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martin - electric pool.milk 12 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=5.000000
  7. fGammaAdj=1.980001
  8. fDecay=0.500000
  9. fVideoEchoZoom=0.999998
  10. fVideoEchoAlpha=0.500000
  11. nVideoEchoOrientation=3
  12. nWaveMode=7
  13. bAdditiveWaves=1
  14. bWaveDots=0
  15. bWaveThick=1
  16. bModWaveAlphaByVolume=1
  17. bMaximizeWaveColor=1
  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=4.615516
  27. fWaveSmoothing=0.810000
  28. fWaveParam=0.000000
  29. fModWaveAlphaStart=0.470000
  30. fModWaveAlphaEnd=1.320000
  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=0.450000
  45. wave_g=0.400000
  46. wave_b=0.500000
  47. wave_x=0.500000
  48. wave_y=0.500000
  49. ob_size=0.060000
  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=47.999996
  61. mv_dx=0.000000
  62. mv_dy=0.000000
  63. mv_l=0.150000
  64. mv_r=0.600000
  65. mv_g=0.200000
  66. mv_b=0.699900
  67. mv_a=0.300000
  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=1
  76. wavecode_0_samples=102
  77. wavecode_0_sep=10
  78. wavecode_0_bSpectrum=0
  79. wavecode_0_bUseDots=0
  80. wavecode_0_bDrawThick=0
  81. wavecode_0_bAdditive=0
  82. wavecode_0_scaling=0.891519
  83. wavecode_0_smoothing=0.000000
  84. wavecode_0_r=1.000000
  85. wavecode_0_g=0.500000
  86. wavecode_0_b=0.500000
  87. wavecode_0_a=0.600000
  88. wave_0_per_frame1=t2 = t2 + bass_att;
  89. wave_0_per_point1=k0 = int(100.0*sample);
  90. wave_0_per_point2=k2 = int(100.0*sample+1);
  91. wave_0_per_point3=k1 = equal(k0%2,0);
  92. wave_0_per_point4=k2 = equal(k0%2,1);
  93. wave_0_per_point5=
  94. wave_0_per_point6=
  95. wave_0_per_point7=ix = (100*value1)%7-3;
  96. wave_0_per_point8=iy = (100*value2)%7-3;
  97. wave_0_per_point9=
  98. wave_0_per_point10=sp = bass_att + treb_att;
  99. wave_0_per_point11=sp = sp /3000;
  100. wave_0_per_point12=
  101. wave_0_per_point13=
  102. wave_0_per_point14=dx = (dx+sp*ix) * .99;
  103. wave_0_per_point15=dy = (dy+sp*iy) * .99 ;
  104. wave_0_per_point16=
  105. wave_0_per_point17=
  106. wave_0_per_point18=ox = k1*dx + (1-k1)*ox;
  107. wave_0_per_point19=oy = k2*dy + (1-k2)*oy;
  108. wave_0_per_point20=
  109. wave_0_per_point21=
  110. wave_0_per_point22=
  111. wave_0_per_point23=//ox = 0; oy = 0;
  112. wave_0_per_point24=
  113. wave_0_per_point25=x = ox+.5;
  114. wave_0_per_point26=y = oy+.5;
  115. wave_0_per_point27=
  116. wave_0_per_point28=r = .6;
  117. wave_0_per_point29=g = .8;
  118. wave_0_per_point30=b = .9;
  119. wave_0_per_point31=a = .1 + q26/8;
  120. wave_0_per_point32=a = max(a,1) / 4;
  121. wavecode_1_enabled=0
  122. wavecode_1_samples=512
  123. wavecode_1_sep=0
  124. wavecode_1_bSpectrum=0
  125. wavecode_1_bUseDots=0
  126. wavecode_1_bDrawThick=1
  127. wavecode_1_bAdditive=0
  128. wavecode_1_scaling=0.891519
  129. wavecode_1_smoothing=0.820000
  130. wavecode_1_r=1.000000
  131. wavecode_1_g=1.000000
  132. wavecode_1_b=1.000000
  133. wavecode_1_a=0.100000
  134. wavecode_2_enabled=0
  135. wavecode_2_samples=512
  136. wavecode_2_sep=0
  137. wavecode_2_bSpectrum=0
  138. wavecode_2_bUseDots=0
  139. wavecode_2_bDrawThick=1
  140. wavecode_2_bAdditive=0
  141. wavecode_2_scaling=0.891519
  142. wavecode_2_smoothing=0.820000
  143. wavecode_2_r=1.000000
  144. wavecode_2_g=1.000000
  145. wavecode_2_b=1.000000
  146. wavecode_2_a=0.100000
  147. wavecode_3_enabled=0
  148. wavecode_3_samples=512
  149. wavecode_3_sep=0
  150. wavecode_3_bSpectrum=1
  151. wavecode_3_bUseDots=1
  152. wavecode_3_bDrawThick=0
  153. wavecode_3_bAdditive=0
  154. wavecode_3_scaling=1.000000
  155. wavecode_3_smoothing=0.500000
  156. wavecode_3_r=1.000000
  157. wavecode_3_g=1.000000
  158. wavecode_3_b=1.000000
  159. wavecode_3_a=1.000000
  160. wave_3_per_point1=ra = .8;
  161. wave_3_per_point2=rb = .5;
  162. wave_3_per_point3=pib = 6.28318530718;
  163. wave_3_per_point4=
  164. wave_3_per_point5=
  165. wave_3_per_point6=tic = min(time-tin,.1);
  166. wave_3_per_point7=tin = if(equal(sample,0),time,tin);
  167. wave_3_per_point8=
  168. wave_3_per_point9=mod = 1.5 + .5*sin(time*.15);
  169. wave_3_per_point10=med = 1.5 + .5*sin(time*.134);
  170. wave_3_per_point11=med = 5;
  171. wave_3_per_point12=amod = 3;
  172. wave_3_per_point13=
  173. wave_3_per_point14=vr = rand(10001)*.0001;
  174. wave_3_per_point15=rb = rb + rand(10001)*.0001*.1;
  175. wave_3_per_point16=
  176. wave_3_per_point17=a = vr;
  177. wave_3_per_point18=
  178. wave_3_per_point19=sa = vr*pib*.5;
  179. wave_3_per_point20=sp = sa*mod + q1*1.3;
  180. wave_3_per_point21=sam = sa*med - q1*.219;
  181. wave_3_per_point22=
  182. wave_3_per_point23=ox = ra*sin(sam*pib);
  183. wave_3_per_point24=oy = ra*cos(sam*pib);
  184. wave_3_per_point25=ox = ox + rb*-cos(sp)*sin(sam*pib);
  185. wave_3_per_point26=oz = rb*-sin(sp);
  186. wave_3_per_point27=oy = oy + rb*-cos(sp)*cos(sam*pib);
  187. wave_3_per_point28=
  188. wave_3_per_point29=
  189. wave_3_per_point30=xang = time*.132;
  190. wave_3_per_point31=xang = q2;
  191. wave_3_per_point32=yang = time*.153;
  192. wave_3_per_point33=yang = q3;
  193. wave_3_per_point34=zang = time*.110;
  194. wave_3_per_point35=zang = q4;
  195. wave_3_per_point36=fov = 0.6 + 0.2*sin(time);
  196. wave_3_per_point37=fov = .5;
  197. wave_3_per_point38=
  198. wave_3_per_point39=mx = ox*cos(zang) - oy*sin(zang);
  199. wave_3_per_point40=my = ox*sin(zang) + oy*cos(zang);
  200. wave_3_per_point41=ox = mx;
  201. wave_3_per_point42=oy = my;
  202. wave_3_per_point43=mx = ox*cos(yang) + oz*sin(yang);
  203. wave_3_per_point44=mz = - ox*sin(yang) + oz*cos(yang);
  204. wave_3_per_point45=ox = mx;
  205. wave_3_per_point46=oz = mz;
  206. wave_3_per_point47=my = oy*cos(xang) - oz*sin(xang);
  207. wave_3_per_point48=mz = oy*sin(xang) + oz*cos(xang);
  208. wave_3_per_point49=oy = my;
  209. wave_3_per_point50=oz = mz;
  210. wave_3_per_point51=
  211. wave_3_per_point52=oz = oz - 2;
  212. wave_3_per_point53=x = ox*fov/oz + 0.5;
  213. wave_3_per_point54=x = (x-.5)*0.75 + 0.5;
  214. wave_3_per_point55=y = oy*fov/oz + 0.5;
  215. wave_3_per_point56=
  216. shapecode_0_enabled=1
  217. shapecode_0_sides=4
  218. shapecode_0_additive=0
  219. shapecode_0_thickOutline=1
  220. shapecode_0_textured=1
  221. shapecode_0_x=0.530000
  222. shapecode_0_y=0.500000
  223. shapecode_0_rad=0.088200
  224. shapecode_0_ang=0.000000
  225. shapecode_0_tex_ang=0.000000
  226. shapecode_0_tex_zoom=0.492800
  227. shapecode_0_r=1.000000
  228. shapecode_0_g=1.000000
  229. shapecode_0_b=0.700000
  230. shapecode_0_a=0.700000
  231. shapecode_0_r2=0.600000
  232. shapecode_0_g2=0.000000
  233. shapecode_0_b2=0.699900
  234. shapecode_0_a2=1.000000
  235. shapecode_0_border_r=0.300000
  236. shapecode_0_border_g=0.000000
  237. shapecode_0_border_b=0.600000
  238. shapecode_0_border_a=0.000000
  239. shape_0_per_frame1=trig = equal(q28%2,1)*q24;
  240. shape_0_per_frame2=
  241. shape_0_per_frame3=seed = sqr(time - int(time));
  242. shape_0_per_frame4=rr1 = rr1 * (1-trig) + seed*trig;
  243. shape_0_per_frame5=
  244. shape_0_per_frame6=textured = bnot(q24);
  245. shape_0_per_frame7=ang = 3.1416 /4 * q28;
  246. shape_0_per_frame8=ang = 0;
  247. shape_0_per_frame9=x = .5; y = x;
  248. shape_0_per_frame10=border_a = .5;
  249. shape_0_per_frame11=
  250. shape_0_per_frame12=a = .8; a2 = .5;
  251. shape_0_per_frame13=rad = 0.4*rr1+.0;//MUSS HIER STEHEN - MIST
  252. shape_0_per_frame14=rad = .35;
  253. shape_0_per_frame15=tex_zoom = .8/rad;
  254. shape_0_per_frame16=tex_zoom = 2;
  255. shape_0_per_frame17=
  256. shapecode_1_enabled=0
  257. shapecode_1_sides=4
  258. shapecode_1_additive=0
  259. shapecode_1_thickOutline=0
  260. shapecode_1_textured=0
  261. shapecode_1_x=0.460000
  262. shapecode_1_y=0.500000
  263. shapecode_1_rad=0.159625
  264. shapecode_1_ang=0.000000
  265. shapecode_1_tex_ang=0.000000
  266. shapecode_1_tex_zoom=0.028461
  267. shapecode_1_r=1.000000
  268. shapecode_1_g=1.000000
  269. shapecode_1_b=1.000000
  270. shapecode_1_a=0.030000
  271. shapecode_1_r2=1.000000
  272. shapecode_1_g2=1.000000
  273. shapecode_1_b2=1.000000
  274. shapecode_1_a2=0.000000
  275. shapecode_1_border_r=0.500000
  276. shapecode_1_border_g=0.500000
  277. shapecode_1_border_b=0.500000
  278. shapecode_1_border_a=0.000000
  279. shape_1_per_frame1=x = rand(10)/10;
  280. shape_1_per_frame2=y = rand(10)/10;
  281. shape_1_per_frame3=
  282. shape_1_per_frame4=r = rand(4)/3;
  283. shape_1_per_frame5=g = rand(4)/3;
  284. shape_1_per_frame6=b = rand(4)/3;
  285. shape_1_per_frame7=
  286. shape_1_per_frame8=
  287. shape_1_per_frame9=is_beat = above(time, t0+.03);
  288. shape_1_per_frame10=t0 = is_beat*time + (1-is_beat)*t0;
  289. shape_1_per_frame11=
  290. shape_1_per_frame12=
  291. shape_1_per_frame13=a = min(q21/2 ,.9) * is_beat;
  292. shape_1_per_frame14=rad = a*a/3 ;
  293. shapecode_2_enabled=1
  294. shapecode_2_sides=4
  295. shapecode_2_additive=0
  296. shapecode_2_thickOutline=0
  297. shapecode_2_textured=0
  298. shapecode_2_x=0.553000
  299. shapecode_2_y=0.600000
  300. shapecode_2_rad=0.049138
  301. shapecode_2_ang=0.000000
  302. shapecode_2_tex_ang=0.000000
  303. shapecode_2_tex_zoom=0.499805
  304. shapecode_2_r=1.000000
  305. shapecode_2_g=1.000000
  306. shapecode_2_b=1.000000
  307. shapecode_2_a=1.000000
  308. shapecode_2_r2=1.000000
  309. shapecode_2_g2=0.000000
  310. shapecode_2_b2=1.000000
  311. shapecode_2_a2=0.000000
  312. shapecode_2_border_r=0.500000
  313. shapecode_2_border_g=0.500000
  314. shapecode_2_border_b=0.500000
  315. shapecode_2_border_a=0.000000
  316. shape_2_per_frame1=textured = bnot(q24);
  317. shapecode_3_enabled=1
  318. shapecode_3_sides=4
  319. shapecode_3_additive=0
  320. shapecode_3_thickOutline=0
  321. shapecode_3_textured=0
  322. shapecode_3_x=0.450000
  323. shapecode_3_y=0.500000
  324. shapecode_3_rad=0.202682
  325. shapecode_3_ang=0.000000
  326. shapecode_3_tex_ang=0.628319
  327. shapecode_3_tex_zoom=4.461715
  328. shapecode_3_r=0.500000
  329. shapecode_3_g=0.000000
  330. shapecode_3_b=1.000000
  331. shapecode_3_a=0.500000
  332. shapecode_3_r2=1.000000
  333. shapecode_3_g2=1.000000
  334. shapecode_3_b2=1.000000
  335. shapecode_3_a2=0.000000
  336. shapecode_3_border_r=0.500000
  337. shapecode_3_border_g=0.500000
  338. shapecode_3_border_b=0.500000
  339. shapecode_3_border_a=0.400000
  340. shape_3_per_frame1=dx = rand(1000)/1000-.5;
  341. shape_3_per_frame2=dy = rand(1000)/1000-.5;
  342. shape_3_per_frame3=
  343. shape_3_per_frame4=x = .5 + dx*(1-q22/4);
  344. shape_3_per_frame5=y = .5 + dy*(1-q22/4);
  345. shape_3_per_frame6=
  346. shape_3_per_frame7=ang = rand(320)/100;
  347. shape_3_per_frame8=
  348. shape_3_per_frame9=a = 1;
  349. shape_3_per_frame10=rad = .1*q24+0.08 +q22/40;
  350. per_frame_init_1=index4 = rand(2);
  351. per_frame_init_2=index3 = rand(4);
  352. per_frame_1=dec_med = pow (0.6, 30/fps);
  353. per_frame_2=dec_slow = pow (0.99, 30/fps);
  354. per_frame_3=beat = max (max (bass, mid), treb);
  355. per_frame_4=avg = avg*dec_slow + beat*(1-dec_slow);
  356. per_frame_5=is_beat = above(beat, .1+avg+peak) * above (time, t0+.2);
  357. per_frame_6=t0 = is_beat*time + (1-is_beat)*t0;
  358. per_frame_7=peak = is_beat * beat + (1-is_beat)*peak*dec_med;
  359. per_frame_8=index = (index + is_beat) %4;
  360. per_frame_9=index2 = (index2 + is_beat*bnot(index))%4;
  361. per_frame_10=index3 = (index3 + is_beat*bnot(index)*bnot(index2))%4;
  362. per_frame_11=
  363. per_frame_12=
  364. per_frame_13=q20 = avg;
  365. per_frame_14=q21 = beat;
  366. per_frame_15=q22 = peak;
  367. per_frame_16=q23 = index;
  368. per_frame_17=q24 = is_beat;
  369. per_frame_18=q26 = bass + mid + treb;
  370. per_frame_19=
  371. per_frame_20=ready = is_beat * bnot(ready) + bnot(is_beat2)*ready;
  372. per_frame_21=is_beat2 = ready * above (time, t0+.2);
  373. per_frame_22=q19 = is_beat2;
  374. per_frame_23=
  375. per_frame_24=//k1 = is_beat*bnot(index)*bnot(index2);
  376. per_frame_25=
  377. per_frame_26=k1 = is_beat*equal(index,0);
  378. per_frame_27=p1 = k1*(p1+1) + (1-k1)*p1;
  379. per_frame_28=p2 = dec_med * p2+ (1-dec_med)*p1;
  380. per_frame_29=rott = p2 * 3.14159265359/2;
  381. per_frame_30=
  382. per_frame_31=q27 = index+1;
  383. per_frame_32=q28 = index2+1;
  384. per_frame_33=q29 = index3*4+1;
  385. per_frame_34=
  386. per_frame_35=q1 = cos(rott);
  387. per_frame_36=q2 = sin(rott);
  388. per_frame_37=q3 = -q2;
  389. per_frame_38=q4 = q1;
  390. per_frame_39=
  391. per_frame_40=sp0 = dec_slow*sp0 + (q24+.05)*(1-dec_slow);
  392. per_frame_41=go = go * dec_med + (1-dec_med)*(1-bnot(index2+index3));
  393. per_frame_42=movez = movez + .015*30/fps * go ;
  394. per_frame_43=q31 = movez;
  395. per_frame_44=q32 = .5 + .02*sin(time/5);
  396. per_frame_45=
  397. per_frame_46=q5 = index4%2;
  398. per_frame_47=
  399. per_frame_48=zoom = 1; rot = 0;
  400. per_frame_49=
  401. warp_1=`shader_body {
  402. warp_2=`float corr = texsize.xy*texsize_noise_lq.zw;
  403. warp_3=`float2 uv1 = float2(uv.x-0.5,uv.y-0.5)*aspect.xy;
  404. warp_4=`
  405. warp_5=`
  406. warp_6=`float3 noiseVal =lum (tex2D(sampler_noise_lq, corr*uv*.02+ .1*rand_frame));
  407. warp_7=`
  408. warp_8=`float2 k1 = float2((uv.x), (uv.y));
  409. warp_9=`
  410. warp_10=`float3 ret1 = GetBlur1(uv) ;
  411. warp_11=`
  412. warp_12=`float k2 = (20*uv)%2;
  413. warp_13=`
  414. warp_14=`float2 zz = uv.xy * texsize.xy *.08;
  415. warp_15=`float h1 = (tan(zz.x));
  416. warp_16=`float h2 = (tan(zz.y));
  417. warp_17=`
  418. warp_18=`uv.xy -= float2(h1,h2)*texsize.zw * 3;
  419. warp_19=`
  420. warp_20=`
  421. warp_21=`float3 crisp = tex2D(sampler_main,uv) + noiseVal/30;
  422. warp_22=`
  423. warp_23=`crisp = lerp (crisp, 1-crisp.zyx, 0.01);
  424. warp_24=`
  425. warp_25=` ret = crisp -.03 - 0.2*pow(1-rad,18);
  426. warp_26=`}
  427. comp_1=`
  428. comp_2=`float2 rs, uv2;
  429. comp_3=`float3 noise, ret1;
  430. comp_4=`
  431. comp_5=`shader_body {
  432. comp_6=`float corr = texsize.xy*texsize_noise_lq.zw;
  433. comp_7=`float2 uv1 = (uv-.5 )*aspect.xy;
  434. comp_8=`
  435. comp_9=`float h1 = .15;
  436. comp_10=`
  437. comp_11=`uv1 = mul(uv1, float2x2(_qa));
  438. comp_12=`
  439. comp_13=`
  440. comp_14=`float z = h1/abs(pow(uv1.y,1));
  441. comp_15=`rs.x = uv1.x * z;
  442. comp_16=`rs.y = z/2 + time*2;
  443. comp_17=`noise = tex2D(sampler_noise_hq,2*rs);
  444. comp_18=`noise *= (noise >= 0);
  445. comp_19=`ret1 = noise;
  446. comp_20=`
  447. comp_21=`uv2 = uv1 * (1-abs(uv1.x)*2*q27) + .5+.02*q27;
  448. comp_22=`
  449. comp_23=`ret1 = GetPixel(uv2-ret1*.08);
  450. comp_24=`
  451. comp_25=`
  452. comp_26=`ret = 2*ret1;
  453. comp_27=`}