martin - night in the forest.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=5.000000
  7. fGammaAdj=1.980001
  8. fDecay=0.500000
  9. fVideoEchoZoom=0.999998
  10. fVideoEchoAlpha=0.500000
  11. nVideoEchoOrientation=3
  12. nWaveMode=1
  13. bAdditiveWaves=1
  14. bWaveDots=0
  15. bWaveThick=1
  16. bModWaveAlphaByVolume=1
  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=0.167975
  27. fWaveSmoothing=0.000000
  28. fWaveParam=-0.200000
  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=0.000000
  45. wave_g=0.000000
  46. wave_b=0.000000
  47. wave_x=0.500000
  48. wave_y=0.500000
  49. ob_size=0.000000
  50. ob_r=0.000000
  51. ob_g=0.000000
  52. ob_b=0.000000
  53. ob_a=1.000000
  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=31.999998
  60. nMotionVectorsY=24.000004
  61. mv_dx=0.000000
  62. mv_dy=0.000000
  63. mv_l=0.500000
  64. mv_r=0.299900
  65. mv_g=0.499900
  66. mv_b=0.399900
  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=0.700000
  75. wavecode_0_enabled=1
  76. wavecode_0_samples=247
  77. wavecode_0_sep=9
  78. wavecode_0_bSpectrum=0
  79. wavecode_0_bUseDots=1
  80. wavecode_0_bDrawThick=0
  81. wavecode_0_bAdditive=1
  82. wavecode_0_scaling=0.067077
  83. wavecode_0_smoothing=0.820000
  84. wavecode_0_r=0.000000
  85. wavecode_0_g=1.000000
  86. wavecode_0_b=0.500000
  87. wavecode_0_a=1.000000
  88. wave_0_init1=t1 = 1 + (rand(101)*.01 - rand(101)*.01)*.3;
  89. wave_0_init2=t2 = 1 + (rand(101)*.01 - rand(101)*.01)*.3;
  90. wave_0_init3=t3 = 1 + (rand(101)*.01 - rand(101)*.01)*.3;
  91. wave_0_init4=t4 = 1 + (rand(101)*.01 - rand(101)*.01)*.3;
  92. wave_0_init5=t5 = 1 + (rand(101)*.01 - rand(101)*.01)*.3;
  93. wave_0_init6=t6 = 1 + (rand(101)*.01 - rand(101)*.01)*.3;
  94. wave_0_init7=t7 = 1 + (rand(101)*.01 - rand(101)*.01)*.3;
  95. wave_0_init8=t8 = 1 + (rand(101)*.01 - rand(101)*.01)*.3;
  96. wave_0_init9=
  97. wave_0_per_frame1=t1 = 1;
  98. wave_0_per_frame2=t3 = sin(time/2);
  99. wave_0_per_frame3=t3 = max (t3,0);
  100. wave_0_per_frame4=t3 = 4.9*min(t3,.2);
  101. wave_0_per_frame5=
  102. wave_0_per_point1=t1 = (t1*67+37)%4096;
  103. wave_0_per_point2=t2 = t1/4096;
  104. wave_0_per_point3=
  105. wave_0_per_point4=k1 = (100*sample+time*2)%2;
  106. wave_0_per_point5=k2 = (100*sample+time*5)%2;
  107. wave_0_per_point6=
  108. wave_0_per_point7=x = .49 + .48*sin(sample*31+t2*time/27);
  109. wave_0_per_point8=y = 0 + .2*t2 + .2*sin(sample*131+t2*time/37);
  110. wave_0_per_point9=
  111. wave_0_per_point10=
  112. wave_0_per_point11=mod = sin(sample*600+.4*time);
  113. wave_0_per_point12=mod = max (mod,0);
  114. wave_0_per_point13=mod = 3*min(mod,.33);
  115. wave_0_per_point14=
  116. wave_0_per_point15=
  117. wave_0_per_point16=a = 1;
  118. wave_0_per_point17=r = .02;
  119. wave_0_per_point18=b = mod * .6 ; g = mod * (.7 + t2/4);
  120. wave_0_per_point19=
  121. wavecode_1_enabled=1
  122. wavecode_1_samples=512
  123. wavecode_1_sep=0
  124. wavecode_1_bSpectrum=0
  125. wavecode_1_bUseDots=0
  126. wavecode_1_bDrawThick=0
  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. wave_1_per_frame1=t1 = 1; t2 = 7;
  135. wave_1_per_point1=r = .31;
  136. wave_1_per_point2=b = 0;
  137. wave_1_per_point3=g = .0;
  138. wave_1_per_point4=
  139. wave_1_per_point5=a = 1;
  140. wave_1_per_point6=//g = 1;b=1;
  141. wave_1_per_point7=
  142. wave_1_per_point8=t1 = (t1*67 + 37)%4096;
  143. wave_1_per_point9=px = (t1-2047)/4096;
  144. wave_1_per_point10=
  145. wave_1_per_point11=t2 = (t2*67 + 37)%4096;
  146. wave_1_per_point12=py = (t2-0)/4096;
  147. wave_1_per_point13=
  148. wave_1_per_point14=
  149. wave_1_per_point15=k1 = (sample*100)%8;
  150. wave_1_per_point16=
  151. wave_1_per_point17=y = py/3.5 + .0;
  152. wave_1_per_point18=a = below(y,.2);
  153. wave_1_per_point19=
  154. wave_1_per_point20=x = .5 + .4*sin(sample*26) ;
  155. wave_1_per_point21=
  156. wavecode_2_enabled=1
  157. wavecode_2_samples=100
  158. wavecode_2_sep=0
  159. wavecode_2_bSpectrum=0
  160. wavecode_2_bUseDots=0
  161. wavecode_2_bDrawThick=0
  162. wavecode_2_bAdditive=0
  163. wavecode_2_scaling=0.010000
  164. wavecode_2_smoothing=0.820000
  165. wavecode_2_r=1.000000
  166. wavecode_2_g=1.000000
  167. wavecode_2_b=1.000000
  168. wavecode_2_a=0.100000
  169. wave_2_per_frame1=
  170. wave_2_per_frame2=t1 = sin(time*3);
  171. wave_2_per_frame3=t2 = cos(time*3);
  172. wave_2_per_frame4=
  173. wave_2_per_frame5=t3 = sin(time/3);
  174. wave_2_per_frame6=t4 = cos(time/3);
  175. wave_2_per_frame7=
  176. wave_2_per_frame8=t5 = cos(time/4);
  177. wave_2_per_frame9=
  178. wave_2_per_frame10=//give him a break
  179. wave_2_per_frame11=//bird = 1;
  180. wave_2_per_frame12=
  181. wave_2_per_frame13=ground = below(t5,-.9);
  182. wave_2_per_frame14=trig = below(rand(100),1);
  183. wave_2_per_frame15=trig = trig * bnot(ground) * bnot(bird);
  184. wave_2_per_frame16=bird = bird * bnot(ground);
  185. wave_2_per_frame17=
  186. wave_2_per_frame18=bird = bnot(bird)*trig;
  187. wave_2_per_frame19=
  188. wave_2_per_frame20=t6 = bird;
  189. wave_2_per_point1=
  190. wave_2_per_point2=r = 1; g = 0; b = 0;
  191. wave_2_per_point3=k1 = below(sample,.5);
  192. wave_2_per_point4=
  193. wave_2_per_point5=dx = .02*k1*sin(sample*50);
  194. wave_2_per_point6=
  195. wave_2_per_point7=//clb = above(sin(time/3),0);
  196. wave_2_per_point8=
  197. wave_2_per_point9=f1 = sqr(dx);
  198. wave_2_per_point10=
  199. wave_2_per_point11=dy = 20*f1*t1 + t2/150;
  200. wave_2_per_point12=dy = dy+ (1-k1) * .004*sin(sample*50);
  201. wave_2_per_point13=
  202. wave_2_per_point14=x = dx + .5 + .1*t3;
  203. wave_2_per_point15=
  204. wave_2_per_point16=dy = dy + +.2*dx*t4;
  205. wave_2_per_point17=
  206. wave_2_per_point18=y0 = y0 + time/7;
  207. wave_2_per_point19=y0 = y0 - int(y0) ;
  208. wave_2_per_point20=y0 = t5;
  209. wave_2_per_point21=y = dy+ .7 + y0/8;
  210. wave_2_per_point22=
  211. wave_2_per_point23=a = .04;
  212. wave_2_per_point24=
  213. wave_2_per_point25=
  214. wavecode_3_enabled=0
  215. wavecode_3_samples=512
  216. wavecode_3_sep=0
  217. wavecode_3_bSpectrum=1
  218. wavecode_3_bUseDots=1
  219. wavecode_3_bDrawThick=0
  220. wavecode_3_bAdditive=0
  221. wavecode_3_scaling=1.000000
  222. wavecode_3_smoothing=0.500000
  223. wavecode_3_r=1.000000
  224. wavecode_3_g=1.000000
  225. wavecode_3_b=1.000000
  226. wavecode_3_a=1.000000
  227. shapecode_0_enabled=1
  228. shapecode_0_sides=3
  229. shapecode_0_additive=0
  230. shapecode_0_thickOutline=0
  231. shapecode_0_textured=1
  232. shapecode_0_x=0.500000
  233. shapecode_0_y=0.130000
  234. shapecode_0_rad=1.504994
  235. shapecode_0_ang=0.000000
  236. shapecode_0_tex_ang=0.000000
  237. shapecode_0_tex_zoom=0.459514
  238. shapecode_0_r=1.000000
  239. shapecode_0_g=0.000000
  240. shapecode_0_b=0.000000
  241. shapecode_0_a=1.000000
  242. shapecode_0_r2=1.000000
  243. shapecode_0_g2=0.000000
  244. shapecode_0_b2=0.000000
  245. shapecode_0_a2=0.000000
  246. shapecode_0_border_r=0.700000
  247. shapecode_0_border_g=0.000000
  248. shapecode_0_border_b=0.000000
  249. shapecode_0_border_a=0.000000
  250. shapecode_1_enabled=0
  251. shapecode_1_sides=63
  252. shapecode_1_additive=0
  253. shapecode_1_thickOutline=0
  254. shapecode_1_textured=0
  255. shapecode_1_x=0.500000
  256. shapecode_1_y=0.500000
  257. shapecode_1_rad=0.022167
  258. shapecode_1_ang=0.000000
  259. shapecode_1_tex_ang=0.000000
  260. shapecode_1_tex_zoom=0.499805
  261. shapecode_1_r=1.000000
  262. shapecode_1_g=1.000000
  263. shapecode_1_b=1.000000
  264. shapecode_1_a=0.100000
  265. shapecode_1_r2=1.000000
  266. shapecode_1_g2=1.000000
  267. shapecode_1_b2=1.000000
  268. shapecode_1_a2=0.070000
  269. shapecode_1_border_r=0.500000
  270. shapecode_1_border_g=0.500000
  271. shapecode_1_border_b=0.500000
  272. shapecode_1_border_a=0.000000
  273. shapecode_2_enabled=0
  274. shapecode_2_sides=14
  275. shapecode_2_additive=1
  276. shapecode_2_thickOutline=0
  277. shapecode_2_textured=1
  278. shapecode_2_x=0.590000
  279. shapecode_2_y=0.000000
  280. shapecode_2_rad=1.215236
  281. shapecode_2_ang=0.062832
  282. shapecode_2_tex_ang=0.000000
  283. shapecode_2_tex_zoom=0.514935
  284. shapecode_2_r=0.600000
  285. shapecode_2_g=0.500000
  286. shapecode_2_b=0.700000
  287. shapecode_2_a=0.100000
  288. shapecode_2_r2=0.700000
  289. shapecode_2_g2=0.500000
  290. shapecode_2_b2=0.600000
  291. shapecode_2_a2=0.000000
  292. shapecode_2_border_r=0.500000
  293. shapecode_2_border_g=0.500000
  294. shapecode_2_border_b=0.500000
  295. shapecode_2_border_a=0.000000
  296. shape_2_per_frame1=x = .5+.3*cos(time/78);
  297. shape_2_per_frame2=y = .5+.3*sin(time/78);
  298. shape_2_per_frame3=
  299. shape_2_per_frame4=tex_zoom = .2 / (sin(time/31)+1.1)
  300. shape_2_per_frame5=
  301. shape_2_per_frame6=
  302. shapecode_3_enabled=0
  303. shapecode_3_sides=63
  304. shapecode_3_additive=1
  305. shapecode_3_thickOutline=0
  306. shapecode_3_textured=1
  307. shapecode_3_x=0.760000
  308. shapecode_3_y=0.750000
  309. shapecode_3_rad=0.686364
  310. shapecode_3_ang=0.439823
  311. shapecode_3_tex_ang=0.502655
  312. shapecode_3_tex_zoom=0.615900
  313. shapecode_3_r=0.700000
  314. shapecode_3_g=0.700000
  315. shapecode_3_b=0.700000
  316. shapecode_3_a=0.150000
  317. shapecode_3_r2=1.000000
  318. shapecode_3_g2=1.000000
  319. shapecode_3_b2=1.000000
  320. shapecode_3_a2=0.000000
  321. shapecode_3_border_r=0.500000
  322. shapecode_3_border_g=0.500000
  323. shapecode_3_border_b=0.500000
  324. shapecode_3_border_a=0.000000
  325. shape_3_per_frame1=x = .5+.3*cos(time/59);
  326. shape_3_per_frame2=y = .5+.3 *sin(time/59);
  327. per_frame_init_1=q28 = 0; q29 = 0; p1= 0;
  328. per_frame_1=dec_med = pow (0.9, 30/fps);
  329. per_frame_2=dec_slow = pow (0.99, 30/fps);
  330. per_frame_3=beat = max (max (bass, mid), treb);
  331. per_frame_4=avg = avg*dec_slow + beat*(1-dec_slow);
  332. per_frame_5=is_beat = above(beat, .5+avg+peak) * above (time, t0+.2);
  333. per_frame_6=t0 = is_beat*time + (1-is_beat)*t0;
  334. per_frame_7=peak = is_beat * beat + (1-is_beat)*peak*dec_med;
  335. per_frame_8=index = (index + is_beat) %8;
  336. per_frame_9=
  337. per_frame_10=q20 = avg;
  338. per_frame_11=q21 = beat;
  339. per_frame_12=q22 = peak;
  340. per_frame_13=q23 = index;
  341. per_frame_14=q24 = is_beat;
  342. per_frame_15=q26 = bass + mid + treb;
  343. per_frame_16=
  344. per_frame_17=k1 = is_beat*equal(index,0);
  345. per_frame_18=p1 = k1*(p1+1) + (1-k1)*p1;
  346. per_frame_19=
  347. per_frame_20=p2 = dec_med * p2+ (1-dec_med)*p1;
  348. per_frame_21=p3 = dec_med * p3+ (1-dec_med)*p2;
  349. per_frame_22=rott = p3 * 3.1416/2;
  350. per_frame_23=q27 = index + 1;
  351. per_frame_24=
  352. per_frame_25=movz = movz + .006*30/fps*(1.5+sin(rott));
  353. per_frame_26=q29 = movz ;
  354. per_frame_27=
  355. per_frame_28=
  356. per_frame_29=movx = movx + .01*30/fps*(sin(time/5));
  357. per_frame_30=q28 = movx;
  358. per_frame_31=
  359. per_frame_32=
  360. per_frame_33=q30 = sin(time/9)+2;
  361. per_frame_34=
  362. per_frame_35=
  363. per_frame_36=
  364. per_frame_37=
  365. per_pixel_1= //rot = q1/10* (rad
  366. per_pixel_2=warp = .02;
  367. warp_1=`float3 ret1, tree;
  368. warp_2=`float mask1;
  369. warp_3=`
  370. warp_4=`shader_body {
  371. warp_5=`float corr = texsize.xy*texsize_noise_hq.zw * 0.05;
  372. warp_6=`float2 uv1 = float2(uv.x-0.5,uv.y-0.5)*aspect.xy;
  373. warp_7=`
  374. warp_8=`float2 uv3 = uv1;
  375. warp_9=`float dist = 60;
  376. warp_10=`
  377. warp_11=`uv3 = dist * uv1;
  378. warp_12=`
  379. warp_13=`float zu = lum(tex2D (sampler_noise_lq,uv));
  380. warp_14=`float shape = 40* (q29+2);
  381. warp_15=`float ky = saturate(-uv3.y/50+zu/8*cos(16*zu)+.2);
  382. warp_16=`//Faktor an uv.y drehen
  383. warp_17=`
  384. warp_18=`float k1 = uv3.x*(2-.3*uv.y);;
  385. warp_19=`
  386. warp_20=`k1 = k1 - sign (k1)*24; //Verdoppelung
  387. warp_21=`k1 = k1 - sign (k1)*9; //Verdoppelung
  388. warp_22=`
  389. warp_23=`int n = 1 ;
  390. warp_24=`float delta = .1;
  391. warp_25=`while (n <= 5)
  392. warp_26=`{
  393. warp_27=` k1 += 2*(k1-6*n*sign(k1))*ky;
  394. warp_28=` //Mult. mit n steuert "Breitenwuchs"
  395. warp_29=` ky = saturate (ky - delta);
  396. warp_30=` delta *= 1;
  397. warp_31=` //delta ist vertikaler Verzweig. abstand
  398. warp_32=` n++;
  399. warp_33=`}
  400. warp_34=`
  401. warp_35=`k1 = clamp(k1,-1.6,1.6);
  402. warp_36=`
  403. warp_37=`float2 rs1 = float2 (tan(k1),uv3.y);
  404. warp_38=`
  405. warp_39=`tree = lum(tex2D(sampler_noise_hq,rs1*corr))+.2;
  406. warp_40=`//tree = abs(cos(k1));
  407. warp_41=`tree *= float3 (2.5,.4,.2) * cos(k1);
  408. warp_42=`
  409. warp_43=`mask1 = 1;
  410. warp_44=`
  411. warp_45=`ret1 = .05*mask1*tree*saturate(1-pow(2.4*uv1.y,6));
  412. warp_46=`
  413. warp_47=`ret = GetPixel(frac(uv))*.5 + ret1;
  414. warp_48=`
  415. warp_49=`}
  416. comp_1=`float3 ret1, neu, neu2, glow, sky;
  417. comp_2=`float2 uv1,uv2,uv3,uv4,uv5,rs;
  418. comp_3=`float k,m,n,zoom,dist,dist2,inten,mask;
  419. comp_4=`float2x2 dir;
  420. comp_5=`int i, anz;
  421. comp_6=`
  422. comp_7=`shader_body
  423. comp_8=`{
  424. comp_9=`uv -= 0.5;
  425. comp_10=`uv *= aspect.xy;
  426. comp_11=`
  427. comp_12=`ret1 = 0; anz = 3; n = 1;
  428. comp_13=`
  429. comp_14=`float t_rel = q29;
  430. comp_15=`
  431. comp_16=`for (n=1;n<=anz;n++) {
  432. comp_17=` m = n-int(t_rel);
  433. comp_18=`
  434. comp_19=` dist = 1-frac(n/anz-frac(-t_rel)/anz);
  435. comp_20=` //evtl sqrt !
  436. comp_21=`
  437. comp_22=` zoom = q30;
  438. comp_23=`// zoom = 2 ;
  439. comp_24=`
  440. comp_25=` dist2 = dist*dist;
  441. comp_26=` inten = (1-dist2);
  442. comp_27=`
  443. comp_28=` uv2 =zoom*dist*(uv -.2)-.2; //Blickpunkt vert.
  444. comp_29=`
  445. comp_30=` mask = (uv2.y<=0) * (uv2.y>= -1);
  446. comp_31=` uv3 = frac(uv2+(m+q28)*float2(0.3,0))*mask;
  447. comp_32=`
  448. comp_33=` neu = GetPixel (uv3);
  449. comp_34=` glow = GetBlur1(uv3) * float3 (0.6,1,1);
  450. comp_35=`
  451. comp_36=` mask = 1-saturate(12*neu);
  452. comp_37=` ret1 = ret1*mask + (neu+2*glow)*inten;
  453. comp_38=`//n++;
  454. comp_39=`}
  455. comp_40=`
  456. comp_41=`uv4 = uv + float2 (-.3,.1); //pos. moon
  457. comp_42=`
  458. comp_43=`
  459. comp_44=`//clouds
  460. comp_45=`float z = .5*clamp(1/(abs(uv.y)+.1),0,12);
  461. comp_46=`rs = float2(uv.x * z, z);
  462. comp_47=`float3 clouds = lum(tex2D (sampler_noise_hq,rs+.04*time));
  463. comp_48=`clouds *= saturate(1-16*uv.y) * 0.02/(.01+length(uv4));
  464. comp_49=`
  465. comp_50=`float mask = saturate(1-8*ret1.r);
  466. comp_51=`
  467. comp_52=`float3 fog = .0*float3(0,0,saturate(uv.y));
  468. comp_53=`
  469. comp_54=`
  470. comp_55=`sky = .25*float3 (.4*saturate(1-4*uv.y),
  471. comp_56=` .4*saturate(1-2*uv.y),
  472. comp_57=` saturate(1-3*uv.y));
  473. comp_58=`ret = ret1*float3(0,1,1)+ sky*mask +fog;
  474. comp_59=`ret += clouds * mask;
  475. comp_60=`//ret = GetPixel(uv+.5)*2;
  476. comp_61=`}