Flexi + fiShbRaiN - witchcraft [complex terraforming].milk 10 KB

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  1. MILKDROP_PRESET_VERSION=201
  2. PSVERSION=2
  3. PSVERSION_WARP=2
  4. PSVERSION_COMP=2
  5. [preset00]
  6. fRating=5.000
  7. fGammaAdj=1.280
  8. fDecay=0.800
  9. fVideoEchoZoom=1.000
  10. fVideoEchoAlpha=0.000
  11. nVideoEchoOrientation=3
  12. nWaveMode=7
  13. bAdditiveWaves=1
  14. bWaveDots=0
  15. bWaveThick=0
  16. bModWaveAlphaByVolume=1
  17. bMaximizeWaveColor=0
  18. bTexWrap=1
  19. bDarkenCenter=0
  20. bRedBlueStereo=0
  21. bBrighten=1
  22. bDarken=0
  23. bSolarize=0
  24. bInvert=0
  25. fWaveAlpha=0.001
  26. fWaveScale=1.286
  27. fWaveSmoothing=0.630
  28. fWaveParam=0.000
  29. fModWaveAlphaStart=0.710
  30. fModWaveAlphaEnd=1.300
  31. fWarpAnimSpeed=1.000
  32. fWarpScale=1.000
  33. fZoomExponent=3.04777
  34. fShader=0.000
  35. zoom=1.01730
  36. rot=0.00000
  37. cx=0.500
  38. cy=0.500
  39. dx=0.00000
  40. dy=0.00000
  41. warp=0.01605
  42. sx=1.00000
  43. sy=1.00000
  44. wave_r=1.000
  45. wave_g=0.650
  46. wave_b=0.650
  47. wave_x=0.500
  48. wave_y=0.500
  49. ob_size=0.000
  50. ob_r=0.000
  51. ob_g=0.000
  52. ob_b=0.000
  53. ob_a=1.000
  54. ib_size=0.010
  55. ib_r=0.250
  56. ib_g=0.250
  57. ib_b=0.250
  58. ib_a=0.000
  59. nMotionVectorsX=64.000
  60. nMotionVectorsY=48.000
  61. mv_dx=0.000
  62. mv_dy=0.000
  63. mv_l=0.000
  64. mv_r=1.000
  65. mv_g=1.000
  66. mv_b=1.000
  67. mv_a=0.000
  68. b1n=0.000
  69. b2n=0.000
  70. b3n=0.000
  71. b1x=1.000
  72. b2x=1.000
  73. b3x=1.000
  74. b1ed=0.000
  75. wavecode_0_enabled=1
  76. wavecode_0_samples=512
  77. wavecode_0_sep=0
  78. wavecode_0_bSpectrum=0
  79. wavecode_0_bUseDots=0
  80. wavecode_0_bDrawThick=1
  81. wavecode_0_bAdditive=0
  82. wavecode_0_scaling=1.00000
  83. wavecode_0_smoothing=0.50000
  84. wavecode_0_r=1.000
  85. wavecode_0_g=0.000
  86. wavecode_0_b=0.000
  87. wavecode_0_a=1.000
  88. wave_0_per_point1=ma=ma+(above(bass,1)*3.1415*.01*bass);
  89. wave_0_per_point2=ma=ma-(above(treb,1)*3.1415*.01*treb);
  90. wave_0_per_point3=
  91. wave_0_per_point4=mx=mx+(.0002*cos(ma));
  92. wave_0_per_point5=my=my+(.0002*sin(ma));
  93. wave_0_per_point6=
  94. wave_0_per_point7=mx=if(above(mx,.9),(.9-mx),mx);
  95. wave_0_per_point8=my=if(above(my,.9),(.9-my),my);
  96. wave_0_per_point9=mx=if(below(mx,.1),(.9+mx),mx);
  97. wave_0_per_point10=my=if(below(my,.1),(.9+my),my);
  98. wave_0_per_point11=
  99. wave_0_per_point12=x=mx;
  100. wave_0_per_point13=y=my;
  101. wave_0_per_point14=
  102. wave_0_per_point15=a=(above(bass+mid+treb,.8));
  103. wavecode_1_enabled=1
  104. wavecode_1_samples=512
  105. wavecode_1_sep=0
  106. wavecode_1_bSpectrum=0
  107. wavecode_1_bUseDots=0
  108. wavecode_1_bDrawThick=1
  109. wavecode_1_bAdditive=0
  110. wavecode_1_scaling=1.00000
  111. wavecode_1_smoothing=0.50000
  112. wavecode_1_r=0.000
  113. wavecode_1_g=1.000
  114. wavecode_1_b=0.000
  115. wavecode_1_a=1.000
  116. wave_1_per_point1=ma=ma+(above(bass,1)*3.1415*.05*bass);
  117. wave_1_per_point2=ma=ma-(above(mid,1)*3.1415*.05*mid);
  118. wave_1_per_point3=
  119. wave_1_per_point4=mx=mx+(.0001*cos(ma));
  120. wave_1_per_point5=my=my+(.0001*sin(ma));
  121. wave_1_per_point6=
  122. wave_1_per_point7=mx=if(above(mx,.9),(.9-mx),mx);
  123. wave_1_per_point8=my=if(above(my,.9),(.9-my),my);
  124. wave_1_per_point9=mx=if(below(mx,.1),(.9+mx),mx);
  125. wave_1_per_point10=my=if(below(my,.1),(.9+my),my);
  126. wave_1_per_point11=
  127. wave_1_per_point12=x=mx;
  128. wave_1_per_point13=y=my;
  129. wave_1_per_point14=
  130. wave_1_per_point15=a=(above(bass+mid+treb,.1));
  131. wavecode_2_enabled=1
  132. wavecode_2_samples=512
  133. wavecode_2_sep=0
  134. wavecode_2_bSpectrum=0
  135. wavecode_2_bUseDots=1
  136. wavecode_2_bDrawThick=0
  137. wavecode_2_bAdditive=0
  138. wavecode_2_scaling=1.00000
  139. wavecode_2_smoothing=0.50000
  140. wavecode_2_r=0.000
  141. wavecode_2_g=0.000
  142. wavecode_2_b=1.000
  143. wavecode_2_a=1.000
  144. wave_2_per_point1=ma=ma+(above(mid,1)*3.1415*.01*mid);
  145. wave_2_per_point2=ma=ma-(above(treb,1)*3.1415*.01*treb);
  146. wave_2_per_point3=
  147. wave_2_per_point4=mx=mx+(.0004*cos(ma));
  148. wave_2_per_point5=my=my+(.0004*sin(ma));
  149. wave_2_per_point6=
  150. wave_2_per_point7=mx=if(above(mx,.9),(.9-mx),mx);
  151. wave_2_per_point8=my=if(above(my,.9),(.9-my),my);
  152. wave_2_per_point9=mx=if(below(mx,.1),(.9+mx),mx);
  153. wave_2_per_point10=my=if(below(my,.1),(.9+my),my);
  154. wave_2_per_point11=
  155. wave_2_per_point12=x=mx;
  156. wave_2_per_point13=y=my;
  157. wave_2_per_point14=
  158. wave_2_per_point15=a=(above(bass+mid+treb,.3));
  159. wavecode_3_enabled=1
  160. wavecode_3_samples=512
  161. wavecode_3_sep=0
  162. wavecode_3_bSpectrum=0
  163. wavecode_3_bUseDots=1
  164. wavecode_3_bDrawThick=1
  165. wavecode_3_bAdditive=0
  166. wavecode_3_scaling=1.00000
  167. wavecode_3_smoothing=0.50000
  168. wavecode_3_r=0.000
  169. wavecode_3_g=0.000
  170. wavecode_3_b=0.000
  171. wavecode_3_a=1.000
  172. wave_3_per_point1=ma=ma+(above(bass,.5)*3.1415*.02*bass);
  173. wave_3_per_point2=ma=ma-(above(treb,.5)*3.1415*.02*treb);
  174. wave_3_per_point3=
  175. wave_3_per_point4=mx=mx+(.0008*cos(ma));
  176. wave_3_per_point5=my=my+(.0008*sin(ma));
  177. wave_3_per_point6=
  178. wave_3_per_point7=mx=if(above(mx,.9),(.9-mx),mx);
  179. wave_3_per_point8=my=if(above(my,.9),(.9-my),my);
  180. wave_3_per_point9=mx=if(below(mx,.1),(.9+mx),mx);
  181. wave_3_per_point10=my=if(below(my,.1),(.9+my),my);
  182. wave_3_per_point11=
  183. wave_3_per_point12=x=mx;
  184. wave_3_per_point13=y=my;
  185. wave_3_per_point14=
  186. wave_3_per_point15=a=(above(bass+mid+treb,.2));
  187. shapecode_0_enabled=0
  188. shapecode_0_sides=5
  189. shapecode_0_additive=1
  190. shapecode_0_thickOutline=0
  191. shapecode_0_textured=0
  192. shapecode_0_num_inst=2
  193. shapecode_0_x=0.490
  194. shapecode_0_y=0.500
  195. shapecode_0_rad=0.11589
  196. shapecode_0_ang=0.00000
  197. shapecode_0_tex_ang=0.00000
  198. shapecode_0_tex_zoom=4.36077
  199. shapecode_0_r=1.000
  200. shapecode_0_g=0.000
  201. shapecode_0_b=0.000
  202. shapecode_0_a=1.000
  203. shapecode_0_r2=0.000
  204. shapecode_0_g2=0.000
  205. shapecode_0_b2=0.000
  206. shapecode_0_a2=0.000
  207. shapecode_0_border_r=1.000
  208. shapecode_0_border_g=1.000
  209. shapecode_0_border_b=1.000
  210. shapecode_0_border_a=0.000
  211. shape_0_per_frame1=x = rand(1000)/1000;
  212. shape_0_per_frame2=y = rand(1000)/1000;
  213. shape_0_per_frame3=ang = rand(150)/100;
  214. shapecode_1_enabled=0
  215. shapecode_1_sides=4
  216. shapecode_1_additive=0
  217. shapecode_1_thickOutline=0
  218. shapecode_1_textured=0
  219. shapecode_1_num_inst=1
  220. shapecode_1_x=0.500
  221. shapecode_1_y=0.500
  222. shapecode_1_rad=0.10000
  223. shapecode_1_ang=0.00000
  224. shapecode_1_tex_ang=0.00000
  225. shapecode_1_tex_zoom=1.00000
  226. shapecode_1_r=1.000
  227. shapecode_1_g=0.000
  228. shapecode_1_b=0.000
  229. shapecode_1_a=1.000
  230. shapecode_1_r2=0.000
  231. shapecode_1_g2=1.000
  232. shapecode_1_b2=0.000
  233. shapecode_1_a2=0.000
  234. shapecode_1_border_r=1.000
  235. shapecode_1_border_g=1.000
  236. shapecode_1_border_b=1.000
  237. shapecode_1_border_a=0.100
  238. shapecode_2_enabled=0
  239. shapecode_2_sides=4
  240. shapecode_2_additive=0
  241. shapecode_2_thickOutline=0
  242. shapecode_2_textured=0
  243. shapecode_2_num_inst=1
  244. shapecode_2_x=0.500
  245. shapecode_2_y=0.500
  246. shapecode_2_rad=0.10000
  247. shapecode_2_ang=0.00000
  248. shapecode_2_tex_ang=0.00000
  249. shapecode_2_tex_zoom=1.00000
  250. shapecode_2_r=1.000
  251. shapecode_2_g=0.000
  252. shapecode_2_b=0.000
  253. shapecode_2_a=1.000
  254. shapecode_2_r2=0.000
  255. shapecode_2_g2=1.000
  256. shapecode_2_b2=0.000
  257. shapecode_2_a2=0.000
  258. shapecode_2_border_r=1.000
  259. shapecode_2_border_g=1.000
  260. shapecode_2_border_b=1.000
  261. shapecode_2_border_a=0.100
  262. shapecode_3_enabled=0
  263. shapecode_3_sides=4
  264. shapecode_3_additive=0
  265. shapecode_3_thickOutline=0
  266. shapecode_3_textured=0
  267. shapecode_3_num_inst=1
  268. shapecode_3_x=0.500
  269. shapecode_3_y=0.500
  270. shapecode_3_rad=0.10000
  271. shapecode_3_ang=0.00000
  272. shapecode_3_tex_ang=0.00000
  273. shapecode_3_tex_zoom=1.00000
  274. shapecode_3_r=1.000
  275. shapecode_3_g=0.000
  276. shapecode_3_b=0.000
  277. shapecode_3_a=1.000
  278. shapecode_3_r2=0.000
  279. shapecode_3_g2=1.000
  280. shapecode_3_b2=0.000
  281. shapecode_3_a2=0.000
  282. shapecode_3_border_r=1.000
  283. shapecode_3_border_g=1.000
  284. shapecode_3_border_b=1.000
  285. shapecode_3_border_a=0.100
  286. per_frame_1=zoom = 1;
  287. per_frame_2=// the möbius transformation
  288. per_frame_3=// z -> (az+b)/(cz-d); where a,b,c,d are complex numbers and z will be the uv-vector
  289. per_frame_4=// (az+b)/(cz-d) = a/c + mu/(cz+d), with mu = (bc-ad)/c
  290. per_frame_5=// so a/c and mu can be calculated outside of the shader
  291. per_frame_6=
  292. per_frame_7=//before inversion
  293. per_frame_8=
  294. per_frame_9=scale = 0.5 + bass_att*0.02-treb_att*0.01;
  295. per_frame_10=angle = time*0.1;
  296. per_frame_11=translation_x = 0;
  297. per_frame_12=translation_y = 0.04;
  298. per_frame_13=
  299. per_frame_14=a_r = cos(angle)*scale;
  300. per_frame_15=a_i = sin(angle)*scale;
  301. per_frame_16=b_r = translation_x;
  302. per_frame_17=b_i = translation_y;
  303. per_frame_18=
  304. per_frame_19=//complex inverted
  305. per_frame_20=scale = 1;
  306. per_frame_21=angle = sin(time*0.4)*0.2;
  307. per_frame_22=translation_u = 0;
  308. per_frame_23=translation_v = -0.2;
  309. per_frame_24=
  310. per_frame_25=// c
  311. per_frame_26=q15 = cos(angle)*scale;
  312. per_frame_27=q16 = sin(angle)*scale;
  313. per_frame_28=
  314. per_frame_29=// d
  315. per_frame_30=q17 = translation_u;
  316. per_frame_31=q18 = translation_v;
  317. per_frame_32=
  318. per_frame_33=// c^(-1)
  319. per_frame_34=c_inv_r = q15/(q15*q15+q16*q16);
  320. per_frame_35=c_inv_i = q16/(q15*q15+q16*q16);
  321. per_frame_36=
  322. per_frame_37=// a*c^(-1)
  323. per_frame_38=q11 = (a_r*c_inv_r - a_i*c_inv_i);
  324. per_frame_39=q12 = (a_r*c_inv_i - a_i*c_inv_r);
  325. per_frame_40=
  326. per_frame_41=// (bc-ad)
  327. per_frame_42=bcad_r = (b_r*q15 - b_i*q16)-(a_r*q17-a_i*q18);
  328. per_frame_43=bcad_i = (b_r*q16 - b_i*q15)-(a_r*q18-a_i*q17);
  329. per_frame_44=
  330. per_frame_45=// mu*c^(-1)
  331. per_frame_46=q13 = bcad_r*c_inv_r - bcad_i*c_inv_i;
  332. per_frame_47=q14 = bcad_r*c_inv_i - bcad_i*c_inv_r;
  333. warp_1=`shader_body
  334. warp_2=`{
  335. warp_3=`uv = lerp(uv_orig,uv,0.2);
  336. warp_4=` float2 d = texsize.zw * 2;
  337. warp_5=` float3 dx = ( GetBlur1(uv + float2(1,0)*d) - GetBlur1(uv-float2(1,0)*d) );
  338. warp_6=` float3 dy = ( GetBlur1(uv + float2(0,1)*d) - GetBlur1(uv-float2(0,1)*d) );
  339. warp_7=`
  340. warp_8=`ret.x = tex2d(sampler_fc_main, uv + float2(dx.x,dy.x)*texsize.zw*4).x;
  341. warp_9=`ret.y = tex2d(sampler_fc_main, uv + float2(dx.y,dy.y)*texsize.zw*4).y;
  342. warp_10=`ret.z = tex2d(sampler_fc_main, uv + float2(dx.z,dy.z)*texsize.zw*4).z;
  343. warp_11=`
  344. warp_12=`ret -= (ret.yzx + ret.zxy)*0.16 + 0.002;
  345. warp_13=`float2 dither_uv = uv_orig*texsize.xy*texsize_noise_lq.zw * 1.2 + rand_frame.xy;
  346. warp_14=`ret += (tex2D(sampler_noise_lq, dither_uv).xyz-0.5) *0.04;
  347. warp_15=`
  348. warp_16=`}
  349. comp_1=`shader_body
  350. comp_2=`{
  351. comp_3=`
  352. comp_4=`float2 ac = float2(q11,q12);
  353. comp_5=`float2 mu = float2(q13,q14);
  354. comp_6=`float2 c = float2(q15,q16);
  355. comp_7=`float2 d = float2(q17,q18);
  356. comp_8=`
  357. comp_9=`float2 z = (uv-0.5);
  358. comp_10=`
  359. comp_11=`// (c*z + d)
  360. comp_12=`float2 czd = float2(z.x*c.x-z.y*c.y,z.x*c.y-z.y*c.x) + d;
  361. comp_13=`// mu/(cz+d)
  362. comp_14=`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;
  363. comp_15=`
  364. comp_16=`moebius = 0.5 + (1.0 - abs( frac( moebius * 0.5 ) * 2 - 1.0 )-0.5)*0.99;
  365. comp_17=`
  366. comp_18=`uv=moebius;
  367. comp_19=`float3 rnd = tex2D(sampler_noise_lq, rand_frame.xy + uv*texsize.xy*texsize_noise_lq.zw)*2-1;
  368. comp_20=`
  369. comp_21=`ret = GetPixel(uv);
  370. comp_22=`
  371. comp_23=`d = texsize.zw * 8;
  372. comp_24=`float3 dx = ( GetBlur1(uv + float2(1,0)*d) - GetBlur1(uv-float2(1,0)*d) );
  373. comp_25=`float3 dy = ( GetBlur1(uv + float2(0,1)*d) - GetBlur1(uv-float2(0,1)*d) );
  374. comp_26=`
  375. comp_27=`uv -= float2(lum(dx),lum(dy))*texsize.zw*32;
  376. comp_28=`
  377. comp_29=`
  378. comp_30=`ret = lerp(float3(0.8,0.6,0.5)*tex2D(sampler_fc_main, uv).x,
  379. comp_31=` lerp(float3(0.6,1.2,0),float3(-1,0.8,-1),GetPixel(uv).z),
  380. comp_32=` GetPixel(uv).y*0.4);
  381. comp_33=`ret = lerp(ret,float3(0,0.15,0.3),GetPixel(uv).z*(1-GetPixel(uv).y)*2);
  382. comp_34=`}