3. fast moving low quality noise sampler comp_21=` float msnoise = tex2D(sampler_noise_lq, uvmf*3); comp_22=`//2. Perspective UV value comp_23=` float2 uvp=uv; comp_24=` uvp.y*=.38; comp_25=`//3. Blur values comp_26=` float3 blpi=GetBlur1(uvp); comp_27=` float3 blpii=GetBlur2(uvp); comp_28=` float3 blpiii= GetBlur3(uvp); comp_29=` float3 blmi=GetBlur1(uv); comp_30=` float3 blmii=GetBlur2(uv); comp_31=` float3 blmiii=GetBlur3(uv); comp_32=` comp_33=`//Perspective modified samplers comp_34=`//1. Perspective Main comp_35=` float3 pret=tex2D(sampler_main, uvp); comp_36=` comp_37=`//2. Perspective Blurred mod comp_38=` float3 bret=tex2D(sampler_main, blpi); comp_39=` comp_40=`//Color channel noise samplers comp_41=` comp_42=`//final return value comp_43=`float3 fret=(3*blmii-(.5*base)-blmi).xyz; comp_44=` comp_45=`ret=1-(fret-.1*(mfnoise)); comp_46=`ret-=.2*(msnoise); comp_47=`}