Hexcollie, Aderassi, BDRV, AdamFX n Flexi - It's a start.milk 9.0 KB

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  1. MILKDROP_PRESET_VERSION=201
  2. PSVERSION=2
  3. PSVERSION_WARP=0
  4. PSVERSION_COMP=2
  5. [preset00]
  6. fRating=3.000
  7. fGammaAdj=1.000
  8. fDecay=0.940
  9. fVideoEchoZoom=0.498
  10. fVideoEchoAlpha=0.000
  11. nVideoEchoOrientation=2
  12. nWaveMode=6
  13. bAdditiveWaves=0
  14. bWaveDots=0
  15. bWaveThick=1
  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=100.000
  26. fWaveScale=0.880
  27. fWaveSmoothing=0.000
  28. fWaveParam=0.000
  29. fModWaveAlphaStart=0.710
  30. fModWaveAlphaEnd=1.300
  31. fWarpAnimSpeed=0.010
  32. fWarpScale=1.766
  33. fZoomExponent=1.00016
  34. fShader=0.000
  35. zoom=1.00000
  36. rot=0.00000
  37. cx=0.500
  38. cy=0.500
  39. dx=0.00001
  40. dy=0.00001
  41. warp=0.01000
  42. sx=1.00000
  43. sy=1.00000
  44. wave_r=0.500
  45. wave_g=0.500
  46. wave_b=0.500
  47. wave_x=0.500
  48. wave_y=0.500
  49. ob_size=0.005
  50. ob_r=0.000
  51. ob_g=0.000
  52. ob_b=0.000
  53. ob_a=1.000
  54. ib_size=0.005
  55. ib_r=0.000
  56. ib_g=0.000
  57. ib_b=0.000
  58. ib_a=0.100
  59. nMotionVectorsX=19.200
  60. nMotionVectorsY=14.400
  61. mv_dx=0.000
  62. mv_dy=0.000
  63. mv_l=0.050
  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=4
  129. shapecode_0_additive=0
  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=0.10000
  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=0.000
  141. shapecode_0_b=0.000
  142. shapecode_0_a=1.000
  143. shapecode_0_r2=0.000
  144. shapecode_0_g2=1.000
  145. shapecode_0_b2=0.000
  146. shapecode_0_a2=0.000
  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=0.100
  151. shapecode_1_enabled=0
  152. shapecode_1_sides=4
  153. shapecode_1_additive=0
  154. shapecode_1_thickOutline=0
  155. shapecode_1_textured=0
  156. shapecode_1_num_inst=1
  157. shapecode_1_x=0.500
  158. shapecode_1_y=0.500
  159. shapecode_1_rad=0.10000
  160. shapecode_1_ang=0.00000
  161. shapecode_1_tex_ang=0.00000
  162. shapecode_1_tex_zoom=1.00000
  163. shapecode_1_r=1.000
  164. shapecode_1_g=0.000
  165. shapecode_1_b=0.000
  166. shapecode_1_a=1.000
  167. shapecode_1_r2=0.000
  168. shapecode_1_g2=1.000
  169. shapecode_1_b2=0.000
  170. shapecode_1_a2=0.000
  171. shapecode_1_border_r=1.000
  172. shapecode_1_border_g=1.000
  173. shapecode_1_border_b=1.000
  174. shapecode_1_border_a=0.100
  175. shapecode_2_enabled=0
  176. shapecode_2_sides=4
  177. shapecode_2_additive=0
  178. shapecode_2_thickOutline=0
  179. shapecode_2_textured=0
  180. shapecode_2_num_inst=1
  181. shapecode_2_x=0.500
  182. shapecode_2_y=0.500
  183. shapecode_2_rad=0.10000
  184. shapecode_2_ang=0.00000
  185. shapecode_2_tex_ang=0.00000
  186. shapecode_2_tex_zoom=1.00000
  187. shapecode_2_r=1.000
  188. shapecode_2_g=0.000
  189. shapecode_2_b=0.000
  190. shapecode_2_a=1.000
  191. shapecode_2_r2=0.000
  192. shapecode_2_g2=1.000
  193. shapecode_2_b2=0.000
  194. shapecode_2_a2=0.000
  195. shapecode_2_border_r=1.000
  196. shapecode_2_border_g=1.000
  197. shapecode_2_border_b=1.000
  198. shapecode_2_border_a=0.100
  199. shapecode_3_enabled=0
  200. shapecode_3_sides=4
  201. shapecode_3_additive=0
  202. shapecode_3_thickOutline=0
  203. shapecode_3_textured=0
  204. shapecode_3_num_inst=1
  205. shapecode_3_x=0.500
  206. shapecode_3_y=0.500
  207. shapecode_3_rad=0.10000
  208. shapecode_3_ang=0.00000
  209. shapecode_3_tex_ang=0.00000
  210. shapecode_3_tex_zoom=1.00000
  211. shapecode_3_r=1.000
  212. shapecode_3_g=0.000
  213. shapecode_3_b=0.000
  214. shapecode_3_a=1.000
  215. shapecode_3_r2=0.000
  216. shapecode_3_g2=1.000
  217. shapecode_3_b2=0.000
  218. shapecode_3_a2=0.000
  219. shapecode_3_border_r=1.000
  220. shapecode_3_border_g=1.000
  221. shapecode_3_border_b=1.000
  222. shapecode_3_border_a=0.100
  223. per_frame_1=wave_r = wave_r + 0.35*sin(1.14*time) + 0.16*sin(1.5*time);
  224. per_frame_2=wave_g = wave_g + 0.36*sin(1.27*time) + 0.15*sin(1.11*time);
  225. per_frame_3=wave_b = wave_b + 0.37*sin(1.284*time) + 0.15*sin(1.3*time);
  226. per_frame_4=warp = 0;
  227. per_frame_5=
  228. per_frame_6=ob_r = wave_g;
  229. per_frame_7=ob_b = wave_r;
  230. per_frame_8=ob_g = wave_b;
  231. per_frame_9=ib_r = wave_r;
  232. per_frame_10=ib_b = wave_g;
  233. per_frame_11=ib_g = wave_r;
  234. per_frame_12=
  235. per_frame_13=//before inversion
  236. per_frame_14=scale = 4;
  237. per_frame_15=angle = time*.2;
  238. per_frame_16=translation_x = 0;
  239. per_frame_17=translation_y = 0.2;
  240. per_frame_18=
  241. per_frame_19=//complex inverted
  242. per_frame_20=iscale = 6;
  243. per_frame_21=iangle = sin(time*0.1337)*0.3;
  244. per_frame_22=itranslation_u = 0;
  245. per_frame_23=itranslation_v = 0.2;
  246. per_frame_24=
  247. per_frame_25=
  248. per_frame_26=// the möbius transformation
  249. per_frame_27=// z -> (az+b)/(cz-d); where a,b,c,d are complex numbers and z will be the uv-vector
  250. per_frame_28=// (az+b)/(cz-d) = a/c + mu/(cz+d), with mu = (bc-ad)/c
  251. per_frame_29=// so a/c and mu can be calculated outside of the shader
  252. per_frame_30=
  253. per_frame_31=a_r = cos(angle)*scale;
  254. per_frame_32=a_i = sin(angle)*scale;
  255. per_frame_33=b_r = translation_x;
  256. per_frame_34=b_i = translation_y;
  257. per_frame_35=
  258. per_frame_36=c_r = -cos(iangle)*iscale;
  259. per_frame_37=c_i = -sin(iangle)*iscale;
  260. per_frame_38=d_r = itranslation_u;
  261. per_frame_39=d_i = itranslation_v;
  262. per_frame_40=
  263. per_frame_41=// c^(-1)
  264. per_frame_42=c_inv_r = c_r/(c_r*c_r+c_i*c_i);
  265. per_frame_43=c_inv_i = c_i/(c_r*c_r+c_i*c_i);
  266. per_frame_44=
  267. per_frame_45=// a*c^(-1)
  268. per_frame_46=ac_r = (a_r*c_inv_r - a_i*c_inv_i);
  269. per_frame_47=ac_i = (a_r*c_inv_i - a_i*c_inv_r);
  270. per_frame_48=
  271. per_frame_49=// (bc-ad)
  272. per_frame_50=bcad_r = (b_r*c_r - b_i*c_i)-(a_r*d_r-a_i*d_i);
  273. per_frame_51=bcad_i = (b_r*c_i - b_i*c_r)-(a_r*d_i-a_i*d_r);
  274. per_frame_52=
  275. per_frame_53=// mu*c^(-1)
  276. per_frame_54=mu_r = bcad_r*c_inv_r - bcad_i*c_inv_i;
  277. per_frame_55=mu_i = bcad_r*c_inv_i - bcad_i*c_inv_r;
  278. per_frame_56=
  279. per_frame_57=q1 = ac_r;
  280. per_frame_58=q2 = ac_i;
  281. per_frame_59=q3 = mu_r;
  282. per_frame_60=q4 = mu_i;
  283. per_frame_61=
  284. per_frame_62=q5 = c_r;
  285. per_frame_63=q6 = c_i;
  286. per_frame_64=q7 = d_r;
  287. per_frame_65=q8 = d_i;
  288. per_pixel_1=dy = dy + if(below(abs(q1-x),0.01),if(below(y,q2),max(0.02-abs(q1-x),0),0.001),0.001);
  289. per_pixel_2=cx = 8.13988973*sqr(warp - x);
  290. per_pixel_3=cx=if(below(cx,-1.0), -1.0, cx);
  291. per_pixel_4=cx=if(above(cx,2.0), 2.0, cx);
  292. per_pixel_5=dy=if(below(dy,-1), -1, dy);
  293. per_pixel_6=dy=if(above(dy,1.0), 1.0, dy);
  294. per_pixel_7=num = 8;
  295. per_pixel_8=pi = 3.141592654;
  296. per_pixel_9=radi = (y-.5)*.75;
  297. per_pixel_10=radi = (y-.5);
  298. per_pixel_11=radi = pow(radi*radi + (x-.5)*(x-.5),.5);
  299. per_pixel_12=
  300. per_pixel_13=an = ang + pi + time;
  301. per_pixel_14=an = an - pi*2*int(an/(pi*2));
  302. per_pixel_15=
  303. per_pixel_16=mod = .1;
  304. per_pixel_17=
  305. per_pixel_18=seg = ang + pi;
  306. per_pixel_19=seg = seg/(pi*2)*num;
  307. per_pixel_20=seg = int(seg);
  308. per_pixel_21=seg = seg - equal(seg,num);
  309. per_pixel_22=
  310. per_pixel_23=anga = (ang + pi) - (pi*2/num)*seg;
  311. per_pixel_24=anga = if(equal(seg%2,0),(pi*2/num) - anga,anga);
  312. per_pixel_25=//anga = anga + pi/6; // num = 6
  313. per_pixel_26=anga = anga + pi/4; // num = 8
  314. per_pixel_27=//anga = anga + .85; // num = 10
  315. per_pixel_28=
  316. per_pixel_29=
  317. per_pixel_30=ox = .5 - radi*sin(anga);
  318. per_pixel_31=oy = .5 + radi*cos(anga);
  319. per_pixel_32=
  320. per_pixel_33=//rot = if(equal(seg,0),rot,0);
  321. per_pixel_34=
  322. per_pixel_35=dx = equal(seg,3)*(x-ox);
  323. per_pixel_36=dy = equal(seg,3)*(y-oy);
  324. per_pixel_37=
  325. per_pixel_38=dx = above(seg,0)*(x-ox);
  326. per_pixel_39=dy = above(seg,0)*(y-oy);
  327. per_pixel_40=
  328. per_pixel_41=//dx = equal(seg,1)*(x - .5)*2;
  329. per_pixel_42=dx=dx+0.003*sin((y*2-1)*64)+0.001*sin((y*2-1)*96);
  330. per_pixel_43=dy=dy+0.004*cos((x*2-1)*64)+0.002*cos((x*2-1)*96);
  331. per_pixel_44=
  332. comp_1=`shader_body
  333. comp_2=`{
  334. comp_3=`
  335. comp_4=`float2 ac = float2(q1,q2);
  336. comp_5=`float2 mu = float2(q3,q4);
  337. comp_6=`float2 c = float2(q5,q6);
  338. comp_7=`float2 d = float2(q7,q8);
  339. comp_8=`
  340. comp_9=`float2 z = (uv-0.5)*aspect.xy;
  341. comp_10=`
  342. comp_11=`// (c*z + d)
  343. comp_12=`float2 czd = float2(z.x*c.x-z.y*c.y,z.x*c.y-z.y*c.x) + d;
  344. comp_13=`// mu/(cz+d)
  345. 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;
  346. comp_15=`
  347. comp_16=`moebius = 0.5 + (1.0 - abs( frac( moebius * 0.5 ) * 2 - 1.0 )-0.5)*0.99;
  348. comp_17=`
  349. comp_18=`uv = moebius;
  350. comp_19=` ret = 0;
  351. comp_20=` ret += tex2D(sampler_main, uv ).xyz*4;
  352. comp_21=` ret -= GetBlur1(uv)*3;
  353. comp_22=`
  354. comp_23=` // little bit of noise:
  355. comp_24=` ret *= 1 + 0.12*(tex2D(sampler_noise_lq, rand_frame.xy
  356. comp_25=` + uv*texsize.xy*texsize_noise_lq.zw).xxx*2-1);
  357. comp_26=`
  358. comp_27=` // palettize:
  359. comp_28=` ret = pow(ret, float3(0.5, 0.5, 0.7));
  360. comp_29=`
  361. comp_30=` ret = (ret-0.1)*1.1;
  362. comp_31=`
  363. comp_32=`
  364. comp_33=`}