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martin - crystal palace.milk 9.8 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=4.000000
  7. fGammaAdj=1.980001
  8. fDecay=0.500000
  9. fVideoEchoZoom=0.999998
  10. fVideoEchoAlpha=0.500000
  11. nVideoEchoOrientation=3
  12. nWaveMode=5
  13. bAdditiveWaves=0
  14. bWaveDots=1
  15. bWaveThick=1
  16. bModWaveAlphaByVolume=0
  17. bMaximizeWaveColor=0
  18. bTexWrap=1
  19. bDarkenCenter=0
  20. bRedBlueStereo=0
  21. bBrighten=0
  22. bDarken=1
  23. bSolarize=0
  24. bInvert=0
  25. fWaveAlpha=0.001000
  26. fWaveScale=5.552000
  27. fWaveSmoothing=0.504000
  28. fWaveParam=-1.000000
  29. fModWaveAlphaStart=0.710000
  30. fModWaveAlphaEnd=1.300000
  31. fWarpAnimSpeed=1.459500
  32. fWarpScale=2.006700
  33. fZoomExponent=1.000000
  34. fShader=0.000000
  35. zoom=0.999900
  36. rot=0.000000
  37. cx=0.500000
  38. cy=0.500000
  39. dx=0.000000
  40. dy=0.000000
  41. warp=0.010000
  42. sx=0.999900
  43. sy=1.000000
  44. wave_r=1.000000
  45. wave_g=0.000000
  46. wave_b=0.000000
  47. wave_x=0.500000
  48. wave_y=0.500000
  49. ob_size=0.010000
  50. ob_r=1.000000
  51. ob_g=1.000000
  52. ob_b=1.000000
  53. ob_a=0.000000
  54. ib_size=0.260000
  55. ib_r=0.250000
  56. ib_g=0.250000
  57. ib_b=0.250000
  58. ib_a=0.000000
  59. nMotionVectorsX=64.000000
  60. nMotionVectorsY=48.000000
  61. mv_dx=0.000000
  62. mv_dy=0.000000
  63. mv_l=0.850000
  64. mv_r=0.500000
  65. mv_g=0.500000
  66. mv_b=0.500000
  67. mv_a=0.000000
  68. b1n=0.000000
  69. b2n=0.000000
  70. b3n=0.000000
  71. b1x=1.000000
  72. b2x=1.000000
  73. b3x=1.000000
  74. b1ed=0.000000
  75. wavecode_0_enabled=0
  76. wavecode_0_samples=512
  77. wavecode_0_sep=0
  78. wavecode_0_bSpectrum=1
  79. wavecode_0_bUseDots=1
  80. wavecode_0_bDrawThick=1
  81. wavecode_0_bAdditive=1
  82. wavecode_0_scaling=0.503300
  83. wavecode_0_smoothing=0.500000
  84. wavecode_0_r=1.000000
  85. wavecode_0_g=0.600000
  86. wavecode_0_b=0.400000
  87. wavecode_0_a=1.000000
  88. wave_0_per_point1=
  89. wave_0_per_point2=x0 = .5 + .4 * sin(time/2);
  90. wave_0_per_point3=
  91. wave_0_per_point4=angle = rand(1000)/1000*6.28;
  92. wave_0_per_point5=rad = rand(1000)/1000;
  93. wave_0_per_point6=rad = rad * rad;
  94. wave_0_per_point7=
  95. wave_0_per_point8=x = x0 + .1*rad*sin(angle);
  96. wave_0_per_point9=y = .5 + .1*rad*cos(angle);
  97. wave_0_per_point10= a = 1-rad;
  98. wavecode_1_enabled=0
  99. wavecode_1_samples=512
  100. wavecode_1_sep=0
  101. wavecode_1_bSpectrum=0
  102. wavecode_1_bUseDots=0
  103. wavecode_1_bDrawThick=1
  104. wavecode_1_bAdditive=1
  105. wavecode_1_scaling=1.000000
  106. wavecode_1_smoothing=0.500000
  107. wavecode_1_r=1.000000
  108. wavecode_1_g=1.000000
  109. wavecode_1_b=1.000000
  110. wavecode_1_a=1.000000
  111. wave_1_per_frame1=trel = q11-.0;
  112. wave_1_per_frame2=t1 = int(trel);
  113. wave_1_per_frame3=t2 = trel - int(trel);
  114. wavecode_2_enabled=0
  115. wavecode_2_samples=512
  116. wavecode_2_sep=0
  117. wavecode_2_bSpectrum=0
  118. wavecode_2_bUseDots=0
  119. wavecode_2_bDrawThick=1
  120. wavecode_2_bAdditive=0
  121. wavecode_2_scaling=1.000000
  122. wavecode_2_smoothing=0.500000
  123. wavecode_2_r=1.000000
  124. wavecode_2_g=1.000000
  125. wavecode_2_b=1.000000
  126. wavecode_2_a=1.000000
  127. wave_2_per_frame1=trel = q11-.33;
  128. wave_2_per_frame2=t1 = int(trel);
  129. wave_2_per_frame3=t2 = trel - int(trel);
  130. wavecode_3_enabled=0
  131. wavecode_3_samples=512
  132. wavecode_3_sep=0
  133. wavecode_3_bSpectrum=0
  134. wavecode_3_bUseDots=0
  135. wavecode_3_bDrawThick=1
  136. wavecode_3_bAdditive=1
  137. wavecode_3_scaling=1.000000
  138. wavecode_3_smoothing=0.500000
  139. wavecode_3_r=1.000000
  140. wavecode_3_g=1.000000
  141. wavecode_3_b=1.000000
  142. wavecode_3_a=1.000000
  143. wave_3_per_frame1=trel = q11-.66;
  144. wave_3_per_frame2=t1 = int(trel);
  145. wave_3_per_frame3=t2 = trel - int(trel);
  146. shapecode_0_enabled=0
  147. shapecode_0_sides=100
  148. shapecode_0_additive=0
  149. shapecode_0_thickOutline=0
  150. shapecode_0_textured=1
  151. shapecode_0_x=0.800000
  152. shapecode_0_y=0.500000
  153. shapecode_0_rad=0.242435
  154. shapecode_0_ang=0.000000
  155. shapecode_0_tex_ang=1.884956
  156. shapecode_0_tex_zoom=1.728514
  157. shapecode_0_r=0.800000
  158. shapecode_0_g=1.000000
  159. shapecode_0_b=0.500000
  160. shapecode_0_a=0.600000
  161. shapecode_0_r2=0.900000
  162. shapecode_0_g2=0.900000
  163. shapecode_0_b2=1.000000
  164. shapecode_0_a2=0.300000
  165. shapecode_0_border_r=1.000000
  166. shapecode_0_border_g=1.000000
  167. shapecode_0_border_b=1.000000
  168. shapecode_0_border_a=0.000000
  169. shapecode_1_enabled=0
  170. shapecode_1_sides=100
  171. shapecode_1_additive=0
  172. shapecode_1_thickOutline=0
  173. shapecode_1_textured=1
  174. shapecode_1_x=0.130000
  175. shapecode_1_y=0.190000
  176. shapecode_1_rad=0.110450
  177. shapecode_1_ang=0.000000
  178. shapecode_1_tex_ang=3.141590
  179. shapecode_1_tex_zoom=1.711049
  180. shapecode_1_r=1.000000
  181. shapecode_1_g=0.000000
  182. shapecode_1_b=1.000000
  183. shapecode_1_a=1.000000
  184. shapecode_1_r2=1.000000
  185. shapecode_1_g2=1.000000
  186. shapecode_1_b2=1.000000
  187. shapecode_1_a2=1.000000
  188. shapecode_1_border_r=1.000000
  189. shapecode_1_border_g=1.000000
  190. shapecode_1_border_b=1.000000
  191. shapecode_1_border_a=0.000000
  192. shapecode_2_enabled=0
  193. shapecode_2_sides=5
  194. shapecode_2_additive=1
  195. shapecode_2_thickOutline=0
  196. shapecode_2_textured=0
  197. shapecode_2_x=0.900000
  198. shapecode_2_y=0.500000
  199. shapecode_2_rad=0.226130
  200. shapecode_2_ang=0.000000
  201. shapecode_2_tex_ang=0.000000
  202. shapecode_2_tex_zoom=1.000000
  203. shapecode_2_r=1.000000
  204. shapecode_2_g=0.200000
  205. shapecode_2_b=0.200000
  206. shapecode_2_a=1.000000
  207. shapecode_2_r2=0.000000
  208. shapecode_2_g2=0.000000
  209. shapecode_2_b2=0.000000
  210. shapecode_2_a2=0.000000
  211. shapecode_2_border_r=1.000000
  212. shapecode_2_border_g=1.000000
  213. shapecode_2_border_b=0.000000
  214. shapecode_2_border_a=0.000000
  215. shapecode_3_enabled=0
  216. shapecode_3_sides=36
  217. shapecode_3_additive=1
  218. shapecode_3_thickOutline=0
  219. shapecode_3_textured=0
  220. shapecode_3_x=0.500000
  221. shapecode_3_y=0.500000
  222. shapecode_3_rad=0.187170
  223. shapecode_3_ang=0.000000
  224. shapecode_3_tex_ang=0.000000
  225. shapecode_3_tex_zoom=1.000000
  226. shapecode_3_r=0.000000
  227. shapecode_3_g=0.020000
  228. shapecode_3_b=0.000000
  229. shapecode_3_a=1.000000
  230. shapecode_3_r2=0.000000
  231. shapecode_3_g2=0.000000
  232. shapecode_3_b2=0.000000
  233. shapecode_3_a2=0.000000
  234. shapecode_3_border_r=1.000000
  235. shapecode_3_border_g=1.000000
  236. shapecode_3_border_b=1.000000
  237. shapecode_3_border_a=0.000000
  238. per_frame_init_1=vol = 0; p1 = 0;
  239. per_frame_init_2=vx = .2; vy = -0.1;
  240. per_frame_init_3=kx = 0; ky = 0;
  241. per_frame_init_4=
  242. per_frame_1=dec_med = pow (0.96, 30/fps);
  243. per_frame_2=dec_slow = pow (0.98, 30/fps);
  244. per_frame_3=beat = max (max (bass, mid), treb);
  245. per_frame_4=avg = avg*dec_slow + beat*(1-dec_slow);
  246. per_frame_5=is_beat = above(beat, .5+avg+peak) * above (time, t0+.2);
  247. per_frame_6=t0 = is_beat*time + (1-is_beat)*t0;
  248. per_frame_7=peak = is_beat * beat + (1-is_beat)*peak*dec_med;
  249. per_frame_8=index = (index + is_beat) %8;
  250. per_frame_9=index2 = (index2 + is_beat*bnot(index))%2;
  251. per_frame_10=index3 = (index3 + is_beat*bnot(index) * bnot(index2))%2;
  252. per_frame_11=
  253. per_frame_12=q20 = avg;
  254. per_frame_13=q21 = beat;
  255. per_frame_14=q22 = peak;
  256. per_frame_15=q23 = index;
  257. per_frame_16=q24 = is_beat;
  258. per_frame_17=
  259. per_frame_18=vol = bass_att + treb_att;
  260. per_frame_19=v2 = v2 * dec_slow + vol * (1-dec_slow) ;
  261. per_frame_20=q26 = max(atan (vol - v2*.8),.3);
  262. per_frame_21=
  263. per_frame_22=q27 = index + 1;
  264. per_frame_23=
  265. per_frame_24=sw = sw*dec_med + (1-dec_med)*(index2%2);
  266. per_frame_25=q28 = sw;
  267. per_frame_26=
  268. per_frame_27=k1 = is_beat*bnot(index);
  269. per_frame_28=k2 = is_beat*bnot(index);
  270. per_frame_29=
  271. per_frame_30=p1 = k1*(p1+1) + (1-k1)*p1;
  272. per_frame_31=p2 = dec_slow * p2+ (1-dec_slow)*p1;
  273. per_frame_32=rott = p2 * 3.1416/2;
  274. per_frame_33=monitor = k1;
  275. per_frame_34=q1 = cos(rott);
  276. per_frame_35=q2 = sin(rott);
  277. per_frame_36=q3 = -q2;
  278. per_frame_37=q4 = q1;
  279. per_frame_38=
  280. per_frame_39=
  281. per_frame_40=q5 = cos(time/6);
  282. per_frame_41=q6 = -sin(time/6);
  283. per_frame_42=q7 = -q6;
  284. per_frame_43=q8 = q5;
  285. per_frame_44=
  286. per_frame_45=zoom = 1;
  287. per_frame_46=rot = -0;
  288. per_frame_47=
  289. per_frame_48=movez = movez + .006*(q1+1.1)*30/fps;
  290. per_frame_49=q29 = movez;
  291. per_frame_50=rota = rota + .003*(2-q1)*30/fps;
  292. per_frame_51=q30 = rota;
  293. per_frame_52=q31 = 2 + 16*abs(cos(time/18));
  294. per_frame_53=q32 = cos(time/23)/4;
  295. per_frame_54=
  296. per_frame_55=
  297. per_frame_56=
  298. warp_1=`float3 mus;
  299. warp_2=`float2 rs, uv1, uv6, uv7, uv8;
  300. warp_3=`float dx,dy;
  301. warp_4=`shader_body {
  302. warp_5=`uv = uv_orig;
  303. warp_6=`uv1 = (uv-.5) * aspect.xy;
  304. warp_7=`
  305. warp_8=`//BACKGROUND
  306. warp_9=`float z = 16*length(uv1)+time;
  307. warp_10=`float2 uvn =normalize(uv1);
  308. warp_11=`rs = clamp(tan(z)*uvn,-5,5)/2;
  309. warp_12=`
  310. warp_13=`//CRYSTAL
  311. warp_14=`float mult = q31;
  312. warp_15=`uv7 = sin(uv1*mult);
  313. warp_16=`uv8 = uv7;
  314. warp_17=`float dist = length(uv8);
  315. warp_18=`dist *= (abs(uv1.x) + abs(uv1.y))+ q32;
  316. warp_19=`
  317. warp_20=`float ang2 = atan2 (uv8.y,uv8.x);
  318. warp_21=`ang2 = .1*floor (16* ang2);
  319. warp_22=`float2 dir = .5*uv8+float2 (cos(ang2), sin(ang2));
  320. warp_23=`
  321. warp_24=`
  322. warp_25=`z = (1-cos(8*dist));
  323. warp_26=`z = saturate (z);
  324. warp_27=`
  325. warp_28=`//ADD
  326. warp_29=`float mask = (z >= .5); //momentan beliebig
  327. warp_30=`rs = q28*rs + (1-q28)*rs.yx;
  328. warp_31=`uv += (1-mask)*.03*(rs.yx) + .5*mask*z*normalize(dir);
  329. warp_32=`
  330. warp_33=`//ZENTRALSTRAHL
  331. warp_34=`uv6 = mul (uv1,float2x2(_qb));
  332. warp_35=`mus = abs(0.01/(sqrt(uv6.x)+.001))*(rad+.2);
  333. warp_36=`
  334. warp_37=`//DOTS
  335. warp_38=`float2 uv2 = .7*uv1+.3*sin(uv1*16+4*float2 (q5,q6));
  336. warp_39=`uv2 *= .2;
  337. warp_40=`float3 dots = q26*saturate(.001/(length(uv2)));
  338. warp_41=`float3 blur = GetBlur1(frac(uv));
  339. warp_42=`float3 crisp= GetPixel(uv);
  340. warp_43=`float3 diff = (crisp) - .5*blur;
  341. warp_44=`float3 ret1 = crisp + mus + dots;
  342. warp_45=`
  343. warp_46=`float3 mod = tex2D (sampler_noise_lq,.5*uv+time*.01)-.2;
  344. warp_47=`mod = 1 - mod*diff;
  345. warp_48=`
  346. warp_49=`ret = (1-mask)*ret1*mod + mask*ret1*mod;
  347. warp_50=`ret = ret *.98- .03;
  348. warp_51=`
  349. warp_52=`}
  350. comp_1=`float3 ret1, neu, crisp, blur;
  351. comp_2=`float2 uv2, uv3;
  352. comp_3=`
  353. comp_4=`shader_body
  354. comp_5=`{
  355. comp_6=`float ang2, c, s;
  356. comp_7=`uv -= 0.5;
  357. comp_8=`uv *= aspect.xy;
  358. comp_9=`
  359. comp_10=`float2 tmp = uv;
  360. comp_11=`float dist = 1;
  361. comp_12=`float inten = 1;
  362. comp_13=`float mask = 0;
  363. comp_14=`ret1 = 0;
  364. comp_15=`int anz = 3;
  365. comp_16=`float n = 0;
  366. comp_17=`float t_rel = q29;
  367. comp_18=`while (n <= anz) {
  368. comp_19=` ang2 = 6.28*n/anz+q30;
  369. comp_20=` c = cos(ang2);
  370. comp_21=` s = sin(ang2);
  371. comp_22=` uv2.x = uv.x*c - uv.y*s;
  372. comp_23=` uv2.y = uv.x*s + uv.y*c;
  373. comp_24=` uv2*= aspect.yx;
  374. comp_25=`
  375. comp_26=` dist = 1-frac(n/anz+t_rel); //evtl sqrt !
  376. comp_27=`
  377. comp_28=` inten = 4*dist*(1-dist*dist);
  378. comp_29=` uv3 = 3*uv2*dist + 0.5+.0*float2(q5,q6);
  379. comp_30=` crisp = GetPixel(uv3);
  380. comp_31=` blur = GetBlur1(frac(uv3)) * float3 (.8,.9,1);
  381. comp_32=` ret1 = max(ret1,(crisp+blur)*inten);
  382. comp_33=`n++;
  383. comp_34=`}
  384. comp_35=`
  385. comp_36=`
  386. comp_37=`float3 ret1 = ret1 ;
  387. comp_38=`//ret1 = GetPixel(.5+uv_orig*aspect.yx*1.2);
  388. comp_39=`
  389. comp_40=`
  390. comp_41=`ret = ret1-.1;
  391. comp_42=`
  392. comp_43=`}