ORB - Acid Cycle.milk 8.7 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=4.000000
  7. fGammaAdj=2.0
  8. fDecay=1.0
  9. fVideoEchoZoom=0.999600
  10. fVideoEchoAlpha=0.5
  11. nVideoEchoOrientation=3
  12. nWaveMode=0
  13. bAdditiveWaves=0
  14. bWaveDots=0
  15. bWaveThick=0
  16. bModWaveAlphaByVolume=0
  17. bMaximizeWaveColor=1
  18. bTexWrap=1
  19. bDarkenCenter=0
  20. bRedBlueStereo=0
  21. bBrighten=0
  22. bDarken=0
  23. bSolarize=0
  24. bInvert=1
  25. fWaveAlpha=0.001000
  26. fWaveScale=1.0
  27. fWaveSmoothing=0.750000
  28. fWaveParam=0.0
  29. fModWaveAlphaStart=0.750000
  30. fModWaveAlphaEnd=0.950000
  31. fWarpAnimSpeed=1.0
  32. fWarpScale=0.266718
  33. fZoomExponent=1.0
  34. fShader=0.0
  35. zoom=1.160000
  36. rot=-0.040000
  37. cx=0.5
  38. cy=0.5
  39. dx=0.0
  40. dy=0.0
  41. warp=0.000521
  42. sx=1.0
  43. sy=1.0
  44. wave_r=0.0
  45. wave_g=0.0
  46. wave_b=0.0
  47. wave_x=0.5
  48. wave_y=0.5
  49. ob_size=0.010000
  50. ob_r=1.0
  51. ob_g=1.0
  52. ob_b=1.0
  53. ob_a=0.0
  54. ib_size=0.010000
  55. ib_r=0.25
  56. ib_g=0.25
  57. ib_b=0.25
  58. ib_a=0.0
  59. nMotionVectorsX=12.0
  60. nMotionVectorsY=9.0
  61. mv_dx=0.0
  62. mv_dy=0.0
  63. mv_l=0.9
  64. mv_r=1.0
  65. mv_g=1.0
  66. mv_b=1.0
  67. mv_a=0.0
  68. b1n=0.0
  69. b2n=0.0
  70. b3n=0.0
  71. b1x=1.0
  72. b2x=1.0
  73. b3x=1.0
  74. b1ed=0.25
  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=0
  81. wavecode_0_bAdditive=0
  82. wavecode_0_scaling=1.0
  83. wavecode_0_smoothing=0.5
  84. wavecode_0_r=1.0
  85. wavecode_0_g=1.0
  86. wavecode_0_b=1.0
  87. wavecode_0_a=0.5
  88. wave_0_per_point1=//init
  89. wave_0_per_point2=zs = if(below(zs,1),9,zs);
  90. wave_0_per_point3=
  91. wave_0_per_point4=zs = if(above(zs, 1100),1, zs);
  92. wave_0_per_point5=
  93. wave_0_per_point6=speed = bass*0.002;
  94. wave_0_per_point7=
  95. wave_0_per_point8=//sum
  96. wave_0_per_point9=zs = zs + tan(q1*0.015)*speed;
  97. wave_0_per_point10=
  98. wave_0_per_point11=zd = zd + 2;
  99. wave_0_per_point12=
  100. wave_0_per_point13=
  101. wave_0_per_point14=
  102. wave_0_per_point15=//project
  103. wave_0_per_point16=x = 0.5 + 0.1*cos(q1*zs);
  104. wave_0_per_point17=y = 0.5 + 0.1*sin(q1*zs);
  105. wave_0_per_point18=
  106. wave_0_per_point19=r = 0.5 + 0.5*sin(q1*1.2 + x + x);
  107. wave_0_per_point20=g = 0.5 + 0.5*sin(q1*1.5 + x + y);
  108. wave_0_per_point21=b = 0.5 + 0.5*sin(q1*1.36 + y + y);
  109. wavecode_1_enabled=0
  110. wavecode_1_samples=512
  111. wavecode_1_sep=0
  112. wavecode_1_bSpectrum=0
  113. wavecode_1_bUseDots=0
  114. wavecode_1_bDrawThick=1
  115. wavecode_1_bAdditive=0
  116. wavecode_1_scaling=1.0
  117. wavecode_1_smoothing=0.5
  118. wavecode_1_r=1.0
  119. wavecode_1_g=1.0
  120. wavecode_1_b=1.0
  121. wavecode_1_a=1.0
  122. wavecode_2_enabled=0
  123. wavecode_2_samples=512
  124. wavecode_2_sep=0
  125. wavecode_2_bSpectrum=0
  126. wavecode_2_bUseDots=0
  127. wavecode_2_bDrawThick=0
  128. wavecode_2_bAdditive=0
  129. wavecode_2_scaling=1.0
  130. wavecode_2_smoothing=0.5
  131. wavecode_2_r=1.0
  132. wavecode_2_g=1.0
  133. wavecode_2_b=1.0
  134. wavecode_2_a=1.0
  135. wavecode_3_enabled=0
  136. wavecode_3_samples=512
  137. wavecode_3_sep=0
  138. wavecode_3_bSpectrum=0
  139. wavecode_3_bUseDots=0
  140. wavecode_3_bDrawThick=1
  141. wavecode_3_bAdditive=0
  142. wavecode_3_scaling=1.0
  143. wavecode_3_smoothing=0.5
  144. wavecode_3_r=1.0
  145. wavecode_3_g=1.0
  146. wavecode_3_b=1.0
  147. wavecode_3_a=1.0
  148. shapecode_0_enabled=1
  149. shapecode_0_sides=4
  150. shapecode_0_additive=0
  151. shapecode_0_thickOutline=0
  152. shapecode_0_textured=1
  153. shapecode_0_x=0.750000
  154. shapecode_0_y=0.750000
  155. shapecode_0_rad=0.741799
  156. shapecode_0_ang=0.0
  157. shapecode_0_tex_ang=0.0
  158. shapecode_0_tex_zoom=0.227462
  159. shapecode_0_r=1.0
  160. shapecode_0_g=1.0
  161. shapecode_0_b=1.0
  162. shapecode_0_a=1.0
  163. shapecode_0_r2=1.0
  164. shapecode_0_g2=1.0
  165. shapecode_0_b2=1.0
  166. shapecode_0_a2=0.0
  167. shapecode_0_border_r=0.0
  168. shapecode_0_border_g=0.0
  169. shapecode_0_border_b=1.0
  170. shapecode_0_border_a=0.0
  171. shape_0_init1=tex_saw = 0.4;
  172. shape_0_per_frame1=ang = q1*0.2;
  173. shape_0_per_frame2=
  174. shape_0_per_frame3=tex_capture = above(q3,2);
  175. shape_0_per_frame4=tex_zoom = 0.6;
  176. shapecode_1_enabled=1
  177. shapecode_1_sides=4
  178. shapecode_1_additive=0
  179. shapecode_1_thickOutline=0
  180. shapecode_1_textured=1
  181. shapecode_1_x=0.25
  182. shapecode_1_y=0.750000
  183. shapecode_1_rad=0.741799
  184. shapecode_1_ang=0.0
  185. shapecode_1_tex_ang=0.0
  186. shapecode_1_tex_zoom=0.227462
  187. shapecode_1_r=1.0
  188. shapecode_1_g=1.0
  189. shapecode_1_b=1.0
  190. shapecode_1_a=1.0
  191. shapecode_1_r2=1.0
  192. shapecode_1_g2=1.0
  193. shapecode_1_b2=1.0
  194. shapecode_1_a2=0.0
  195. shapecode_1_border_r=0.0
  196. shapecode_1_border_g=0.0
  197. shapecode_1_border_b=1.0
  198. shapecode_1_border_a=0.0
  199. shape_1_init1=tex_saw = 0.4;
  200. shape_1_per_frame1=ang = q1*0.2;
  201. shape_1_per_frame2=//x = 0.5 + 0.2*sin(q2);
  202. shape_1_per_frame3=//y = 0.5 + (0.3*sin(q2));
  203. shape_1_per_frame4=
  204. shape_1_per_frame5=tex_capture = above(q3,2);
  205. shape_1_per_frame6=tex_zoom = 0.6;
  206. shapecode_2_enabled=0
  207. shapecode_2_sides=100
  208. shapecode_2_additive=0
  209. shapecode_2_thickOutline=0
  210. shapecode_2_textured=0
  211. shapecode_2_x=0.5
  212. shapecode_2_y=0.5
  213. shapecode_2_rad=0.221671
  214. shapecode_2_ang=0.0
  215. shapecode_2_tex_ang=0.0
  216. shapecode_2_tex_zoom=1.0
  217. shapecode_2_r=1.0
  218. shapecode_2_g=0.0
  219. shapecode_2_b=0.0
  220. shapecode_2_a=1.0
  221. shapecode_2_r2=0.0
  222. shapecode_2_g2=1.0
  223. shapecode_2_b2=0.0
  224. shapecode_2_a2=0.0
  225. shapecode_2_border_r=1.0
  226. shapecode_2_border_g=1.0
  227. shapecode_2_border_b=1.0
  228. shapecode_2_border_a=1.0
  229. shape_2_per_frame1=border_r = 0.5 + 0.5*sin(q1*10);
  230. shapecode_3_enabled=1
  231. shapecode_3_sides=100
  232. shapecode_3_additive=0
  233. shapecode_3_thickOutline=0
  234. shapecode_3_textured=0
  235. shapecode_3_x=0.5
  236. shapecode_3_y=0.5
  237. shapecode_3_rad=0.1
  238. shapecode_3_ang=0.0
  239. shapecode_3_tex_ang=0.0
  240. shapecode_3_tex_zoom=1.0
  241. shapecode_3_r=1.0
  242. shapecode_3_g=1.0
  243. shapecode_3_b=1.0
  244. shapecode_3_a=1.0
  245. shapecode_3_r2=1.0
  246. shapecode_3_g2=1.0
  247. shapecode_3_b2=1.0
  248. shapecode_3_a2=0.0
  249. shapecode_3_border_r=1.0
  250. shapecode_3_border_g=1.0
  251. shapecode_3_border_b=1.0
  252. shapecode_3_border_a=0.0
  253. shape_3_per_frame1=a = above(q3,2);
  254. shape_3_per_frame2=a2 = above(q3,2)*0.8;
  255. shape_3_per_frame3=
  256. shape_3_per_frame4=xx = if(above(q3,6),xx,rand(100)*0.01);
  257. shape_3_per_frame5=yy = if(above(q3,6),yy,rand(100)*0.01);
  258. shape_3_per_frame6=radi = if(above(q3,5),radi,rand(100)*0.01);
  259. shape_3_per_frame7=
  260. shape_3_per_frame8=rad = radi;
  261. shape_3_per_frame9=
  262. shape_3_per_frame10=x = xx;
  263. shape_3_per_frame11=y = yy;
  264. shape_3_per_frame12=
  265. shape_3_per_frame13=
  266. shape_3_per_frame14=r = 0.5 + 0.5*sin(q1*1.22) + 0.1;
  267. shape_3_per_frame15=g = 0.4 + 0.4*sin(q1*1.307);
  268. shape_3_per_frame16=b = 0.4 + 0.4*sin(q1*1.959);
  269. shape_3_per_frame17=
  270. shape_3_per_frame18=
  271. shape_3_per_frame19=r2 = 0.5 + 0.5*sin(q1*1.622) + 0.1;
  272. shape_3_per_frame20=g2 = 0.4 + 0.4*sin(q1*1.507);
  273. shape_3_per_frame21=b2 = 0.4 + 0.4*sin(q1*1.6559);
  274. per_frame_init_1=spintime = 0;
  275. per_frame_1=basstime = basstime + bass_att*0.03;
  276. per_frame_2=q1 = basstime;
  277. per_frame_3=vol = pow(bass+mid+treb,2);
  278. per_frame_4=basssum = vol;
  279. per_frame_5=
  280. per_frame_6=basstime = if(below(basstime,465),465,basstime);
  281. per_frame_7=
  282. per_frame_8=stickybit = time%2;
  283. per_frame_9=
  284. per_frame_10=//avg vol
  285. per_frame_11=//buffer 1
  286. per_frame_12=volAvg = volAvg + vol*equal(stickybit,1);
  287. per_frame_13=//number of samples 1 or framerate
  288. per_frame_14=sample1 = sample1 + equal(stickybit,1);
  289. per_frame_15=//buffer 2
  290. per_frame_16=volAvg2 = volAvg2 + vol*equal(stickybit,0);
  291. per_frame_17=//number of samples 2
  292. per_frame_18=sample2 = sample2 + equal(stickybit,0);
  293. per_frame_19=
  294. per_frame_20=//transision
  295. per_frame_21=edge = bnot(equal(bit2,stickybit));
  296. per_frame_22=
  297. per_frame_23=volAvg = volAvg - volAvg*edge*stickybit;
  298. per_frame_24=volAvg2 = volAvg2 - volAvg2*edge*equal(stickybit,0);
  299. per_frame_25=
  300. per_frame_26=sample1 = sample1 - sample1*edge*stickybit;
  301. per_frame_27=sample2 = sample2 - sample2*edge*equal(stickybit,0);
  302. per_frame_28=
  303. per_frame_29=//test vol against avg buffer lvl
  304. per_frame_30=diff = if(equal(stickybit,1), (basssum/(volAvg2/sample2)) , 0);
  305. per_frame_31=diff = if(equal(stickybit,0), (basssum/(volAvg/sample1)), diff);
  306. per_frame_32=
  307. per_frame_33=q3 = diff;
  308. per_frame_34=
  309. per_frame_35=bit2 = time%2;
  310. per_frame_36=
  311. per_frame_37=difftime = difftime + diff*0.03;
  312. per_frame_38=q2 = difftime;
  313. per_frame_39=
  314. per_frame_40=//fix a strange error
  315. per_frame_41=difftime = if(above(difftime,2000),0, difftime);
  316. per_frame_42=
  317. per_frame_43=spintime = spintime + bass*0.03*if(equal(state%2,1),1,-1);
  318. per_frame_44=q8 = spintime;
  319. per_frame_45=
  320. per_frame_46=state = state + above(diff,10);
  321. per_frame_47=
  322. per_frame_48=monitor = spintime;
  323. per_pixel_1=zoom = 1.05 - sin(q3)*0.04;
  324. per_pixel_2=rot =0;// 4.72;
  325. warp_1=`shader_body
  326. warp_2=`{
  327. warp_3=` float2 uv2 = uv;
  328. warp_4=` float2 delta2 = texsize.zw*float2(-q3,q3);
  329. warp_5=`
  330. warp_6=` // sample previous frame
  331. warp_7=` ret = tex2D( sampler_main, uv2 + delta2 ).xyz;
  332. warp_8=`
  333. warp_9=` // darken over time
  334. warp_10=` ret -= 0.004;
  335. warp_11=`}
  336. comp_1=`shader_body
  337. comp_2=`{
  338. comp_3=`
  339. comp_4=` //rotate texture cords
  340. comp_5=` float texRotU2 = (uv[0] - 0.5)*cos(-q8*0.29) + (uv[1] - 0.5)*sin(-q8*0.29);
  341. comp_6=` float texRotv2 = -(uv[0] - 0.5)*sin(-q8*0.29) + (uv[1] - 0.5)*cos(-q8*0.29);
  342. comp_7=`
  343. comp_8=`
  344. comp_9=` float2 uv2 = float2(texRotU2*0.8 +0.5, texRotv2*0.8 + 0.5);
  345. comp_10=`
  346. comp_11=` float2 uv_echo = (uv - 0.5)*1.000*float2(-1,-1) + 0.5;
  347. comp_12=` ret = lerp( tex2D(sampler_main, uv).xyz,
  348. comp_13=` tex2D(sampler_main, uv_echo).xyz,
  349. comp_14=` 0.50
  350. comp_15=` )*0.6;
  351. comp_16=`
  352. comp_17=` ret += tex2D(sampler_main, uv2).xyz*0.4;
  353. comp_18=` ret *= 2.00; //gamma
  354. comp_19=` ret = (1 - ret*(1-ret)*4)*0.6; //invert
  355. comp_20=`}