MILKDROP_PRESET_VERSION=201 PSVERSION=3 PSVERSION_WARP=3 PSVERSION_COMP=3 [preset00] fRating=5.000000 fGammaAdj=1.000000 fDecay=0.000000 fVideoEchoZoom=0.000000 fVideoEchoAlpha=0.000000 nVideoEchoOrientation=3 nWaveMode=1 bAdditiveWaves=1 bWaveDots=0 bWaveThick=1 bModWaveAlphaByVolume=1 bMaximizeWaveColor=0 bTexWrap=1 bDarkenCenter=0 bRedBlueStereo=0 bBrighten=0 bDarken=1 bSolarize=0 bInvert=0 fWaveAlpha=0.000000 fWaveScale=0.000000 fWaveSmoothing=0.000000 fWaveParam=0.000000 fModWaveAlphaStart=0.000000 fModWaveAlphaEnd=1.000000 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=0.000000 wave_y=0.000000 ob_size=0.000000 ob_r=0.000000 ob_g=0.000000 ob_b=0.200000 ob_a=1.000000 ib_size=0.000000 ib_r=0.000000 ib_g=0.000000 ib_b=0.250000 ib_a=1.000000 nMotionVectorsX=31.000000 nMotionVectorsY=24.000000 mv_dx=0.000000 mv_dy=0.000000 mv_l=0.000000 mv_r=0.000000 mv_g=0.000000 mv_b=0.000000 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=187 wavecode_0_sep=9 wavecode_0_bSpectrum=0 wavecode_0_bUseDots=1 wavecode_0_bDrawThick=0 wavecode_0_bAdditive=1 wavecode_0_scaling=0.000000 wavecode_0_smoothing=0.000000 wavecode_0_r=0.000000 wavecode_0_g=1.000000 wavecode_0_b=0.000000 wavecode_0_a=1.000000 wave_0_per_frame1=t1 = 1; wave_0_per_frame2=t3 = sin(time/2); wave_0_per_frame3=t3 = max (t3,0); wave_0_per_frame4=t3 = 4.9*min(t3,.2); wave_0_per_frame5= wave_0_per_point1=t1 = (t1*67+37)%4096; wave_0_per_point2=t2 = t1/4096; wave_0_per_point3= wave_0_per_point4=k1 = (100*sample+time*2)%2; wave_0_per_point5=k2 = (100*sample+time*5)%2; wave_0_per_point6= wave_0_per_point7=x = .49 + .48*sin(sample*31+t2*time/27); wave_0_per_point8=y = 0 + .2*t2 + .2*sin(sample*131+t2*time/7); wave_0_per_point9= wave_0_per_point10= wave_0_per_point11= wave_0_per_point12=a = 1; wave_0_per_point13=r = .07; wave_0_per_point14= wavecode_1_enabled=1 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=0.000000 wavecode_1_smoothing=0.000000 wavecode_1_r=1.000000 wavecode_1_g=1.000000 wavecode_1_b=1.000000 wavecode_1_a=0.000000 wave_1_per_frame1=t1 = 1; t2 = 7; wave_1_per_point1=r = .31; wave_1_per_point2=b = 0; wave_1_per_point3=g = .0; wave_1_per_point4= wave_1_per_point5=a = 1; wave_1_per_point6=//g = 1;b=1; wave_1_per_point7= wave_1_per_point8=t1 = (t1*67 + 37)%4096; wave_1_per_point9=px = (t1-2047)/4096; wave_1_per_point10= wave_1_per_point11=t2 = (t2*67 + 37)%4096; wave_1_per_point12=py = (t2-0)/4096; wave_1_per_point13= wave_1_per_point14= wave_1_per_point15=k1 = (sample*100)%8; wave_1_per_point16= wave_1_per_point17=y = py/3.5 + .0; wave_1_per_point18=a = below(y,.2); wave_1_per_point19= wave_1_per_point20=x = .5 + .4*sin(sample*26) ; wave_1_per_point21= wavecode_2_enabled=1 wavecode_2_samples=100 wavecode_2_sep=0 wavecode_2_bSpectrum=0 wavecode_2_bUseDots=0 wavecode_2_bDrawThick=0 wavecode_2_bAdditive=0 wavecode_2_scaling=0.000000 wavecode_2_smoothing=0.000000 wavecode_2_r=1.000000 wavecode_2_g=1.000000 wavecode_2_b=1.000000 wavecode_2_a=0.000000 wave_2_per_frame1= wave_2_per_frame2=t1 = sin(time*3); wave_2_per_frame3=t2 = cos(time*3); wave_2_per_frame4= wave_2_per_frame5=t3 = sin(time/3); wave_2_per_frame6=t4 = cos(time/3); wave_2_per_frame7= wave_2_per_frame8=t5 = cos(time/4)/2; wave_2_per_frame9= wave_2_per_frame10=//give him a break wave_2_per_frame11=//bird = 1; wave_2_per_frame12= wave_2_per_frame13=ground = below(t5,-.9); wave_2_per_frame14=trig = below(rand(100),1); wave_2_per_frame15=trig = trig * bnot(ground) * bnot(bird); wave_2_per_frame16=bird = bird * bnot(ground); wave_2_per_frame17= wave_2_per_frame18=bird = bnot(bird)*trig; wave_2_per_frame19= wave_2_per_frame20=t6 = bird; wave_2_per_point1= wave_2_per_point2=r = 1; g = 0; b = 0; wave_2_per_point3=k1 = below(sample,.5); wave_2_per_point4= wave_2_per_point5=dx = .01*k1*sin(sample*50); wave_2_per_point6= wave_2_per_point7= wave_2_per_point8=f1 = sqr(dx); wave_2_per_point9= wave_2_per_point10=dy = 40*f1*t1 + t2/150; wave_2_per_point11=dy = dy+ (1-k1) * .002*sin(sample*50); wave_2_per_point12= wave_2_per_point13=x = dx + .5 + .1*t3; wave_2_per_point14= wave_2_per_point15=dy = dy + .2*dx*t4; wave_2_per_point16= wave_2_per_point17=y0 = t5; wave_2_per_point18=y = dy+ .5 + y0/8; wave_2_per_point19= wave_2_per_point20=a = .04; wave_2_per_point21= wave_2_per_point22= 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=0.000000 wavecode_3_r=1.000000 wavecode_3_g=1.000000 wavecode_3_b=1.000000 wavecode_3_a=1.000000 shapecode_0_enabled=1 shapecode_0_sides=4 shapecode_0_additive=0 shapecode_0_thickOutline=0 shapecode_0_textured=1 shapecode_0_x=0.000000 shapecode_0_y=0.130000 shapecode_0_rad=0.591236 shapecode_0_ang=0.628319 shapecode_0_tex_ang=0.628319 shapecode_0_tex_zoom=0.591233 shapecode_0_r=1.000000 shapecode_0_g=0.000000 shapecode_0_b=0.000000 shapecode_0_a=1.000000 shapecode_0_r2=1.000000 shapecode_0_g2=0.000000 shapecode_0_b2=0.000000 shapecode_0_a2=0.000000 shapecode_0_border_r=0.000000 shapecode_0_border_g=0.000000 shapecode_0_border_b=0.000000 shapecode_0_border_a=0.000000 shapecode_1_enabled=0 shapecode_1_sides=4 shapecode_1_additive=0 shapecode_1_thickOutline=0 shapecode_1_textured=1 shapecode_1_x=0.000000 shapecode_1_y=0.000000 shapecode_1_rad=0.000000 shapecode_1_ang=0.000000 shapecode_1_tex_ang=0.000000 shapecode_1_tex_zoom=0.000000 shapecode_1_r=1.000000 shapecode_1_g=1.000000 shapecode_1_b=1.000000 shapecode_1_a=0.000000 shapecode_1_r2=1.000000 shapecode_1_g2=1.000000 shapecode_1_b2=1.000000 shapecode_1_a2=0.000000 shapecode_1_border_r=0.000000 shapecode_1_border_g=0.000000 shapecode_1_border_b=0.000000 shapecode_1_border_a=0.000000 shapecode_2_enabled=0 shapecode_2_sides=14 shapecode_2_additive=1 shapecode_2_thickOutline=0 shapecode_2_textured=1 shapecode_2_x=0.000000 shapecode_2_y=0.000000 shapecode_2_rad=1.000000 shapecode_2_ang=0.000000 shapecode_2_tex_ang=0.000000 shapecode_2_tex_zoom=0.000000 shapecode_2_r=0.000000 shapecode_2_g=0.000000 shapecode_2_b=0.000000 shapecode_2_a=0.000000 shapecode_2_r2=0.000000 shapecode_2_g2=0.000000 shapecode_2_b2=0.000000 shapecode_2_a2=0.000000 shapecode_2_border_r=0.000000 shapecode_2_border_g=0.000000 shapecode_2_border_b=0.000000 shapecode_2_border_a=0.000000 shape_2_per_frame1=x = .5+.3*cos(time/78); shape_2_per_frame2=y = .5+.3*sin(time/78); shape_2_per_frame3= shape_2_per_frame4=tex_zoom = .2 / (sin(time/31)+1.1) shape_2_per_frame5= shape_2_per_frame6= shapecode_3_enabled=0 shapecode_3_sides=63 shapecode_3_additive=1 shapecode_3_thickOutline=0 shapecode_3_textured=1 shapecode_3_x=0.000000 shapecode_3_y=0.000000 shapecode_3_rad=0.000000 shapecode_3_ang=0.000000 shapecode_3_tex_ang=0.000000 shapecode_3_tex_zoom=0.000000 shapecode_3_r=0.000000 shapecode_3_g=0.000000 shapecode_3_b=0.000000 shapecode_3_a=0.000000 shapecode_3_r2=1.000000 shapecode_3_g2=1.000000 shapecode_3_b2=1.000000 shapecode_3_a2=0.000000 shapecode_3_border_r=0.000000 shapecode_3_border_g=0.000000 shapecode_3_border_b=0.000000 shapecode_3_border_a=0.000000 shape_3_per_frame1=x = .5+.3*cos(time/59); shape_3_per_frame2=y = .5+.3 *sin(time/59); per_frame_1=dec_med = pow (0.8, 30/fps); per_frame_2=dec_slow = pow (0.9, 30/fps); per_frame_3=beat = max (max (bass, mid), treb); per_frame_4=avg = avg*dec_slow + beat*(1-dec_slow); per_frame_5=is_beat = above(beat, .5+avg+peak) * above (time, t0+.2); per_frame_6=t0 = is_beat*time + (1-is_beat)*t0; per_frame_7=peak = is_beat * beat + (1-is_beat)*peak*dec_med; per_frame_8=index = (index + is_beat) %16; per_frame_9=index2 = (index2 + is_beat*bnot(index))%5; per_frame_10=monitor = index2; per_frame_11= per_frame_12=q20 = avg; per_frame_13=q21 = beat; per_frame_14=q22 = peak; per_frame_15=q23 = index; per_frame_16=q24 = is_beat; per_frame_17=q26 = bass + mid + treb; per_frame_18= per_frame_19=sb = sb*dec_med + q21*(1-dec_med); per_frame_20=q29 = sb; per_frame_21= per_frame_22=k1 = is_beat*bnot(index)*bnot(index2); per_frame_23=p1 = (index2-2); per_frame_24= per_frame_25=p2 = dec_med * p2+ (1-dec_med)*p1; per_frame_26=p3 = dec_med * p3+ (1-dec_med)*p2; per_frame_27=q5 = cos(p3*3.14/2); per_frame_28= per_frame_29=rott = rott + .003*30/fps*p3; per_frame_30= per_frame_31=q1 = cos(rott); per_frame_32=q2 = sin(rott); per_frame_33=q3 = -q2; per_frame_34=q4 = q1; per_frame_35= per_frame_36=movx = movx + .002*30/fps; per_frame_37=q28 = movx; per_frame_38= per_frame_39=q15 = (1+sin(time/23))*.15; per_frame_40=q29 = 4*(.5+sin(time/17)); per_frame_41=q30 = 5/(1.2+sin(time/50)); per_frame_42=q31 = sin(time/38)/3; per_frame_43=q32 = 2+sin(time/18); per_frame_44= per_frame_45=warp = .06; per_frame_46=zoom = .998; per_frame_47= warp_1=`float3 ret1, tree; warp_2=`float mask1; warp_3=` warp_4=`shader_body { warp_5=`float corr = texsize.xy*texsize_noise_hq.zw * 0.05; warp_6=`float2 uv1 = float2(uv.x-0.5,uv.y-0.5); warp_7=` warp_8=`float2 uv3 = uv1; warp_9=`float dist = 100 ; warp_10=` warp_11=`uv3 = dist * uv1; warp_12=` warp_13=`float zu = lum(tex2D (sampler_noise_lq,uv)) ; warp_14=`float ky = saturate(-uv3.y/100+zu/4*cos(16*zu)+.23); warp_15=` warp_16=`float k1 = uv3.x; warp_17=` warp_18=`k1 = k1 - sign (k1)*24; //Verdoppelung warp_19=`k1 = k1 - sign (k1)*9; //Verdoppelung warp_20=` warp_21=`int n = 1 ; warp_22=`float delta = .1; warp_23=`while (n <= 5) warp_24=`{ warp_25=` k1 += (k1-12*n*sign(k1))*ky*ky; warp_26=` //Mult. mit n steuert "Breitenwuchs" warp_27=` ky = saturate (ky - delta); warp_28=` //delta ist vertikaler Verzweig. abstand warp_29=` n++; warp_30=`} warp_31=` warp_32=`k1 = clamp(k1,-1.6,1.6); warp_33=` warp_34=`tree = float3 (.1,0,0) * (cos(k1)); warp_35=` warp_36=` warp_37=`ret = GetPixel(frac(uv))*.5 +tree; warp_38=` warp_39=`} comp_1=`float3 ret1, neu, neu2, glow, sky, water; comp_2=`float2 uv1,uv2,uv3,uv4,uv5,rs; comp_3=`float y0, k,m,n,zoom,dist,dist2,inten,mask,z1,z2,horiz; comp_4=`float2x2 dir; comp_5=`int i, anz; comp_6=` comp_7=`shader_body comp_8=`{ comp_9=`y0 = .1; comp_10=`uv -= 0.5; comp_11=`uv *= aspect.xy; comp_12=`uv.x = uv.x / (1+0*y0*uv.y); //Perspektive comp_13=`ret1 = 0; anz = 3; n = 1; comp_14=` comp_15=`//Wasser comp_16=`z1 = clamp(1/(uv.y-y0),-0,200); comp_17=`rs = float2(uv.x *z1+ time/1 , z1)/44; comp_18=`water = lum(tex2D(sampler_noise_lq,rs))-.5; comp_19=`water *= saturate(16*(uv.y - y0)); comp_20=`float refl = (water)/16; comp_21=` comp_22=`//Wolken comp_23=`uv4 = float2 (uv.x+q31,abs(uv.y-y0)-abs(q31/2)); //pos. Sonne comp_24=`z2 = clamp(1/(abs(uv.y-y0)),-0,200); comp_25=`uv4.y += refl*0; comp_26=`rs = float2(uv4.x * z2, z2)/16 +refl; comp_27=`float3 clouds = lum(tex2D (sampler_noise_hq,rs+.0*time)); comp_28=`clouds *= saturate(.6-2*(uv.y-y0)) * 0.5/(.04+length(uv4)) ; comp_29=`clouds *= float3 (1,.6, q32/z2); comp_30=` comp_31=`//Berge comp_32=`uv5 = uv+ float2(q28/4,0) + refl; comp_33=`horiz = abs(uv5.y-y0) comp_34=`*(1+tex2D (sampler_noise_lq,float2(uv5.x*8,uv5.y*4)).r) comp_35=`*(1+tex2D (sampler_noise_hq,uv5.x/4).x); comp_36=`horiz = saturate(1-q30*horiz); comp_37=` comp_38=`for (n=1;n<=anz;n++) { comp_39=` dist = .8-.4*frac(1.0*n/anz-.2); comp_40=` comp_41=` uv2.y = uv.y; comp_42=` uv2.x = uv.x + n*.65; comp_43=` uv2 = 1.5*dist*(uv2)-y0-.4; //Blickpunkt vert. comp_44=` comp_45=` uv3 = frac(uv2+q28*float2(1,0.0)) ; comp_46=` neu = tex2D (sampler_main, uv3); comp_47=` ret1 = ret1 + neu; comp_48=`//n++; comp_49=`} comp_50=` comp_51=` comp_52=`ret = (.1*(.5+water) + .2/q30) *float3 (0,.5,.6) comp_53=`+ saturate(clouds*(1-4*horiz)) comp_54=`+ horiz*float3(1,1,1)*.06; comp_55=`ret *= saturate(1- ret1.r*8) ; comp_56=`}