martin - axon3.milk 8.9 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=2.000000
  7. fGammaAdj=1.980001
  8. fDecay=0.500000
  9. fVideoEchoZoom=0.999998
  10. fVideoEchoAlpha=0.500000
  11. nVideoEchoOrientation=3
  12. nWaveMode=4
  13. bAdditiveWaves=0
  14. bWaveDots=0
  15. bWaveThick=0
  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=0.002705
  26. fWaveScale=1.291486
  27. fWaveSmoothing=0.450000
  28. fWaveParam=0.080000
  29. fModWaveAlphaStart=0.000000
  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=0.000000
  45. wave_g=0.990000
  46. wave_b=1.000000
  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=64.000000
  60. nMotionVectorsY=48.000000
  61. mv_dx=0.000000
  62. mv_dy=0.000000
  63. mv_l=1.850000
  64. mv_r=0.499900
  65. mv_g=0.499900
  66. mv_b=0.499900
  67. mv_a=0.000000
  68. b1n=0.000000
  69. b2n=0.000000
  70. b3n=0.000000
  71. b1x=0.699900
  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=120
  78. wavecode_0_bSpectrum=0
  79. wavecode_0_bUseDots=0
  80. wavecode_0_bDrawThick=0
  81. wavecode_0_bAdditive=1
  82. wavecode_0_scaling=0.891519
  83. wavecode_0_smoothing=0.820000
  84. wavecode_0_r=1.000000
  85. wavecode_0_g=1.000000
  86. wavecode_0_b=1.000000
  87. wavecode_0_a=0.600000
  88. wavecode_1_enabled=0
  89. wavecode_1_samples=512
  90. wavecode_1_sep=0
  91. wavecode_1_bSpectrum=0
  92. wavecode_1_bUseDots=1
  93. wavecode_1_bDrawThick=1
  94. wavecode_1_bAdditive=0
  95. wavecode_1_scaling=0.891519
  96. wavecode_1_smoothing=0.820000
  97. wavecode_1_r=1.000000
  98. wavecode_1_g=1.000000
  99. wavecode_1_b=1.000000
  100. wavecode_1_a=0.100000
  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=1
  107. wavecode_2_bAdditive=0
  108. wavecode_2_scaling=0.891519
  109. wavecode_2_smoothing=0.820000
  110. wavecode_2_r=0.000000
  111. wavecode_2_g=0.200000
  112. wavecode_2_b=0.000000
  113. wavecode_2_a=1.000000
  114. wavecode_3_enabled=0
  115. wavecode_3_samples=512
  116. wavecode_3_sep=0
  117. wavecode_3_bSpectrum=1
  118. wavecode_3_bUseDots=1
  119. wavecode_3_bDrawThick=0
  120. wavecode_3_bAdditive=0
  121. wavecode_3_scaling=1.000000
  122. wavecode_3_smoothing=0.500000
  123. wavecode_3_r=1.000000
  124. wavecode_3_g=1.000000
  125. wavecode_3_b=1.000000
  126. wavecode_3_a=1.000000
  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_x=0.500000
  133. shapecode_0_y=0.500000
  134. shapecode_0_rad=0.108525
  135. shapecode_0_ang=0.000000
  136. shapecode_0_tex_ang=1.005310
  137. shapecode_0_tex_zoom=1.531168
  138. shapecode_0_r=0.500000
  139. shapecode_0_g=0.000000
  140. shapecode_0_b=0.900000
  141. shapecode_0_a=1.000000
  142. shapecode_0_r2=0.830000
  143. shapecode_0_g2=0.930000
  144. shapecode_0_b2=0.800000
  145. shapecode_0_a2=1.000000
  146. shapecode_0_border_r=1.000000
  147. shapecode_0_border_g=1.000000
  148. shapecode_0_border_b=0.000000
  149. shapecode_0_border_a=0.000000
  150. shape_0_per_frame1=
  151. shape_0_per_frame2=x = .5; y = .5;
  152. shape_0_per_frame3=a = q22/28;
  153. shape_0_per_frame4=a2 = 0;
  154. shape_0_per_frame5=//a = 1;
  155. shapecode_1_enabled=0
  156. shapecode_1_sides=4
  157. shapecode_1_additive=0
  158. shapecode_1_thickOutline=1
  159. shapecode_1_textured=0
  160. shapecode_1_x=0.400000
  161. shapecode_1_y=0.500000
  162. shapecode_1_rad=2.366958
  163. shapecode_1_ang=0.000000
  164. shapecode_1_tex_ang=3.455753
  165. shapecode_1_tex_zoom=0.993053
  166. shapecode_1_r=0.500000
  167. shapecode_1_g=0.000000
  168. shapecode_1_b=1.000000
  169. shapecode_1_a=0.200000
  170. shapecode_1_r2=0.700000
  171. shapecode_1_g2=0.400000
  172. shapecode_1_b2=0.000000
  173. shapecode_1_a2=0.000000
  174. shapecode_1_border_r=0.500000
  175. shapecode_1_border_g=0.500000
  176. shapecode_1_border_b=0.500000
  177. shapecode_1_border_a=0.000000
  178. shape_1_per_frame1=a2 =0;a = 0;
  179. shape_1_per_frame2=a = q24/2;
  180. shapecode_2_enabled=1
  181. shapecode_2_sides=44
  182. shapecode_2_additive=0
  183. shapecode_2_thickOutline=0
  184. shapecode_2_textured=0
  185. shapecode_2_x=0.503000
  186. shapecode_2_y=0.500000
  187. shapecode_2_rad=0.038857
  188. shapecode_2_ang=0.000000
  189. shapecode_2_tex_ang=0.000000
  190. shapecode_2_tex_zoom=0.609857
  191. shapecode_2_r=1.000000
  192. shapecode_2_g=0.100000
  193. shapecode_2_b=0.000000
  194. shapecode_2_a=0.900000
  195. shapecode_2_r2=1.000000
  196. shapecode_2_g2=1.000000
  197. shapecode_2_b2=1.000000
  198. shapecode_2_a2=0.000000
  199. shapecode_2_border_r=1.000000
  200. shapecode_2_border_g=1.000000
  201. shapecode_2_border_b=1.000000
  202. shapecode_2_border_a=0.000000
  203. shape_2_per_frame1=x = .5+.5*(rand(100)-50)/100;
  204. shape_2_per_frame2=y = .5+.5*(rand(100)-50)/100;
  205. shape_2_per_frame3=
  206. shape_2_per_frame4=r = rand(4)/3;
  207. shape_2_per_frame5=g = rand(4)/3;
  208. shape_2_per_frame6=b = rand(4)/3;
  209. shape_2_per_frame7=
  210. shape_2_per_frame8=
  211. shape_2_per_frame9=is_beat = above(time, t0+.05);
  212. shape_2_per_frame10=t0 = is_beat*time + (1-is_beat)*t0;
  213. shape_2_per_frame11=
  214. shape_2_per_frame12=
  215. shape_2_per_frame13=a = min(q21 ,.9) * is_beat;
  216. shape_2_per_frame14=rad = a*a/3 ;
  217. shape_2_per_frame15=
  218. shapecode_3_enabled=0
  219. shapecode_3_sides=63
  220. shapecode_3_additive=0
  221. shapecode_3_thickOutline=0
  222. shapecode_3_textured=1
  223. shapecode_3_x=0.500000
  224. shapecode_3_y=1.000000
  225. shapecode_3_rad=0.548217
  226. shapecode_3_ang=0.000000
  227. shapecode_3_tex_ang=0.000000
  228. shapecode_3_tex_zoom=0.499805
  229. shapecode_3_r=1.000000
  230. shapecode_3_g=1.000000
  231. shapecode_3_b=1.000000
  232. shapecode_3_a=1.000000
  233. shapecode_3_r2=1.000000
  234. shapecode_3_g2=1.000000
  235. shapecode_3_b2=1.000000
  236. shapecode_3_a2=0.000000
  237. shapecode_3_border_r=0.500000
  238. shapecode_3_border_g=0.500000
  239. shapecode_3_border_b=0.500000
  240. shapecode_3_border_a=0.000000
  241. per_frame_1=dec_med = pow (0.9, 30/fps);
  242. per_frame_2=dec_slow = pow (0.99, 30/fps);
  243. per_frame_3=beat = max (max (bass, mid), treb);
  244. per_frame_4=avg = avg*dec_slow + beat*(1-dec_slow);
  245. per_frame_5=is_beat = above(beat, .2+avg+peak) * above (time, t0+.2);
  246. per_frame_6=t0 = is_beat*time + (1-is_beat)*t0;
  247. per_frame_7=peak = is_beat * beat + (1-is_beat)*peak*dec_med;
  248. per_frame_8=index = (index + is_beat) %8;
  249. per_frame_9=index2 = (index2 + is_beat*bnot(index))%4;
  250. per_frame_10=
  251. per_frame_11=q20 = avg;
  252. per_frame_12=q21 = beat;
  253. per_frame_13=q22 = peak;
  254. per_frame_14=q23 = index;
  255. per_frame_15=q24 = is_beat;
  256. per_frame_16=q26 = bass + mid + treb;
  257. per_frame_17=
  258. per_frame_18=//k1 = is_beat*bnot(index)*bnot(index2);
  259. per_frame_19=
  260. per_frame_20=k1 = is_beat*equal(index,0);
  261. per_frame_21=p1 = k1*(p1+1) + (1-k1)*p1;
  262. per_frame_22=p2 = dec_med * p2+ (1-dec_med)*p1;
  263. per_frame_23=rott = p2 * 3.14159265359/4;
  264. per_frame_24=
  265. per_frame_25=q27 = 8-index;
  266. per_frame_26=q28 = index2;
  267. per_frame_27=
  268. per_frame_28=q1 = cos(rott);
  269. per_frame_29=q2 = sin(rott);
  270. per_frame_30=q3 = -q2;
  271. per_frame_31=q4 = q1;
  272. per_frame_32=
  273. per_frame_33=q5 = q1 * bnot(index2);
  274. per_frame_34=
  275. per_pixel_1=
  276. per_pixel_2=cx = .5 + .2*sin(time);
  277. per_pixel_3=cy = .5 + .2*sin(time*2);
  278. per_pixel_4=zoom = 1 + .2*q1;
  279. per_pixel_5=
  280. per_pixel_6=rot = .04*q5*(sin(q22*4*(rad)));
  281. per_pixel_7=rot = .04*q2;
  282. warp_1=`sampler sampler_worms;
  283. warp_2=`float3 color, mus;
  284. warp_3=`float dx,dy;
  285. warp_4=`
  286. warp_5=`shader_body {
  287. warp_6=`float corr = texsize.xy*texsize_noise_lq.zw;
  288. warp_7=`
  289. warp_8=`float2 uv1 = (uv-.5);
  290. warp_9=`
  291. warp_10=`float f1 = 2;
  292. warp_11=`
  293. warp_12=`float2 uv6 = uv1;
  294. warp_13=`
  295. warp_14=`
  296. warp_15=`//LIESMICH - diese Formel gibt nur eine Spinne:
  297. warp_16=`float rota = lum(tex2D (sampler_noise_hq,uv1.x/4))*.91;
  298. warp_17=`
  299. warp_18=`//LIESMICH - diese Formel gibt auch geschlossene Ringe:
  300. warp_19=`rota = lum(tex2D (sampler_noise_hq,uv1/2+time/20))*3;
  301. warp_20=`
  302. warp_21=`
  303. warp_22=`uv6 = mul(uv1,float2x2(cos(rota),-sin(rota),sin(rota),cos(rota)));
  304. warp_23=`
  305. warp_24=`
  306. warp_25=`mus = .01/(sqrt(uv6.y)+.2);
  307. warp_26=`
  308. warp_27=`float3 blur = GetBlur1(frac(uv));
  309. warp_28=`
  310. warp_29=`float2 hor = float2 (0.005,0);
  311. warp_30=`float2 ver = float2 (0,.005);
  312. warp_31=`
  313. warp_32=`float dx = lum(tex2D(sampler_main,uv+hor)
  314. warp_33=` - tex2D(sampler_main,uv-hor));
  315. warp_34=`float dy = lum(tex2D(sampler_main,uv+ver)
  316. warp_35=` - tex2D(sampler_main,uv-ver));
  317. warp_36=`
  318. warp_37=`float2 zz = float2 (dx,dy);
  319. warp_38=`
  320. warp_39=`
  321. warp_40=`float3 crisp= tex2D(sampler_main,uv+zz*.04);
  322. warp_41=`crisp +=.015 - length(zz)*blur/2;
  323. warp_42=`
  324. warp_43=`float3 ret1 = crisp - blur*.02 + abs(mus);
  325. warp_44=`ret = ret1 * .99 - .04 ;
  326. warp_45=`}
  327. comp_1=`float3 ret1, neu;
  328. comp_2=`float2 rs,rs2,uv1;
  329. comp_3=`shader_body
  330. comp_4=`{
  331. comp_5=`float2 uv2;
  332. comp_6=`float ang2, c, s;
  333. comp_7=`uv -= 0.5;
  334. comp_8=`uv *= aspect.xy;
  335. comp_9=`
  336. comp_10=`float dist = 1;
  337. comp_11=`float inten = 1;
  338. comp_12=`float mask = 0;
  339. comp_13=`ret1 = 0;
  340. comp_14=`int anz = 3;
  341. comp_15=`float n = 0;
  342. comp_16=`while (n <= anz) {
  343. comp_17=` ang2 = 6.28*n/anz;
  344. comp_18=` c = cos(ang2);
  345. comp_19=` s = sin(ang2);
  346. comp_20=` uv2.x = uv.x*c - uv.y*s;
  347. comp_21=` uv2.y = uv.x*s + uv.y*c;
  348. comp_22=`
  349. comp_23=` dist = 1-frac(1.0/anz*n+time/2); //evtl sqrt !
  350. comp_24=`
  351. comp_25=` inten = sqrt(dist)*(1-dist)*8;
  352. comp_26=`float2 uv3 = frac(3*uv2*dist + 0.5+float2(q1,q2)*.05);
  353. comp_27=` neu = 1*GetPixel(uv3) -GetBlur1(uv3+.003);
  354. comp_28=` ret1 = max(ret1,neu*inten);
  355. comp_29=`n++;
  356. comp_30=`}
  357. comp_31=`
  358. comp_32=`rs2 = .5*cos(uv*13) - ret1;;
  359. comp_33=`float dots = saturate(.05/length(rs2)) ;
  360. comp_34=`
  361. comp_35=`
  362. comp_36=`ret = 2*ret1.gbr + 21*dots*(.1+3*ret1) ;
  363. comp_37=`ret = ret1*4;
  364. comp_38=`}