fiShbRaiN, geiss + flexi - witchcraft (Grow Mix) (moebius remix).milk 11 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=4.000
  7. fGammaAdj=1.000
  8. fDecay=0.955
  9. fVideoEchoZoom=0.997
  10. fVideoEchoAlpha=0.500
  11. nVideoEchoOrientation=1
  12. nWaveMode=7
  13. bAdditiveWaves=1
  14. bWaveDots=0
  15. bWaveThick=0
  16. bModWaveAlphaByVolume=1
  17. bMaximizeWaveColor=0
  18. bTexWrap=0
  19. bDarkenCenter=0
  20. bRedBlueStereo=0
  21. bBrighten=0
  22. bDarken=0
  23. bSolarize=0
  24. bInvert=0
  25. fWaveAlpha=0.583
  26. fWaveScale=1.286
  27. fWaveSmoothing=0.630
  28. fWaveParam=0.000
  29. fModWaveAlphaStart=0.710
  30. fModWaveAlphaEnd=1.300
  31. fWarpAnimSpeed=1.000
  32. fWarpScale=1.331
  33. fZoomExponent=1.00000
  34. fShader=1.000
  35. zoom=1.00250
  36. rot=0.00000
  37. cx=0.500
  38. cy=0.500
  39. dx=0.00000
  40. dy=0.00000
  41. warp=0.01000
  42. sx=1.00000
  43. sy=1.00000
  44. wave_r=0.650
  45. wave_g=1.000
  46. wave_b=0.350
  47. wave_x=0.500
  48. wave_y=0.500
  49. ob_size=0.500
  50. ob_r=0.010
  51. ob_g=0.000
  52. ob_b=0.000
  53. ob_a=0.000
  54. ib_size=0.260
  55. ib_r=0.250
  56. ib_g=0.250
  57. ib_b=0.250
  58. ib_a=0.000
  59. nMotionVectorsX=64.000
  60. nMotionVectorsY=48.000
  61. mv_dx=0.000
  62. mv_dy=0.000
  63. mv_l=0.000
  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=1
  76. wavecode_0_samples=512
  77. wavecode_0_sep=0
  78. wavecode_0_bSpectrum=0
  79. wavecode_0_bUseDots=0
  80. wavecode_0_bDrawThick=1
  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. wave_0_per_frame1=a = q7;
  89. wave_0_per_point1=ma=ma+(above(bass,1)*3.1415*.01*bass);
  90. wave_0_per_point2=ma=ma-(above(treb,1)*3.1415*.01*treb);
  91. wave_0_per_point3=
  92. wave_0_per_point4=mx=mx+(.0002*cos(ma));
  93. wave_0_per_point5=my=my+(.0002*sin(ma));
  94. wave_0_per_point6=
  95. wave_0_per_point7=mx=if(above(mx,.9),(.9-mx),mx);
  96. wave_0_per_point8=my=if(above(my,.9),(.9-my),my);
  97. wave_0_per_point9=mx=if(below(mx,.1),(.9+mx),mx);
  98. wave_0_per_point10=my=if(below(my,.1),(.9+my),my);
  99. wave_0_per_point11=
  100. wave_0_per_point12=x=mx;
  101. wave_0_per_point13=y=my;
  102. wave_0_per_point14=
  103. wave_0_per_point15=
  104. wavecode_1_enabled=1
  105. wavecode_1_samples=512
  106. wavecode_1_sep=0
  107. wavecode_1_bSpectrum=0
  108. wavecode_1_bUseDots=0
  109. wavecode_1_bDrawThick=1
  110. wavecode_1_bAdditive=0
  111. wavecode_1_scaling=1.00000
  112. wavecode_1_smoothing=0.50000
  113. wavecode_1_r=1.000
  114. wavecode_1_g=1.000
  115. wavecode_1_b=1.000
  116. wavecode_1_a=1.000
  117. wave_1_per_frame1=a = q7;
  118. wave_1_per_point1=ma=ma+(above(bass,1)*3.1415*.05*bass);
  119. wave_1_per_point2=ma=ma-(above(mid,1)*3.1415*.05*mid);
  120. wave_1_per_point3=
  121. wave_1_per_point4=mx=mx+(.0001*cos(ma));
  122. wave_1_per_point5=my=my+(.0001*sin(ma));
  123. wave_1_per_point6=
  124. wave_1_per_point7=mx=if(above(mx,.9),(.9-mx),mx);
  125. wave_1_per_point8=my=if(above(my,.9),(.9-my),my);
  126. wave_1_per_point9=mx=if(below(mx,.1),(.9+mx),mx);
  127. wave_1_per_point10=my=if(below(my,.1),(.9+my),my);
  128. wave_1_per_point11=
  129. wave_1_per_point12=x=mx;
  130. wave_1_per_point13=y=my;
  131. wave_1_per_point14=
  132. wave_1_per_point15=
  133. wavecode_2_enabled=1
  134. wavecode_2_samples=512
  135. wavecode_2_sep=0
  136. wavecode_2_bSpectrum=0
  137. wavecode_2_bUseDots=0
  138. wavecode_2_bDrawThick=1
  139. wavecode_2_bAdditive=0
  140. wavecode_2_scaling=1.00000
  141. wavecode_2_smoothing=0.50000
  142. wavecode_2_r=1.000
  143. wavecode_2_g=1.000
  144. wavecode_2_b=1.000
  145. wavecode_2_a=1.000
  146. wave_2_per_frame1=a = q7;
  147. wave_2_per_point1=ma=ma+(above(mid,1)*3.1415*.01*mid);
  148. wave_2_per_point2=ma=ma-(above(treb,1)*3.1415*.01*treb);
  149. wave_2_per_point3=
  150. wave_2_per_point4=mx=mx+(.0004*cos(ma));
  151. wave_2_per_point5=my=my+(.0004*sin(ma));
  152. wave_2_per_point6=
  153. wave_2_per_point7=mx=if(above(mx,.9),(.9-mx),mx);
  154. wave_2_per_point8=my=if(above(my,.9),(.9-my),my);
  155. wave_2_per_point9=mx=if(below(mx,.1),(.9+mx),mx);
  156. wave_2_per_point10=my=if(below(my,.1),(.9+my),my);
  157. wave_2_per_point11=
  158. wave_2_per_point12=x=mx;
  159. wave_2_per_point13=y=my;
  160. wave_2_per_point14=
  161. wavecode_3_enabled=1
  162. wavecode_3_samples=512
  163. wavecode_3_sep=0
  164. wavecode_3_bSpectrum=0
  165. wavecode_3_bUseDots=0
  166. wavecode_3_bDrawThick=1
  167. wavecode_3_bAdditive=0
  168. wavecode_3_scaling=1.00000
  169. wavecode_3_smoothing=0.50000
  170. wavecode_3_r=1.000
  171. wavecode_3_g=1.000
  172. wavecode_3_b=1.000
  173. wavecode_3_a=1.000
  174. wave_3_per_frame1=a = q7;
  175. wave_3_per_point1=ma=ma+(above(bass,.5)*3.1415*.02*bass);
  176. wave_3_per_point2=ma=ma-(above(treb,.5)*3.1415*.02*treb);
  177. wave_3_per_point3=
  178. wave_3_per_point4=mx=mx+(.0008*cos(ma));
  179. wave_3_per_point5=my=my+(.0008*sin(ma));
  180. wave_3_per_point6=
  181. wave_3_per_point7=mx=if(above(mx,.9),(.9-mx),mx);
  182. wave_3_per_point8=my=if(above(my,.9),(.9-my),my);
  183. wave_3_per_point9=mx=if(below(mx,.1),(.9+mx),mx);
  184. wave_3_per_point10=my=if(below(my,.1),(.9+my),my);
  185. wave_3_per_point11=
  186. wave_3_per_point12=x=mx;
  187. wave_3_per_point13=y=my;
  188. wave_3_per_point14=
  189. shapecode_0_enabled=0
  190. shapecode_0_sides=4
  191. shapecode_0_additive=0
  192. shapecode_0_thickOutline=0
  193. shapecode_0_textured=1
  194. shapecode_0_num_inst=1
  195. shapecode_0_x=0.500
  196. shapecode_0_y=0.500
  197. shapecode_0_rad=1.79142
  198. shapecode_0_ang=0.00000
  199. shapecode_0_tex_ang=0.62832
  200. shapecode_0_tex_zoom=1.00000
  201. shapecode_0_r=1.000
  202. shapecode_0_g=1.000
  203. shapecode_0_b=1.000
  204. shapecode_0_a=0.000
  205. shapecode_0_r2=0.000
  206. shapecode_0_g2=0.000
  207. shapecode_0_b2=0.000
  208. shapecode_0_a2=1.000
  209. shapecode_0_border_r=1.000
  210. shapecode_0_border_g=1.000
  211. shapecode_0_border_b=1.000
  212. shapecode_0_border_a=0.000
  213. shapecode_1_enabled=0
  214. shapecode_1_sides=4
  215. shapecode_1_additive=0
  216. shapecode_1_thickOutline=0
  217. shapecode_1_textured=0
  218. shapecode_1_num_inst=1
  219. shapecode_1_x=0.500
  220. shapecode_1_y=0.500
  221. shapecode_1_rad=0.10000
  222. shapecode_1_ang=0.00000
  223. shapecode_1_tex_ang=0.00000
  224. shapecode_1_tex_zoom=1.00000
  225. shapecode_1_r=1.000
  226. shapecode_1_g=0.000
  227. shapecode_1_b=0.000
  228. shapecode_1_a=1.000
  229. shapecode_1_r2=0.000
  230. shapecode_1_g2=1.000
  231. shapecode_1_b2=0.000
  232. shapecode_1_a2=0.000
  233. shapecode_1_border_r=1.000
  234. shapecode_1_border_g=1.000
  235. shapecode_1_border_b=1.000
  236. shapecode_1_border_a=0.100
  237. shapecode_2_enabled=0
  238. shapecode_2_sides=4
  239. shapecode_2_additive=0
  240. shapecode_2_thickOutline=0
  241. shapecode_2_textured=0
  242. shapecode_2_num_inst=1
  243. shapecode_2_x=0.500
  244. shapecode_2_y=0.500
  245. shapecode_2_rad=0.10000
  246. shapecode_2_ang=0.00000
  247. shapecode_2_tex_ang=0.00000
  248. shapecode_2_tex_zoom=1.00000
  249. shapecode_2_r=1.000
  250. shapecode_2_g=0.000
  251. shapecode_2_b=0.000
  252. shapecode_2_a=1.000
  253. shapecode_2_r2=0.000
  254. shapecode_2_g2=1.000
  255. shapecode_2_b2=0.000
  256. shapecode_2_a2=0.000
  257. shapecode_2_border_r=1.000
  258. shapecode_2_border_g=1.000
  259. shapecode_2_border_b=1.000
  260. shapecode_2_border_a=0.100
  261. shapecode_3_enabled=0
  262. shapecode_3_sides=4
  263. shapecode_3_additive=0
  264. shapecode_3_thickOutline=0
  265. shapecode_3_textured=0
  266. shapecode_3_num_inst=1
  267. shapecode_3_x=0.500
  268. shapecode_3_y=0.500
  269. shapecode_3_rad=0.10000
  270. shapecode_3_ang=0.00000
  271. shapecode_3_tex_ang=0.00000
  272. shapecode_3_tex_zoom=1.00000
  273. shapecode_3_r=1.000
  274. shapecode_3_g=0.000
  275. shapecode_3_b=0.000
  276. shapecode_3_a=1.000
  277. shapecode_3_r2=0.000
  278. shapecode_3_g2=1.000
  279. shapecode_3_b2=0.000
  280. shapecode_3_a2=0.000
  281. shapecode_3_border_r=1.000
  282. shapecode_3_border_g=1.000
  283. shapecode_3_border_b=1.000
  284. shapecode_3_border_a=0.100
  285. per_frame_init_1=q16 = pow(rand(100)*0.01, 1.5)*0.029;
  286. per_frame_1=// custom beat detection code: (fps-independent; quiet songs don't freak out)
  287. per_frame_2=min_att = 2.5; // lower # = quieter songs can declare beats
  288. per_frame_3=decay_to = 0.8; // lower # = more hasty to declare a beat
  289. per_frame_4=decay_rate = pow(0.9990, fps); // lower # = more hasty to declare a beat
  290. per_frame_5=beat = bass/max(min_att,bass_att);
  291. per_frame_6=beat = max(beat, mid /max(min_att,mid_att ));
  292. per_frame_7=beat = max(beat, treb/max(min_att,treb_att));
  293. per_frame_8=beat = max( beat, (prev_beat-decay_to)*decay_rate + decay_to );
  294. per_frame_9=beat_level = (beat - prev_beat - 0.03)*24;
  295. per_frame_10=is_beat = above(beat_level, 0.5);
  296. per_frame_11=prev_beat = beat;
  297. per_frame_12= // put your beat responses HERE:
  298. per_frame_13= //wave_a = beat_level;
  299. per_frame_14= //q17 = max(0, min(1, beat_level));
  300. per_frame_15= q7 = (max(max(bass/bass_att,treb/treb_att),mid/mid_att) - 0.82) * 3;
  301. per_frame_16= q7 = max(0,min(1,q7));
  302. per_frame_17=
  303. per_frame_18=// the möbius transformation
  304. per_frame_19=// z -> (az+b)/(cz-d); where a,b,c,d are complex numbers and z will be the uv-vector
  305. per_frame_20=// (az+b)/(cz-d) = a/c + mu/(cz+d), with mu = (bc-ad)/c
  306. per_frame_21=// so a/c and mu can be calculated outside of the shader
  307. per_frame_22=
  308. per_frame_23=//before inversion
  309. per_frame_24=
  310. per_frame_25=scale = 1;
  311. per_frame_26=angle = time*.2;
  312. per_frame_27=translation_x = 0;
  313. per_frame_28=translation_y = 0.12;
  314. per_frame_29=
  315. per_frame_30=a_r = cos(angle)*scale;
  316. per_frame_31=a_i = sin(angle)*scale;
  317. per_frame_32=b_r = translation_x;
  318. per_frame_33=b_i = translation_y;
  319. per_frame_34=
  320. per_frame_35=//complex inverted
  321. per_frame_36=scale = 1;
  322. per_frame_37=angle = sin(time*0.1337)*0.3;
  323. per_frame_38=translation_u = 0;
  324. per_frame_39=translation_v = -0.2;
  325. per_frame_40=
  326. per_frame_41=// c
  327. per_frame_42=q15 = cos(angle)*scale;
  328. per_frame_43=q16 = sin(angle)*scale;
  329. per_frame_44=
  330. per_frame_45=// d
  331. per_frame_46=q17 = translation_u;
  332. per_frame_47=q18 = translation_v;
  333. per_frame_48=
  334. per_frame_49=// c^(-1)
  335. per_frame_50=c_inv_r = q15/(q15*q15+q16*q16);
  336. per_frame_51=c_inv_i = q16/(q15*q15+q16*q16);
  337. per_frame_52=
  338. per_frame_53=// a*c^(-1)
  339. per_frame_54=q11 = (a_r*c_inv_r - a_i*c_inv_i);
  340. per_frame_55=q12 = (a_r*c_inv_i - a_i*c_inv_r);
  341. per_frame_56=
  342. per_frame_57=// (bc-ad)
  343. per_frame_58=bcad_r = (b_r*q15 - b_i*q16)-(a_r*q17-a_i*q18);
  344. per_frame_59=bcad_i = (b_r*q16 - b_i*q15)-(a_r*q18-a_i*q17);
  345. per_frame_60=
  346. per_frame_61=// mu*c^(-1)
  347. per_frame_62=q13 = bcad_r*c_inv_r - bcad_i*c_inv_i;
  348. per_frame_63=q14 = bcad_r*c_inv_i - bcad_i*c_inv_r;
  349. warp_1=`#define MyGet GetPixel
  350. warp_2=`shader_body
  351. warp_3=`{
  352. warp_4=` // GROW EFFECT - bright pixels spread radially outward.
  353. warp_5=` // BE CAREFUL - this can really thrash the texture cache! (SLOW)
  354. warp_6=` float grad_rad = 4; //TWEAK
  355. warp_7=` float str = 2.3; //TWEAK
  356. warp_8=` float3 d = float3(texsize.zw, 0) * grad_rad;
  357. warp_9=` float4 lums = 0;
  358. warp_10=` lums.x = lum( MyGet(uv + texsize.zw*d.xz) );
  359. warp_11=` lums.y = lum( MyGet(uv - texsize.zw*d.xz) );
  360. warp_12=` lums.z = lum( MyGet(uv + texsize.zw*d.zy) );
  361. warp_13=` lums.w = lum( MyGet(uv - texsize.zw*d.zy) );
  362. warp_14=` float2 grad = float2(lums.x-lums.y, lums.z-lums.w)*str*1000/grad_rad;
  363. warp_15=` grad = (saturate(grad*0.5+0.5)*2-1)*1.4;
  364. warp_16=` // sample previous frame
  365. warp_17=` ret = tex2D( sampler_fc_main, uv + grad*texsize.zw ).xyz;
  366. warp_18=`
  367. warp_19=` // darken (decay) over time
  368. warp_20=` ret *= 0.965; //or try: ret -= 0.004;
  369. warp_21=`}
  370. comp_1=`sampler sampler_sunrise;
  371. comp_2=`shader_body
  372. comp_3=`{
  373. comp_4=`
  374. comp_5=`float2 ac = float2(q11,q12);
  375. comp_6=`float2 mu = float2(q13,q14);
  376. comp_7=`float2 c = float2(q15,q16);
  377. comp_8=`float2 d = float2(q17,q18);
  378. comp_9=`
  379. comp_10=`float2 z = (uv-0.5);
  380. comp_11=`
  381. comp_12=`// (c*z + d)
  382. comp_13=`float2 czd = float2(z.x*c.x-z.y*c.y,z.x*c.y-z.y*c.x)*aspect.yx + d;
  383. comp_14=`// mu/(cz+d)
  384. comp_15=`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;
  385. comp_16=`
  386. comp_17=`moebius = 0.5 + (1.0 - abs( frac( moebius * 0.5 ) * 2 - 1.0 )-0.5)*0.99;
  387. comp_18=`
  388. comp_19=`uv = moebius;
  389. comp_20=`//the fun starts here ;-)
  390. comp_21=`
  391. comp_22=` ret = tex2D(sampler_main, uv).xyz;
  392. comp_23=` ret = ret*1.5 - 0.1;
  393. comp_24=`
  394. comp_25=` ret += GetBlur1(uv)*float3(0.5,0.32,0.1)*0.8;
  395. comp_26=`ret = lerp(ret,GetBlur3(uv)*(1-rad*1.2)*1.5,rad);
  396. comp_27=`}
  397. comp_28=`