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ORB - Planetary Alignment.milk 13 KB

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  1. MILKDROP_PRESET_VERSION=201
  2. PSVERSION=3
  3. PSVERSION_WARP=3
  4. PSVERSION_COMP=3
  5. [preset00]
  6. fRating=3.000
  7. fGammaAdj=2.000
  8. fDecay=0.900
  9. fVideoEchoZoom=1.007
  10. fVideoEchoAlpha=0.500
  11. nVideoEchoOrientation=1
  12. nWaveMode=1
  13. bAdditiveWaves=0
  14. bWaveDots=0
  15. bWaveThick=0
  16. bModWaveAlphaByVolume=0
  17. bMaximizeWaveColor=1
  18. bTexWrap=0
  19. bDarkenCenter=0
  20. bRedBlueStereo=0
  21. bBrighten=1
  22. bDarken=0
  23. bSolarize=0
  24. bInvert=0
  25. fWaveAlpha=0.001
  26. fWaveScale=1.000
  27. fWaveSmoothing=0.750
  28. fWaveParam=0.000
  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=0.96000
  36. rot=-18.84024
  37. cx=0.500
  38. cy=0.500
  39. dx=0.00000
  40. dy=0.00000
  41. warp=0.00052
  42. sx=1.00000
  43. sy=1.00000
  44. wave_r=0.000
  45. wave_g=0.000
  46. wave_b=0.000
  47. wave_x=0.500
  48. wave_y=0.500
  49. ob_size=0.010
  50. ob_r=0.900
  51. ob_g=0.500
  52. ob_b=0.000
  53. ob_a=0.000
  54. ib_size=0.010
  55. ib_r=0.000
  56. ib_g=0.000
  57. ib_b=0.000
  58. ib_a=0.100
  59. nMotionVectorsX=64.000
  60. nMotionVectorsY=48.000
  61. mv_dx=0.000
  62. mv_dy=0.000
  63. mv_l=4.950
  64. mv_r=1.000
  65. mv_g=0.300
  66. mv_b=0.200
  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=1
  76. wavecode_0_samples=512
  77. wavecode_0_sep=0
  78. wavecode_0_bSpectrum=1
  79. wavecode_0_bUseDots=0
  80. wavecode_0_bDrawThick=1
  81. wavecode_0_bAdditive=1
  82. wavecode_0_scaling=1.00000
  83. wavecode_0_smoothing=0.50000
  84. wavecode_0_r=0.000
  85. wavecode_0_g=0.000
  86. wavecode_0_b=0.000
  87. wavecode_0_a=1.000
  88. wave_0_init1=time_delta = 2;
  89. wave_0_per_point1=fire = above(q3, 3);
  90. wave_0_per_point2=
  91. wave_0_per_point3=explode_time = 1;
  92. wave_0_per_point4=
  93. wave_0_per_point5=state = if(below((timestart+explode_time) -(time*fire), 0), 0, 1);
  94. wave_0_per_point6=timestart = if(below((timestart+explode_time) -(time*fire), 0), time, timestart);
  95. wave_0_per_point7=
  96. wave_0_per_point8=xpos = if(equal(state, 0), 0.5 + 0.3*sin(rand(1000)), xpos);
  97. wave_0_per_point9=ypos = if(equal(state, 0), 0.5 + 0.3*sin(rand(1000)), ypos);
  98. wave_0_per_point10=explode = if(equal(state, 0), rand(100)*0.0000001, explode);
  99. wave_0_per_point11=
  100. wave_0_per_point12=size = if(equal(state,1),size + 0.00001 + explode, 0);
  101. wave_0_per_point13=
  102. wave_0_per_point14=
  103. wave_0_per_point15=x = xpos + size*cos(sample*10);
  104. wave_0_per_point16=y = ypos + size*sin(sample*10);
  105. wave_0_per_point17=
  106. wave_0_per_point18=r = 0.5 + 0.5*sin(q2*1.2 + x + x);
  107. wave_0_per_point19=g = 0.5 + 0.5*sin(q2*1.5 + x + y);
  108. wave_0_per_point20=b = 0.5 + 0.5*sin(q2*1.36 + y + y);
  109. wavecode_1_enabled=1
  110. wavecode_1_samples=512
  111. wavecode_1_sep=0
  112. wavecode_1_bSpectrum=1
  113. wavecode_1_bUseDots=0
  114. wavecode_1_bDrawThick=0
  115. wavecode_1_bAdditive=1
  116. wavecode_1_scaling=1.00000
  117. wavecode_1_smoothing=0.50000
  118. wavecode_1_r=1.000
  119. wavecode_1_g=1.000
  120. wavecode_1_b=1.000
  121. wavecode_1_a=1.000
  122. wave_1_per_point1=fire = above(q3, 2.9);
  123. wave_1_per_point2=
  124. wave_1_per_point3=explode_time = 1;
  125. wave_1_per_point4=
  126. wave_1_per_point5=state = if(below((timestart+explode_time) -(time*fire), 0), 0, 1);
  127. wave_1_per_point6=timestart = if(below((timestart+explode_time) -(time*fire), 0), time, timestart);
  128. wave_1_per_point7=
  129. wave_1_per_point8=xpos = if(equal(state, 0), 0.5 + 0.3*sin(rand(1000)), xpos);
  130. wave_1_per_point9=ypos = if(equal(state, 0), 0.5 + 0.3*sin(rand(1000)), ypos);
  131. wave_1_per_point10=explode = if(equal(state, 0), rand(100)*0.0000001, explode);
  132. wave_1_per_point11=
  133. wave_1_per_point12=size = if(equal(state,1),size + 0.00001 + explode, 0);
  134. wave_1_per_point13=
  135. wave_1_per_point14=
  136. wave_1_per_point15=x = xpos + size*cos(sample*10);
  137. wave_1_per_point16=y = ypos + size*sin(sample*10);
  138. wave_1_per_point17=
  139. wave_1_per_point18=r = 0.5 + 0.5*sin(q2*1.24 + x + x);
  140. wave_1_per_point19=g = 0.5 + 0.5*sin(q2*1.35 + x + y);
  141. wave_1_per_point20=b = 0.5 + 0.5*sin(q2*1.4666 + y + y);
  142. wavecode_2_enabled=1
  143. wavecode_2_samples=512
  144. wavecode_2_sep=0
  145. wavecode_2_bSpectrum=1
  146. wavecode_2_bUseDots=0
  147. wavecode_2_bDrawThick=1
  148. wavecode_2_bAdditive=1
  149. wavecode_2_scaling=1.00000
  150. wavecode_2_smoothing=0.50000
  151. wavecode_2_r=1.000
  152. wavecode_2_g=1.000
  153. wavecode_2_b=1.000
  154. wavecode_2_a=1.000
  155. wave_2_per_point1=fire = above(q3, 1.5);
  156. wave_2_per_point2=
  157. wave_2_per_point3=explode_time = 1;
  158. wave_2_per_point4=
  159. wave_2_per_point5=state = if(below((timestart+explode_time) -(time*fire), 0), 0, 1);
  160. wave_2_per_point6=timestart = if(below((timestart+explode_time) -(time*fire), 0), time, timestart);
  161. wave_2_per_point7=
  162. wave_2_per_point8=xpos = if(equal(state, 0), 0.5 + 0.3*sin(rand(1000)), xpos);
  163. wave_2_per_point9=ypos = if(equal(state, 0), 0.5 + 0.3*sin(rand(1000)), ypos);
  164. wave_2_per_point10=explode = if(equal(state, 0), rand(100)*0.0000001, explode);
  165. wave_2_per_point11=
  166. wave_2_per_point12=size = if(equal(state,1),size + 0.00001 + explode, 0);
  167. wave_2_per_point13=
  168. wave_2_per_point14=
  169. wave_2_per_point15=x = xpos + size*cos(sample*10);
  170. wave_2_per_point16=y = ypos + size*sin(sample*10);
  171. wave_2_per_point17=
  172. wave_2_per_point18=r = 0.5 + 0.5*sin(q2*1.14 + x + x);
  173. wave_2_per_point19=g = 0.5 + 0.5*sin(q2*1.55 + x + y);
  174. wave_2_per_point20=b = 0.5 + 0.5*sin(q2*1.7666 + y + y);
  175. wavecode_3_enabled=1
  176. wavecode_3_samples=512
  177. wavecode_3_sep=0
  178. wavecode_3_bSpectrum=1
  179. wavecode_3_bUseDots=0
  180. wavecode_3_bDrawThick=1
  181. wavecode_3_bAdditive=1
  182. wavecode_3_scaling=1.00000
  183. wavecode_3_smoothing=0.50000
  184. wavecode_3_r=1.000
  185. wavecode_3_g=1.000
  186. wavecode_3_b=1.000
  187. wavecode_3_a=1.000
  188. wave_3_per_point1=fire = above(q3, 3.1);
  189. wave_3_per_point2=
  190. wave_3_per_point3=explode_time = 1;
  191. wave_3_per_point4=
  192. wave_3_per_point5=state = if(below((timestart+explode_time) -(time*fire), 0), 0, 1);
  193. wave_3_per_point6=timestart = if(below((timestart+explode_time) -(time*fire), 0), time, timestart);
  194. wave_3_per_point7=
  195. wave_3_per_point8=xpos = if(equal(state, 0), 0.5 + 0.3*sin(rand(1000)), xpos);
  196. wave_3_per_point9=ypos = if(equal(state, 0), 0.5 + 0.3*sin(rand(1000)), ypos);
  197. wave_3_per_point10=explode = if(equal(state, 0), rand(100)*0.0000001, explode);
  198. wave_3_per_point11=
  199. wave_3_per_point12=size = if(equal(state,1),size + 0.00001 + explode, 0);
  200. wave_3_per_point13=
  201. wave_3_per_point14=
  202. wave_3_per_point15=x = xpos + size*cos(sample*10);
  203. wave_3_per_point16=y = ypos + size*sin(sample*10);
  204. wave_3_per_point17=
  205. wave_3_per_point18=r = 0.5 + 0.5*sin(q2*1.24 + x + x);
  206. wave_3_per_point19=g = 0.5 + 0.5*sin(q2*1.35 + x + y);
  207. wave_3_per_point20=b = 0.5 + 0.5*sin(q2*1.4666 + y + y);
  208. shapecode_0_enabled=0
  209. shapecode_0_sides=4
  210. shapecode_0_additive=0
  211. shapecode_0_thickOutline=0
  212. shapecode_0_textured=1
  213. shapecode_0_num_inst=1
  214. shapecode_0_x=0.500
  215. shapecode_0_y=0.500
  216. shapecode_0_rad=2.66718
  217. shapecode_0_ang=0.00000
  218. shapecode_0_tex_ang=0.00000
  219. shapecode_0_tex_zoom=0.45112
  220. shapecode_0_r=1.000
  221. shapecode_0_g=1.000
  222. shapecode_0_b=0.000
  223. shapecode_0_a=0.150
  224. shapecode_0_r2=0.000
  225. shapecode_0_g2=0.000
  226. shapecode_0_b2=0.000
  227. shapecode_0_a2=0.050
  228. shapecode_0_border_r=1.000
  229. shapecode_0_border_g=1.000
  230. shapecode_0_border_b=1.000
  231. shapecode_0_border_a=0.100
  232. shape_0_per_frame1=r = 0.1 + 0.5*sin(q1);
  233. shape_0_per_frame2=g = 0.1 + 0.5*sin(q1*0.9878);
  234. shape_0_per_frame3=b = 0.1 + 0.5*sin(q1*0.897);
  235. shapecode_1_enabled=0
  236. shapecode_1_sides=100
  237. shapecode_1_additive=0
  238. shapecode_1_thickOutline=0
  239. shapecode_1_textured=0
  240. shapecode_1_num_inst=1
  241. shapecode_1_x=0.350
  242. shapecode_1_y=0.000
  243. shapecode_1_rad=0.09959
  244. shapecode_1_ang=0.00000
  245. shapecode_1_tex_ang=0.00000
  246. shapecode_1_tex_zoom=0.42497
  247. shapecode_1_r=0.000
  248. shapecode_1_g=0.000
  249. shapecode_1_b=1.000
  250. shapecode_1_a=1.000
  251. shapecode_1_r2=0.000
  252. shapecode_1_g2=0.000
  253. shapecode_1_b2=0.000
  254. shapecode_1_a2=1.000
  255. shapecode_1_border_r=1.000
  256. shapecode_1_border_g=1.000
  257. shapecode_1_border_b=1.000
  258. shapecode_1_border_a=0.000
  259. shape_1_per_frame1=r = 0.1 + 0.5*sin(q1*0.01);
  260. shape_1_per_frame2=g = 0.1 + 0.5*sin(q1*0.09878);
  261. shape_1_per_frame3=b = 0.1 + 0.5*sin(q1*0.0897);
  262. shape_1_per_frame4=
  263. shape_1_per_frame5=r2 = 0.1 + 0.5*sin(q1*0.035);
  264. shape_1_per_frame6=g2 = 0.1 + 0.5*sin(q1*0.09878);
  265. shape_1_per_frame7=b2 = 0.1 + 0.5*sin(q1*0.0897);
  266. shapecode_2_enabled=0
  267. shapecode_2_sides=100
  268. shapecode_2_additive=0
  269. shapecode_2_thickOutline=0
  270. shapecode_2_textured=0
  271. shapecode_2_num_inst=1
  272. shapecode_2_x=0.500
  273. shapecode_2_y=0.000
  274. shapecode_2_rad=0.10201
  275. shapecode_2_ang=0.00000
  276. shapecode_2_tex_ang=0.00000
  277. shapecode_2_tex_zoom=1.00000
  278. shapecode_2_r=1.000
  279. shapecode_2_g=0.000
  280. shapecode_2_b=0.000
  281. shapecode_2_a=1.000
  282. shapecode_2_r2=0.000
  283. shapecode_2_g2=1.000
  284. shapecode_2_b2=0.000
  285. shapecode_2_a2=1.000
  286. shapecode_2_border_r=1.000
  287. shapecode_2_border_g=1.000
  288. shapecode_2_border_b=1.000
  289. shapecode_2_border_a=0.000
  290. shape_2_per_frame1=r = 0.1 + 0.5*sin(q1*0.01);
  291. shape_2_per_frame2=g = 0.1 + 0.5*sin(q1*0.03878);
  292. shape_2_per_frame3=b = 0.1 + 0.5*sin(q1*0.0497);
  293. shape_2_per_frame4=
  294. shape_2_per_frame5=r2 = 0.1 + 0.5*sin(q1*0.065);
  295. shape_2_per_frame6=g2 = 0.1 + 0.5*sin(q1*0.07878);
  296. shape_2_per_frame7=b2 = 0.1 + 0.5*sin(q1*0.0597);
  297. shapecode_3_enabled=0
  298. shapecode_3_sides=100
  299. shapecode_3_additive=0
  300. shapecode_3_thickOutline=0
  301. shapecode_3_textured=0
  302. shapecode_3_num_inst=1
  303. shapecode_3_x=0.650
  304. shapecode_3_y=0.000
  305. shapecode_3_rad=0.10000
  306. shapecode_3_ang=0.00000
  307. shapecode_3_tex_ang=0.00000
  308. shapecode_3_tex_zoom=1.00000
  309. shapecode_3_r=1.000
  310. shapecode_3_g=1.000
  311. shapecode_3_b=1.000
  312. shapecode_3_a=1.000
  313. shapecode_3_r2=1.000
  314. shapecode_3_g2=0.000
  315. shapecode_3_b2=1.000
  316. shapecode_3_a2=1.000
  317. shapecode_3_border_r=1.000
  318. shapecode_3_border_g=1.000
  319. shapecode_3_border_b=1.000
  320. shapecode_3_border_a=0.100
  321. shape_3_per_frame1=//x = 0.5 + 0.02*sin(time*0.5 + 1.68);
  322. shape_3_per_frame2=//y = 0.5 + 0.02*cos(time*0.5 + 1.68);
  323. shape_3_per_frame3=
  324. shape_3_per_frame4=
  325. shape_3_per_frame5=r = 0.1 + 0.5*sin(q1*0.0144);
  326. shape_3_per_frame6=g = 0.1 + 0.5*sin(q1*0.05878);
  327. shape_3_per_frame7=b = 0.1 + 0.5*sin(q1*0.0797);
  328. shape_3_per_frame8=
  329. shape_3_per_frame9=r2 = 0.1 + 0.5*sin(q1*0.065);
  330. shape_3_per_frame10=g2 = 0.1 + 0.5*sin(q1*0.07878);
  331. shape_3_per_frame11=b2 = 0.1 + 0.5*sin(q1*0.0897);
  332. per_frame_init_1=state = 0;
  333. per_frame_1=basstime = basstime + bass*0.06;
  334. per_frame_2=q1 = basstime;
  335. per_frame_3=
  336. per_frame_4=q9 = basstime * 0.000005;
  337. per_frame_5=
  338. per_frame_6=basstime = if(below(basstime,1000),1000,basstime);
  339. per_frame_7=
  340. per_frame_8=vol = pow(bass+mid+treb,2);
  341. per_frame_9=basssum = vol;
  342. per_frame_10=
  343. per_frame_11=stickybit = time%2;
  344. per_frame_12=
  345. per_frame_13=//avg vol
  346. per_frame_14=//buffer 1
  347. per_frame_15=volAvg = volAvg + vol*equal(stickybit,1);
  348. per_frame_16=//number of samples 1 or framerate
  349. per_frame_17=sample1 = sample1 + equal(stickybit,1);
  350. per_frame_18=//buffer 2
  351. per_frame_19=volAvg2 = volAvg2 + vol*equal(stickybit,0);
  352. per_frame_20=//number of samples 2
  353. per_frame_21=sample2 = sample2 + equal(stickybit,0);
  354. per_frame_22=
  355. per_frame_23=//transision
  356. per_frame_24=edge = bnot(equal(bit2,stickybit));
  357. per_frame_25=
  358. per_frame_26=volAvg = volAvg - volAvg*edge*stickybit;
  359. per_frame_27=volAvg2 = volAvg2 - volAvg2*edge*equal(stickybit,0);
  360. per_frame_28=
  361. per_frame_29=sample1 = sample1 - sample1*edge*stickybit;
  362. per_frame_30=sample2 = sample2 - sample2*edge*equal(stickybit,0);
  363. per_frame_31=
  364. per_frame_32=//test vol against avg buffer lvl
  365. per_frame_33=diff = if(equal(stickybit,1), (basssum/(volAvg2/sample2)) , 0);
  366. per_frame_34=diff = if(equal(stickybit,0), (basssum/(volAvg/sample1)), diff);
  367. per_frame_35=
  368. per_frame_36=q3 = diff;
  369. per_frame_37=
  370. per_frame_38=bit2 = time%2;
  371. per_frame_39=
  372. per_frame_40=difftime = difftime + diff*0.03;
  373. per_frame_41=q2 = difftime;
  374. per_frame_42=
  375. per_frame_43=//fix a strange error
  376. per_frame_44=difftime = if(above(difftime,2000),0, difftime);
  377. per_frame_45=
  378. per_pixel_1=zoom = 0.98;
  379. per_pixel_2=rot = 0;
  380. warp_1=`const float4 samples[4] = {
  381. warp_2=` -1.0, 0.0, 0, 0.25,
  382. warp_3=` 1.0, 0.0, 0, 0.25,
  383. warp_4=` 0.0, 1.0, 0, 0.25,
  384. warp_5=` 0.0, -1.0, 0, 0.25
  385. warp_6=`};
  386. warp_7=`
  387. warp_8=`
  388. warp_9=`shader_body
  389. warp_10=`{
  390. warp_11=`
  391. warp_12=` float3 txr = float3(uv,q1*0.1);
  392. warp_13=` float2 uv2 = uv;
  393. warp_14=` uv2 = uv + texsize.zx*(q3,q3);
  394. warp_15=` float3 color = tex2D(sampler_noise_lq, uv2) - 0.5;
  395. warp_16=` color += tex2D(sampler_noise_mq, uv2) - 0.5;
  396. warp_17=` color += tex2D(sampler_noise_hq, uv2) - 0.5;
  397. warp_18=`
  398. warp_19=` float2x2 rot = { cos(q9), sin(q9),
  399. warp_20=` -sin(q9), cos(q9)};
  400. warp_21=` rot = rot - rad*0.01;
  401. warp_22=`
  402. warp_23=` float3 output = 0;
  403. warp_24=`
  404. warp_25=` //mmm take out loop for better performance
  405. warp_26=` for(int i=0;i<4;i++)
  406. warp_27=` output += samples[i].w*tex2D(sampler_main, uv +
  407. warp_28=` float2(samples[i].x*(1/texsize.x),
  408. warp_29=` samples[i].y*(1/texsize.y)))*0.2;
  409. warp_30=`
  410. warp_31=`
  411. warp_32=` ret = tex2D( sampler_main, (
  412. warp_33=` ((mul((uv-0.5),rot)*(0.97 + rad*0.02)) + 0.5
  413. warp_34=` + GetBlur1((output+ color - 0.5)*0.9 + 0.5)*0.02 + 0.0) - 0.5
  414. warp_35=` )*(1 - pow(rad,1)*0.02) + 0.5 ).xyz;
  415. warp_36=` ret = ret-0.005;// - q6;// - 0.08; //or try: ret -= 0.004;
  416. warp_37=`}
  417. comp_1=`
  418. comp_2=`shader_body
  419. comp_3=`{
  420. comp_4=` float2 uv_echo = (uv - 0.5)*0.993*float2(-1,1) + 0.5;
  421. comp_5=` ret = tex2D(sampler_main, uv).xyz;
  422. comp_6=` ret *= 2.00; //gamma
  423. comp_7=` ret = ret; //brighten
  424. comp_8=`}