Flexi, Rovastar + Geiss - Fractopia vs bas relief.milk 10 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=1.000
  8. fDecay=0.500
  9. fVideoEchoZoom=1.000
  10. fVideoEchoAlpha=0.000
  11. nVideoEchoOrientation=3
  12. nWaveMode=0
  13. bAdditiveWaves=0
  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=0
  23. bSolarize=0
  24. bInvert=0
  25. fWaveAlpha=0.009
  26. fWaveScale=2.136
  27. fWaveSmoothing=0.900
  28. fWaveParam=0.000
  29. fModWaveAlphaStart=1.600
  30. fModWaveAlphaEnd=1.600
  31. fWarpAnimSpeed=9.861
  32. fWarpScale=16.217
  33. fZoomExponent=1.50374
  34. fShader=0.000
  35. zoom=1.00000
  36. rot=0.00000
  37. cx=0.500
  38. cy=0.500
  39. dx=0.00000
  40. dy=0.00000
  41. warp=1.00000
  42. sx=1.00000
  43. sy=1.00000
  44. wave_r=0.000
  45. wave_g=0.040
  46. wave_b=0.000
  47. wave_x=0.500
  48. wave_y=0.500
  49. ob_size=0.000
  50. ob_r=1.000
  51. ob_g=0.100
  52. ob_b=0.000
  53. ob_a=1.000
  54. ib_size=0.000
  55. ib_r=0.000
  56. ib_g=0.000
  57. ib_b=0.000
  58. ib_a=1.000
  59. nMotionVectorsX=64.000
  60. nMotionVectorsY=48.000
  61. mv_dx=0.000
  62. mv_dy=0.000
  63. mv_l=0.850
  64. mv_r=0.500
  65. mv_g=0.500
  66. mv_b=0.500
  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=0
  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=2.02310
  83. wavecode_0_smoothing=0.00000
  84. wavecode_0_r=0.000
  85. wavecode_0_g=1.000
  86. wavecode_0_b=0.000
  87. wavecode_0_a=1.000
  88. wave_0_init1=t2 = 0;
  89. wave_0_init2=t3 = 0;
  90. wave_0_init3=t4 = 0;
  91. wave_0_init4=cl = 0;
  92. wave_0_per_point1=tt3 = tt3*0.6 + (value1)*1;
  93. wave_0_per_point2=tt2 = tt2*0.7 + tt3*0.2;
  94. wave_0_per_point3=tt1 = tt1*0.8 + tt2*0.1;
  95. wave_0_per_point4=d = d*0.9 + tt1*0.2;
  96. wave_0_per_point5=
  97. wave_0_per_point6=y = 0.5 + d*sample*(1-sample);
  98. wave_0_per_point7=x = -0.05 + sample*1.1;
  99. wavecode_1_enabled=0
  100. wavecode_1_samples=512
  101. wavecode_1_sep=0
  102. wavecode_1_bSpectrum=0
  103. wavecode_1_bUseDots=0
  104. wavecode_1_bDrawThick=0
  105. wavecode_1_bAdditive=0
  106. wavecode_1_scaling=1.00000
  107. wavecode_1_smoothing=0.50000
  108. wavecode_1_r=1.000
  109. wavecode_1_g=1.000
  110. wavecode_1_b=1.000
  111. wavecode_1_a=1.000
  112. wavecode_2_enabled=0
  113. wavecode_2_samples=512
  114. wavecode_2_sep=0
  115. wavecode_2_bSpectrum=0
  116. wavecode_2_bUseDots=0
  117. wavecode_2_bDrawThick=0
  118. wavecode_2_bAdditive=0
  119. wavecode_2_scaling=1.00000
  120. wavecode_2_smoothing=0.50000
  121. wavecode_2_r=1.000
  122. wavecode_2_g=1.000
  123. wavecode_2_b=1.000
  124. wavecode_2_a=1.000
  125. wavecode_3_enabled=0
  126. wavecode_3_samples=512
  127. wavecode_3_sep=0
  128. wavecode_3_bSpectrum=0
  129. wavecode_3_bUseDots=0
  130. wavecode_3_bDrawThick=0
  131. wavecode_3_bAdditive=0
  132. wavecode_3_scaling=1.00000
  133. wavecode_3_smoothing=0.50000
  134. wavecode_3_r=1.000
  135. wavecode_3_g=1.000
  136. wavecode_3_b=1.000
  137. wavecode_3_a=1.000
  138. shapecode_0_enabled=0
  139. shapecode_0_sides=100
  140. shapecode_0_additive=1
  141. shapecode_0_thickOutline=1
  142. shapecode_0_textured=0
  143. shapecode_0_num_inst=1
  144. shapecode_0_x=0.500
  145. shapecode_0_y=0.500
  146. shapecode_0_rad=0.99596
  147. shapecode_0_ang=0.00000
  148. shapecode_0_tex_ang=0.00000
  149. shapecode_0_tex_zoom=1.00000
  150. shapecode_0_r=1.000
  151. shapecode_0_g=0.000
  152. shapecode_0_b=0.000
  153. shapecode_0_a=1.000
  154. shapecode_0_r2=0.000
  155. shapecode_0_g2=0.000
  156. shapecode_0_b2=0.000
  157. shapecode_0_a2=0.000
  158. shapecode_0_border_r=1.000
  159. shapecode_0_border_g=1.000
  160. shapecode_0_border_b=1.000
  161. shapecode_0_border_a=0.000
  162. shapecode_1_enabled=0
  163. shapecode_1_sides=5
  164. shapecode_1_additive=0
  165. shapecode_1_thickOutline=0
  166. shapecode_1_textured=1
  167. shapecode_1_num_inst=1
  168. shapecode_1_x=0.500
  169. shapecode_1_y=0.500
  170. shapecode_1_rad=0.98600
  171. shapecode_1_ang=0.00000
  172. shapecode_1_tex_ang=3.14159
  173. shapecode_1_tex_zoom=0.99979
  174. shapecode_1_r=1.000
  175. shapecode_1_g=1.000
  176. shapecode_1_b=1.000
  177. shapecode_1_a=1.000
  178. shapecode_1_r2=1.000
  179. shapecode_1_g2=1.000
  180. shapecode_1_b2=1.000
  181. shapecode_1_a2=1.000
  182. shapecode_1_border_r=1.000
  183. shapecode_1_border_g=1.000
  184. shapecode_1_border_b=1.000
  185. shapecode_1_border_a=0.000
  186. shape_1_per_frame1=ang =sin(time/65) ;// ang + (bass*.2) + (time*.4);
  187. shapecode_2_enabled=0
  188. shapecode_2_sides=100
  189. shapecode_2_additive=0
  190. shapecode_2_thickOutline=0
  191. shapecode_2_textured=1
  192. shapecode_2_num_inst=1
  193. shapecode_2_x=0.900
  194. shapecode_2_y=0.500
  195. shapecode_2_rad=0.10000
  196. shapecode_2_ang=0.00000
  197. shapecode_2_tex_ang=0.00000
  198. shapecode_2_tex_zoom=1.00000
  199. shapecode_2_r=1.000
  200. shapecode_2_g=1.000
  201. shapecode_2_b=1.000
  202. shapecode_2_a=1.000
  203. shapecode_2_r2=1.000
  204. shapecode_2_g2=1.000
  205. shapecode_2_b2=1.000
  206. shapecode_2_a2=1.000
  207. shapecode_2_border_r=1.000
  208. shapecode_2_border_g=1.000
  209. shapecode_2_border_b=1.000
  210. shapecode_2_border_a=0.100
  211. shape_2_per_frame1=x = sin(time) * .4 + .5;
  212. shape_2_per_frame2=
  213. shape_2_per_frame3=
  214. shape_2_per_frame4=pow( (bass*.15),2);
  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_num_inst=1
  221. shapecode_3_x=0.500
  222. shapecode_3_y=0.500
  223. shapecode_3_rad=0.81623
  224. shapecode_3_ang=0.00000
  225. shapecode_3_tex_ang=0.00000
  226. shapecode_3_tex_zoom=1.00000
  227. shapecode_3_r=0.000
  228. shapecode_3_g=0.040
  229. shapecode_3_b=0.000
  230. shapecode_3_a=1.000
  231. shapecode_3_r2=0.000
  232. shapecode_3_g2=0.000
  233. shapecode_3_b2=0.000
  234. shapecode_3_a2=0.000
  235. shapecode_3_border_r=1.000
  236. shapecode_3_border_g=1.000
  237. shapecode_3_border_b=1.000
  238. shapecode_3_border_a=0.000
  239. shape_3_per_frame1=x = 1-q1;
  240. shape_3_per_frame2=y = q2;
  241. shape_3_per_frame3=x = 0.5 + (x - 0.5)*0.25;
  242. shape_3_per_frame4=y = 0.5 + (y - 0.5)*0.25;
  243. per_frame_1=warp = 0;
  244. per_frame_2=volume = 0.3*(bass+mid+att);
  245. per_frame_3=xamptarg = if(equal(frame%15,0),min(0.25*volume*bass_att,0.5),xamptarg);
  246. per_frame_4=xamp = xamp + 0.5*(xamptarg-xamp);
  247. per_frame_5=xdir = if(above(abs(xpos),xamp),-sign(xpos),if(below(abs(xspeed),0.1),2*above(xpos,0)-1,xdir));
  248. per_frame_6=xspeed = xspeed + xdir*xamp - xpos - xspeed*0.055*below(abs(xpos),xamp);
  249. per_frame_7=xpos = xpos + 0.001*xspeed;
  250. per_frame_8=yamptarg = if(equal(frame%15,0),min(0.15*volume*treb_att,0.5),yamptarg);
  251. per_frame_9=yamp = yamp + 0.5*(yamptarg-yamp);
  252. per_frame_10=ydir = if(above(abs(ypos),yamp),-sign(ypos),if(below(abs(yspeed),0.1),2*above(ypos,0)-1,ydir));
  253. per_frame_11=yspeed = yspeed + ydir*yamp - ypos - yspeed*0.055*below(abs(ypos),yamp);
  254. per_frame_12=ypos = ypos + 0.001*yspeed;
  255. per_frame_13=beatrate = equal(beatrate,0) + (1-equal(beatrate,0))*(below(volume,0.01) + (1-below(volume,0.01))*beatrate);
  256. per_frame_14=lastbeat = lastbeat + equal(lastbeat,0)*time;
  257. per_frame_15=meanbass_att = 0.1*(meanbass_att*9 + bass_att);
  258. per_frame_16=peakbass_att = max(bass_att,peakbass_att);
  259. per_frame_17=beat = above(volume,0.8)*below(peakbass_att - bass_att, 0.05*peakbass_att)*above(time - lastbeat, 0.1 + 0.5*(beatrate - 0.1));
  260. per_frame_18=beatrate = max(if(beat,if(below(time-lastbeat,2*beatrate),0.1*(beatrate*9 + time - lastbeat),beatrate),beatrate),0.1);
  261. per_frame_19=peakbass_att = beat*bass_att + (1-beat)*peakbass_att*(above(time - lastbeat, 2*beatrate)*0.95 + (1-above(time - lastbeat, 2*beatrate))*0.995);
  262. per_frame_20=lastbeat = beat*time + (1-beat)*lastbeat;
  263. per_frame_21=peakbass_att = max(peakbass_att,1.1*meanbass_att);
  264. per_frame_22=//wave_x = xpos + 0.5;
  265. per_frame_23=//wave_y = 1-(ypos + 0.5);
  266. per_frame_24=wave_r = 0.5 + 0.499*( 0.60*sin(0.980*time) + 0.40*sin(1.047*time) );
  267. per_frame_25=wave_g = 0.5 + 0.499*( 0.60*sin(0.835*time) + 0.40*sin(1.081*time) );
  268. per_frame_26=wave_b = 0.5 + 0.499*( 0.60*sin(0.814*time) + 0.40*sin(1.011*time) );
  269. per_frame_27=wave_mystery = -0.17 + 0.03*(0.6*sin(0.637*time) + 0.4*sin(0.949*time));
  270. per_frame_28=mv_r = if(beat, 1, ib_r);
  271. per_frame_29=mv_b = if(beat, wave_b, ib_b);
  272. per_frame_30=//mv_a = if(beat, 0.1, ib_a);
  273. per_frame_31=//ib_a = 0.015;
  274. per_frame_32=q3 = wave_mystery;
  275. per_frame_33=q1 = wave_x;
  276. per_frame_34=q2 = 1-wave_y;
  277. per_frame_35=q2 = ypos+0.5;
  278. per_frame_36=warp=0;
  279. per_frame_37=
  280. per_frame_38=//q2 = 1-(ypos + 0.5);
  281. per_frame_39=//q1 = 0.5;
  282. per_frame_40=//q2=0.5;
  283. per_frame_41=ob_r = 1-wave_g;
  284. per_frame_42=ob_b = 1-wave_r;
  285. per_frame_43=ob_g = 1-wave_b;
  286. per_frame_44=
  287. per_frame_45=monitor = wave_y;
  288. per_frame_46=movement =movement + 0.4*(((bass+bass_att + 0.1*pow((bass+0.6*bass_att+0.2*treb_att),3)))/fps);
  289. per_frame_47=movement = if(above(movement,10000), 0, movement);
  290. per_frame_48=rot =1*sin(movement);
  291. per_frame_49=cx = wave_x;
  292. per_frame_50=cy = y_pos+0.5;
  293. per_frame_51=
  294. per_frame_52=q8 = movement;
  295. per_pixel_1=myy = x-q1;
  296. per_pixel_2=myx = y-q2+0.1;
  297. per_pixel_3=dx = 3*sin(q8*0.675)*(2*myx*myy);
  298. per_pixel_4=dy = 3*sin(q8*0.675)*((myx*myx) - (myy*myy));
  299. warp_1=`shader_body
  300. warp_2=`{
  301. warp_3=`float2 uv_m = 1.0 - abs( frac( uv * 0.5 ) * 2.0 - 1.0 ); // Eo.S' mirror code
  302. warp_4=`ret.x = tex2D( sampler_fc_main, uv_m ).z; // first julia fractal iteration
  303. warp_5=`ret.y = lerp(lerp(tex2D( sampler_fc_main, uv_m ).x, ret.x,0.5),
  304. warp_6=` GetPixel(uv_orig).y,
  305. warp_7=` 0.75); // 75% of motion blur to the green channel
  306. warp_8=`
  307. warp_9=`
  308. warp_10=`float2 d = texsize.zw*6;
  309. warp_11=`float2 uv_z = (uv_orig-0.5)*0.998 + 0.5; // a small dose of zoom-in
  310. warp_12=`float3 dx = ( GetBlur1(uv_z + float2(1,0)*d) - GetBlur1(uv_z-float2(1,0)*d) );
  311. warp_13=`float3 dy = ( GetBlur1(uv_z + float2(0,1)*d) - GetBlur1(uv_z-float2(0,1)*d) );
  312. warp_14=`uv_z -=float2(dx.z,dy.z)*texsize.zw*2; //shortening of the nebulous matter
  313. warp_15=`ret.z = max((tex2d(sampler_fc_main,uv_m).x-0.5)*3*saturate(1-length(uv_orig-0.5)*3.2), // feeded by the inner of the red channel
  314. warp_16=` tex2d(sampler_fc_main,uv_z).z);
  315. warp_17=`ret.z += (tex2d(sampler_fc_main,uv_z).z - GetBlur1(saturate(uv_z)).z)*0.02; // sort of geiss' skin dot code
  316. warp_18=`}
  317. comp_1=`shader_body
  318. comp_2=`{
  319. comp_3=` float2 uv2;
  320. comp_4=`
  321. comp_5=` float4 c = float4(1,0.4,0.15,0.1);
  322. comp_6=`
  323. comp_7=` uv2 = uv + float2(1,0)*texsize.zw;
  324. comp_8=` float gx1 = GetPixel(uv2)*c.x + GetBlur1(uv2)*c.y + GetBlur2(uv2)*c.z + GetBlur3(uv2)*c.w;
  325. comp_9=` uv2 = uv + float2(-1,0)*texsize.zw;
  326. comp_10=` float gx2 = GetPixel(uv2)*c.x + GetBlur1(uv2)*c.y + GetBlur2(uv2)*c.z + GetBlur3(uv2)*c.w;
  327. comp_11=`
  328. comp_12=` uv2 = uv + float2(0,1)*texsize.zw;
  329. comp_13=` float gy1 = GetPixel(uv2)*c.x + GetBlur1(uv2)*c.y + GetBlur2(uv2)*c.z + GetBlur3(uv2)*c.w;
  330. comp_14=` uv2 = uv + float2(0,-1)*texsize.zw;
  331. comp_15=` float gy2 = GetPixel(uv2)*c.x + GetBlur1(uv2)*c.y + GetBlur2(uv2)*c.z + GetBlur3(uv2)*c.w;
  332. comp_16=`
  333. comp_17=` float3 g = normalize(float3(gx1-gx2, gy1-gy2, 0.14));
  334. comp_18=`
  335. comp_19=` ret = 0.5 + 0.5*g;
  336. comp_20=` ret *= saturate(length(ret.xy-0.5)*5);
  337. comp_21=` ret = ret.xxy;
  338. comp_22=`
  339. comp_23=` //ret *= 1.5; //old gamma effect
  340. comp_24=`}