Krash + Geiss + martin - War Machine (Stahl's ultimate Mash Mix).milk 7.5 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=2.000000
  7. fGammaAdj=1.900
  8. fDecay=1.000
  9. fVideoEchoZoom=1.000
  10. fVideoEchoAlpha=0.000
  11. nVideoEchoOrientation=0
  12. nWaveMode=0
  13. bAdditiveWaves=0
  14. bWaveDots=0
  15. bWaveThick=1
  16. bModWaveAlphaByVolume=1
  17. bMaximizeWaveColor=0
  18. bTexWrap=1
  19. bDarkenCenter=0
  20. bRedBlueStereo=0
  21. bBrighten=0
  22. bDarken=0
  23. bSolarize=0
  24. bInvert=0
  25. fWaveAlpha=1.000
  26. fWaveScale=1.348
  27. fWaveSmoothing=0.750
  28. fWaveParam=-0.500
  29. fModWaveAlphaStart=0.750
  30. fModWaveAlphaEnd=0.950
  31. fWarpAnimSpeed=1.000
  32. fWarpScale=1.000
  33. fZoomExponent=1.00000
  34. fShader=0.000
  35. zoom=0.99990
  36. rot=0.10000
  37. cx=0.500
  38. cy=0.500
  39. dx=0.00000
  40. dy=0.00000
  41. warp=1.00000
  42. sx=1.00000
  43. sy=1.00000
  44. wave_r=1.000
  45. wave_g=1.000
  46. wave_b=1.000
  47. wave_x=0.500
  48. wave_y=0.500
  49. ob_size=0.010
  50. ob_r=0.000
  51. ob_g=0.000
  52. ob_b=0.000
  53. ob_a=0.100
  54. ib_size=0.500
  55. ib_r=0.000
  56. ib_g=0.000
  57. ib_b=0.000
  58. ib_a=0.000
  59. nMotionVectorsX=12.000
  60. nMotionVectorsY=9.000
  61. mv_dx=0.000
  62. mv_dy=0.000
  63. mv_l=0.900
  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=0.250
  75. wavecode_0_enabled=0
  76. wavecode_0_samples=512
  77. wavecode_0_sep=0
  78. wavecode_0_bSpectrum=0
  79. wavecode_0_bUseDots=0
  80. wavecode_0_bDrawThick=0
  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=1.000
  86. wavecode_0_b=1.000
  87. wavecode_0_a=1.000
  88. wavecode_1_enabled=0
  89. wavecode_1_samples=512
  90. wavecode_1_sep=0
  91. wavecode_1_bSpectrum=0
  92. wavecode_1_bUseDots=0
  93. wavecode_1_bDrawThick=0
  94. wavecode_1_bAdditive=0
  95. wavecode_1_scaling=1.00000
  96. wavecode_1_smoothing=0.50000
  97. wavecode_1_r=1.000
  98. wavecode_1_g=1.000
  99. wavecode_1_b=1.000
  100. wavecode_1_a=1.000
  101. wavecode_2_enabled=0
  102. wavecode_2_samples=512
  103. wavecode_2_sep=0
  104. wavecode_2_bSpectrum=0
  105. wavecode_2_bUseDots=0
  106. wavecode_2_bDrawThick=0
  107. wavecode_2_bAdditive=0
  108. wavecode_2_scaling=1.00000
  109. wavecode_2_smoothing=0.50000
  110. wavecode_2_r=1.000
  111. wavecode_2_g=1.000
  112. wavecode_2_b=1.000
  113. wavecode_2_a=1.000
  114. wavecode_3_enabled=0
  115. wavecode_3_samples=512
  116. wavecode_3_sep=0
  117. wavecode_3_bSpectrum=0
  118. wavecode_3_bUseDots=0
  119. wavecode_3_bDrawThick=0
  120. wavecode_3_bAdditive=0
  121. wavecode_3_scaling=1.00000
  122. wavecode_3_smoothing=0.50000
  123. wavecode_3_r=1.000
  124. wavecode_3_g=1.000
  125. wavecode_3_b=1.000
  126. wavecode_3_a=1.000
  127. shapecode_0_enabled=0
  128. shapecode_0_sides=34
  129. shapecode_0_additive=1
  130. shapecode_0_thickOutline=0
  131. shapecode_0_textured=0
  132. shapecode_0_num_inst=1
  133. shapecode_0_x=0.500
  134. shapecode_0_y=0.500
  135. shapecode_0_rad=0.33004
  136. shapecode_0_ang=0.00000
  137. shapecode_0_tex_ang=0.00000
  138. shapecode_0_tex_zoom=1.00000
  139. shapecode_0_r=1.000
  140. shapecode_0_g=1.000
  141. shapecode_0_b=1.000
  142. shapecode_0_a=0.020
  143. shapecode_0_r2=1.000
  144. shapecode_0_g2=1.000
  145. shapecode_0_b2=1.000
  146. shapecode_0_a2=0.010
  147. shapecode_0_border_r=1.000
  148. shapecode_0_border_g=1.000
  149. shapecode_0_border_b=1.000
  150. shapecode_0_border_a=1.000
  151. shape_0_per_frame1=x = .5 + .25*cos(time);
  152. shape_0_per_frame2=y = .5 + .25*sin(time);
  153. shapecode_1_enabled=0
  154. shapecode_1_sides=4
  155. shapecode_1_additive=0
  156. shapecode_1_thickOutline=0
  157. shapecode_1_textured=0
  158. shapecode_1_num_inst=1
  159. shapecode_1_x=0.500
  160. shapecode_1_y=0.500
  161. shapecode_1_rad=0.10000
  162. shapecode_1_ang=0.00000
  163. shapecode_1_tex_ang=0.00000
  164. shapecode_1_tex_zoom=1.00000
  165. shapecode_1_r=1.000
  166. shapecode_1_g=0.000
  167. shapecode_1_b=0.000
  168. shapecode_1_a=1.000
  169. shapecode_1_r2=0.000
  170. shapecode_1_g2=1.000
  171. shapecode_1_b2=0.000
  172. shapecode_1_a2=0.000
  173. shapecode_1_border_r=1.000
  174. shapecode_1_border_g=1.000
  175. shapecode_1_border_b=1.000
  176. shapecode_1_border_a=0.100
  177. shapecode_2_enabled=0
  178. shapecode_2_sides=4
  179. shapecode_2_additive=0
  180. shapecode_2_thickOutline=0
  181. shapecode_2_textured=0
  182. shapecode_2_num_inst=1
  183. shapecode_2_x=0.500
  184. shapecode_2_y=0.500
  185. shapecode_2_rad=0.10000
  186. shapecode_2_ang=0.00000
  187. shapecode_2_tex_ang=0.00000
  188. shapecode_2_tex_zoom=1.00000
  189. shapecode_2_r=1.000
  190. shapecode_2_g=0.000
  191. shapecode_2_b=0.000
  192. shapecode_2_a=1.000
  193. shapecode_2_r2=0.000
  194. shapecode_2_g2=1.000
  195. shapecode_2_b2=0.000
  196. shapecode_2_a2=0.000
  197. shapecode_2_border_r=1.000
  198. shapecode_2_border_g=1.000
  199. shapecode_2_border_b=1.000
  200. shapecode_2_border_a=0.100
  201. shapecode_3_enabled=0
  202. shapecode_3_sides=4
  203. shapecode_3_additive=0
  204. shapecode_3_thickOutline=0
  205. shapecode_3_textured=0
  206. shapecode_3_num_inst=1
  207. shapecode_3_x=0.500
  208. shapecode_3_y=0.500
  209. shapecode_3_rad=0.10000
  210. shapecode_3_ang=0.00000
  211. shapecode_3_tex_ang=0.00000
  212. shapecode_3_tex_zoom=1.00000
  213. shapecode_3_r=1.000
  214. shapecode_3_g=0.000
  215. shapecode_3_b=0.000
  216. shapecode_3_a=1.000
  217. shapecode_3_r2=0.000
  218. shapecode_3_g2=1.000
  219. shapecode_3_b2=0.000
  220. shapecode_3_a2=0.000
  221. shapecode_3_border_r=1.000
  222. shapecode_3_border_g=1.000
  223. shapecode_3_border_b=1.000
  224. shapecode_3_border_a=0.100
  225. per_frame_1=warp=0;
  226. per_frame_2=wave_r = wave_r + 0.45*(0.5*sin(time*0.701)+ 0.3*cos(time*0.438));
  227. per_frame_3=wave_b = wave_b - 0.4*(0.5*sin(time*4.782)+0.5*cos(time*0.522));
  228. per_frame_4=wave_g = wave_g + 0.4*sin(time*1.731);
  229. per_frame_5=ob_r = above(bass_att,bass)*(bass_att-bass)*4;
  230. per_frame_6=volume = 0.3*(bass+mid+att);
  231. per_frame_7=beatrate = equal(beatrate,0) + (1-equal(beatrate,0))*(below(volume,0.01) + (1-below(volume,0.01))*beatrate);
  232. per_frame_8=lastbeat = lastbeat + equal(lastbeat,0)*time;
  233. per_frame_9=meanbass_att = 0.1*(meanbass_att*9 + bass_att);
  234. per_frame_10=peakbass_att = max(bass_att,peakbass_att);
  235. per_frame_11=beat = above(volume,0.8)*below(peakbass_att - bass_att, 0.05*peakbass_att)*above(time - lastbeat, 0.1 + 0.5*(beatrate - 0.1));
  236. per_frame_12=beatrate = max(if(beat,if(below(time-lastbeat,2*beatrate),0.1*(beatrate*9 + time - lastbeat),beatrate),beatrate),0.1);
  237. per_frame_13=peakbass_att = beat*bass_att + (1-beat)*peakbass_att*(above(time - lastbeat, 2*beatrate)*0.95 + (1-above(time - lastbeat, 2*beatrate))*0.995);
  238. per_frame_14=lastbeat = beat*time + (1-beat)*lastbeat;
  239. per_frame_15=peakbass_att = max(peakbass_att,1.1*meanbass_att);
  240. per_frame_16=beatcounter = beatcounter + beat;
  241. per_frame_17=mode = if(beat*equal(beatcounter%2,0),1-mode,mode);
  242. per_frame_18=mode2 = if(beat,(mode2 + rand(7) + 1)%8,mode2);
  243. per_frame_19=mode3 = if(beat,(mode3 + rand(7) + 1)%8,mode3);
  244. per_frame_20=q1 = 2*mode-1;
  245. per_frame_21=q2 = mode2 + 2;
  246. per_frame_22=q3 = 1/q2;
  247. per_frame_23=q4 = mode3 + 2;
  248. per_frame_24=q5 = 1/q4;
  249. per_frame_25=wave_x = (rand(q2)+0.5)*q3;
  250. per_frame_26=wave_y = (rand(q4)+0.5)*q5;
  251. per_frame_27=decay = decay - 0.1*equal(frame%50,0);
  252. per_pixel_1=cx = ((0&(x*q2-0.5))+0.5)*q3;
  253. per_pixel_2=cy = ((0&(y*q4-0.5))+0.5)*q5;
  254. per_pixel_3=rot = rot*pow(-1,(0&(x*q2-0.5)) + (0&(y*q4-0.5)))*q1;
  255. warp_1=`shader_body
  256. warp_2=`{
  257. warp_3=` ret = tex2D( sampler_main, uv ).xyz;
  258. warp_4=`
  259. warp_5=` // ERROR DIFFUSION DITHER - looks great
  260. warp_6=` float2 dither_uv = uv_orig*texsize.xy*texsize_noise_lq.zw + rand_frame.xy;
  261. warp_7=` ret += (tex2D(sampler_noise_lq, dither_uv).xyz-0.5)/256.0*3;
  262. warp_8=`
  263. warp_9=` // darken over time
  264. warp_10=` //ret -= 0.004;
  265. warp_11=` //ret *= 0.99;
  266. warp_12=` //ret *= 0.97 + 0.03*saturate( length(uv - uv_orig)*200 ); // center only
  267. warp_13=` ret = frac(ret - 0.005);
  268. warp_14=`}
  269. warp_15=`
  270. comp_1=`sampler sampler_rand00;
  271. comp_2=`
  272. comp_3=`shader_body
  273. comp_4=`{
  274. comp_5=`
  275. comp_6=`float2 uv1 = uv-.5;
  276. comp_7=`
  277. comp_8=`float3 ret1 = tex2D(sampler_main, uv) +tex2D(sampler_main, 1-uv)*0;
  278. comp_9=`
  279. comp_10=`
  280. comp_11=`float2 hor = float2 (texsize.z,0);
  281. comp_12=`float2 ver = float2 (0,texsize.w);
  282. comp_13=`float dx = GetPixel (uv-hor) - GetPixel (uv+hor);
  283. comp_14=`float dy = GetPixel (uv-ver) - GetPixel (uv+ver);
  284. comp_15=`float2 dz = float2 (dx,dy);
  285. comp_16=`
  286. comp_17=`uv1 = .3*cos(uv1*2+1.7) -2*dz;;
  287. comp_18=`float3 dots = saturate(.03/length(uv1));
  288. comp_19=`
  289. comp_20=`
  290. comp_21=`ret1 = (-ret1/4) + 6*dots*(-0.08+ret1);
  291. comp_22=`
  292. comp_23=`ret = ret1;
  293. comp_24=`
  294. comp_25=` float2 texc = 0.4 + 0.6*ret.xy;
  295. comp_26=` ret = tex2D(sampler_rand00, texc) * lum(ret) * 3;
  296. comp_27=`
  297. comp_28=`
  298. comp_29=`}