MILKDROP_PRESET_VERSION=201 PSVERSION=2 PSVERSION_WARP=2 PSVERSION_COMP=2 [preset00] fRating=3.000 fGammaAdj=1.000 fDecay=1.000 fVideoEchoZoom=1.007 fVideoEchoAlpha=0.500 nVideoEchoOrientation=1 nWaveMode=7 bAdditiveWaves=1 bWaveDots=0 bWaveThick=0 bModWaveAlphaByVolume=1 bMaximizeWaveColor=1 bTexWrap=1 bDarkenCenter=0 bRedBlueStereo=0 bBrighten=0 bDarken=0 bSolarize=0 bInvert=0 fWaveAlpha=0.100 fWaveScale=2.781 fWaveSmoothing=0.900 fWaveParam=0.000 fModWaveAlphaStart=0.000 fModWaveAlphaEnd=1.100 fWarpAnimSpeed=1.000 fWarpScale=1.000 fZoomExponent=1.00000 fShader=0.000 zoom=1.00990 rot=0.00000 cx=0.500 cy=0.500 dx=0.00000 dy=0.00000 warp=0.01000 sx=1.00000 sy=1.00000 wave_r=0.650 wave_g=0.650 wave_b=1.000 wave_x=0.500 wave_y=0.500 ob_size=0.007 ob_r=0.000 ob_g=0.000 ob_b=0.000 ob_a=0.000 ib_size=0.260 ib_r=0.250 ib_g=0.250 ib_b=0.250 ib_a=0.000 nMotionVectorsX=64.000 nMotionVectorsY=48.000 mv_dx=0.000 mv_dy=0.000 mv_l=0.850 mv_r=0.500 mv_g=0.500 mv_b=0.500 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=1 shapecode_0_sides=3 shapecode_0_additive=0 shapecode_0_thickOutline=0 shapecode_0_textured=0 shapecode_0_num_inst=1 shapecode_0_x=0.370 shapecode_0_y=0.500 shapecode_0_rad=6.81129 shapecode_0_ang=3.64425 shapecode_0_tex_ang=0.00000 shapecode_0_tex_zoom=1.00000 shapecode_0_r=0.000 shapecode_0_g=0.000 shapecode_0_b=0.000 shapecode_0_a=0.500 shapecode_0_r2=0.000 shapecode_0_g2=0.000 shapecode_0_b2=0.000 shapecode_0_a2=0.500 shapecode_0_border_r=1.000 shapecode_0_border_g=1.000 shapecode_0_border_b=1.000 shapecode_0_border_a=1.000 shape_0_init1=t1 = rand(100)*0.01; shape_0_init2=t2 = rand(100)*0.01; shape_0_per_frame1=ang = q1*(0.303 + 0.01*t1); shape_0_per_frame2=r = min(1,max(0,0+ 0.1*sin(time*0.417 + 1))); shape_0_per_frame3=g = min(1,max(0,0 + 0.1*sin(time*0.391 + 2))); shape_0_per_frame4=b = min(1,max(0,0 + 0.1*sin(time*0.432 + 4))); shape_0_per_frame5=r2 = min(1,max(0,r2 + 0.02*sin(time*0.657 + 3))); shape_0_per_frame6=g2 = min(1,max(0,g2 + 0.02*sin(time*0.737 + 5))); shape_0_per_frame7=b2 = min(1,max(0,b2 + 0.02*sin(time*0.884 + 6))); shape_0_per_frame8=additive =0.5+0.15*(bass+bass_att); shapecode_1_enabled=1 shapecode_1_sides=100 shapecode_1_additive=1 shapecode_1_thickOutline=0 shapecode_1_textured=1 shapecode_1_num_inst=1 shapecode_1_x=0.370 shapecode_1_y=0.500 shapecode_1_rad=0.89796 shapecode_1_ang=3.64425 shapecode_1_tex_ang=0.00000 shapecode_1_tex_zoom=1.00000 shapecode_1_r=1.000 shapecode_1_g=1.000 shapecode_1_b=1.000 shapecode_1_a=0.500 shapecode_1_r2=0.000 shapecode_1_g2=0.000 shapecode_1_b2=0.000 shapecode_1_a2=1.000 shapecode_1_border_r=1.000 shapecode_1_border_g=1.000 shapecode_1_border_b=1.000 shapecode_1_border_a=0.000 shape_1_init1=t1 = rand(100)*0.01; shape_1_init2=t2 = rand(100)*0.01; shape_1_per_frame1=x = x + 0.07*sin(q1*0.15+3); shape_1_per_frame2=y = y + 0.03*sin(q1*0.19+1); shape_1_per_frame3=tex_ang = q1*(0.01 + 0.0001*t1); shape_1_per_frame4=r = min(1,max(0,r + 0.01*sin(time*0.0417 + 1))); shape_1_per_frame5=g = min(1,max(0,g + 0.01*sin(time*0.391 + 2))); shape_1_per_frame6=b = min(1,max(0,b + 0.01*sin(time*0.432 + 4))); shape_1_per_frame7=r2 = min(1,max(0,r2 + 0.01*sin(time*0.457 + 3))); shape_1_per_frame8=g2 = min(1,max(0,g2 + 0.01*sin(time*0.0437 + 5))); shape_1_per_frame9=b2 = min(1,max(0,b2 + 0.01*sin(time*0.484 + 6))); shapecode_2_enabled=1 shapecode_2_sides=100 shapecode_2_additive=1 shapecode_2_thickOutline=0 shapecode_2_textured=1 shapecode_2_num_inst=1 shapecode_2_x=0.670 shapecode_2_y=0.430 shapecode_2_rad=0.51386 shapecode_2_ang=4.20974 shapecode_2_tex_ang=0.00000 shapecode_2_tex_zoom=1.00000 shapecode_2_r=1.000 shapecode_2_g=1.000 shapecode_2_b=1.000 shapecode_2_a=1.000 shapecode_2_r2=0.000 shapecode_2_g2=0.000 shapecode_2_b2=0.000 shapecode_2_a2=1.000 shapecode_2_border_r=1.000 shapecode_2_border_g=1.000 shapecode_2_border_b=1.000 shapecode_2_border_a=0.000 shape_2_init1=t1 = rand(100)*0.01; shape_2_init2=t2 = rand(100)*0.01; shape_2_per_frame1=x = x + 0.05*sin(q1*0.017); shape_2_per_frame2=y = y + 0.09*sin(q1*0.013); shape_2_per_frame3=tex_ang = q1*(0.02 + 0.0001*t1); shape_2_per_frame4=rad = rad * (0.9 + 0.2*t2); shape_2_per_frame5=r = min(1,max(0,r + 0.01*sin(time*0.417 + 1))); shape_2_per_frame6=g = min(1,max(0,g + 0.01*sin(time*0.391 + 2))); shape_2_per_frame7=b = min(1,max(0,b + 0.01*sin(time*0.432 + 4))); shape_2_per_frame8=r2 = min(1,max(0,r2 + 0.01*sin(time*0.457 + 3))); shape_2_per_frame9=g2 = min(1,max(0,g2 + 0.01*sin(time*0.437 + 5))); shape_2_per_frame10=b2 = min(1,max(0,b2 + 0.01*sin(time*0.484 + 6))); shapecode_3_enabled=1 shapecode_3_sides=100 shapecode_3_additive=1 shapecode_3_thickOutline=0 shapecode_3_textured=1 shapecode_3_num_inst=1 shapecode_3_x=0.500 shapecode_3_y=0.500 shapecode_3_rad=0.22298 shapecode_3_ang=0.00000 shapecode_3_tex_ang=0.00000 shapecode_3_tex_zoom=1.00000 shapecode_3_r=0.600 shapecode_3_g=0.800 shapecode_3_b=1.000 shapecode_3_a=1.000 shapecode_3_r2=0.000 shapecode_3_g2=0.000 shapecode_3_b2=0.000 shapecode_3_a2=1.000 shapecode_3_border_r=1.000 shapecode_3_border_g=1.000 shapecode_3_border_b=1.000 shapecode_3_border_a=0.000 shape_3_per_frame1=x = x + 0.08*sin(q1*0.25); shape_3_per_frame2=y = y + 0.1*sin(q1*0.5+2); shape_3_per_frame3=ang = time; per_frame_1=movement = movement + 0.03*(bass+bass_att) + 0.003*pow(bass+1,3) + 0.01; per_frame_2=q1 = movement; per_frame_3=monitor =q1; per_frame_4= per_frame_5=// the möbius transformation per_frame_6=// z -> (az+b)/(cz-d); where a,b,c,d are complex numbers and z will be the uv-vector per_frame_7=// (az+b)/(cz-d) = a/c + mu/(cz+d), with mu = (bc-ad)/c per_frame_8=// so a/c and mu can be calculated outside of the shader per_frame_9= per_frame_10=//before inversion per_frame_11= per_frame_12=scale = 1; per_frame_13=angle = time*.2; per_frame_14=translation_x = 0; per_frame_15=translation_y = 0.12; per_frame_16= per_frame_17=a_r = cos(angle)*scale; per_frame_18=a_i = sin(angle)*scale; per_frame_19=b_r = translation_x; per_frame_20=b_i = translation_y; per_frame_21= per_frame_22=//complex inverted per_frame_23=scale = 1; per_frame_24=angle = sin(time*0.1337)*0.3; per_frame_25=translation_u = 0; per_frame_26=translation_v = -0.2; per_frame_27= per_frame_28=// c per_frame_29=q15 = cos(angle)*scale; per_frame_30=q16 = sin(angle)*scale; per_frame_31= per_frame_32=// d per_frame_33=q17 = translation_u; per_frame_34=q18 = translation_v; per_frame_35= per_frame_36=// c^(-1) per_frame_37=c_inv_r = q15/(q15*q15+q16*q16); per_frame_38=c_inv_i = q16/(q15*q15+q16*q16); per_frame_39= per_frame_40=// a*c^(-1) per_frame_41=q11 = (a_r*c_inv_r - a_i*c_inv_i); per_frame_42=q12 = (a_r*c_inv_i - a_i*c_inv_r); per_frame_43= per_frame_44=// (bc-ad) per_frame_45=bcad_r = (b_r*q15 - b_i*q16)-(a_r*q17-a_i*q18); per_frame_46=bcad_i = (b_r*q16 - b_i*q15)-(a_r*q18-a_i*q17); per_frame_47= per_frame_48=// mu*c^(-1) per_frame_49=q13 = bcad_r*c_inv_r - bcad_i*c_inv_i; per_frame_50=q14 = bcad_r*c_inv_i - bcad_i*c_inv_r; warp_1=`shader_body warp_2=`{ warp_3=` // sample previous frame warp_4=` ret = tex2D( sampler_main, uv ).xyz; warp_5=` warp_6=` // take the difference between the crisp and blurred images, warp_7=` // then add it back into the image. Creates spots and stripes over time. warp_8=` ret += (ret - GetBlur2(uv))*0.6; warp_9=` ret *= 0.9; warp_10=` warp_11=` // add noise: warp_12=` float2 dither_uv = uv_orig*texsize.xy*texsize_noise_lq.zw * 0.4 + rand_frame.xy; warp_13=` ret += (tex2D(sampler_noise_lq, dither_uv).xyz-0.5)/256.0 * 12 * saturate(treb_att-1); warp_14=` warp_15=` // desaturate over time, to keep the globs white warp_16=` ret = lerp(ret, lum(ret), 0.08); warp_17=`} comp_1=`sampler sampler_sunrise; comp_2=`shader_body comp_3=`{ comp_4=` comp_5=`float2 ac = float2(q11,q12); comp_6=`float2 mu = float2(q13,q14); comp_7=`float2 c = float2(q15,q16); comp_8=`float2 d = float2(q17,q18); comp_9=` comp_10=`float2 z = (uv-0.5); comp_11=` comp_12=`// (c*z + d) comp_13=`float2 czd = float2(z.x*c.x-z.y*c.y,z.x*c.y-z.y*c.x)*aspect.yx + d; comp_14=`// mu/(cz+d) comp_15=`float2 moebius = float2( mu.x*czd.x + mu.y*czd.y , mu.y*czd.x-mu.x*czd.y )/(czd.x*czd.x+czd.y*czd.y) + ac; comp_16=` comp_17=`moebius = 0.5 + (1.0 - abs( frac( moebius * 0.5 ) * 2 - 1.0 )-0.5)*0.99; comp_18=` comp_19=`uv = moebius; comp_20=` comp_21=`ret = GetPixel(uv); comp_22=`} comp_23=`