Flexi, fishbrain, Geiss + Martin - tokamak witchery.milk 8.7 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=4.000000
  7. fGammaAdj=1.560
  8. fDecay=1.000
  9. fVideoEchoZoom=0.362
  10. fVideoEchoAlpha=0.000
  11. nVideoEchoOrientation=1
  12. nWaveMode=7
  13. bAdditiveWaves=1
  14. bWaveDots=0
  15. bWaveThick=0
  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=0.001
  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=1.00400
  36. rot=0.00000
  37. cx=0.500
  38. cy=0.500
  39. dx=0.00000
  40. dy=0.00000
  41. warp=0.19788
  42. sx=0.99967
  43. sy=0.99990
  44. wave_r=1.000
  45. wave_g=0.650
  46. wave_b=0.650
  47. wave_x=0.500
  48. wave_y=0.500
  49. ob_size=0.000
  50. ob_r=0.000
  51. ob_g=0.000
  52. ob_b=0.000
  53. ob_a=1.000
  54. ib_size=0.010
  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=0.000
  85. wavecode_0_g=0.300
  86. wavecode_0_b=0.750
  87. wavecode_0_a=1.000
  88. wave_0_per_point1=ma=ma+(above(bass,1)*3.1415*.01*bass);
  89. wave_0_per_point2=ma=ma-(above(treb,1)*3.1415*.01*treb);
  90. wave_0_per_point3=
  91. wave_0_per_point4=mx=mx+(.0002*cos(ma));
  92. wave_0_per_point5=my=my+(.0002*sin(ma));
  93. wave_0_per_point6=
  94. wave_0_per_point7=mx=if(above(mx,.9),(.9-mx),mx);
  95. wave_0_per_point8=my=if(above(my,.9),(.9-my),my);
  96. wave_0_per_point9=mx=if(below(mx,.1),(.9+mx),mx);
  97. wave_0_per_point10=my=if(below(my,.1),(.9+my),my);
  98. wave_0_per_point11=
  99. wave_0_per_point12=x=mx;
  100. wave_0_per_point13=y=my;
  101. wave_0_per_point14=
  102. wave_0_per_point15=a=(above(bass+mid+treb,.8));
  103. wavecode_1_enabled=1
  104. wavecode_1_samples=512
  105. wavecode_1_sep=0
  106. wavecode_1_bSpectrum=0
  107. wavecode_1_bUseDots=0
  108. wavecode_1_bDrawThick=1
  109. wavecode_1_bAdditive=0
  110. wavecode_1_scaling=1.00000
  111. wavecode_1_smoothing=0.50000
  112. wavecode_1_r=0.000
  113. wavecode_1_g=1.000
  114. wavecode_1_b=0.000
  115. wavecode_1_a=1.000
  116. wave_1_per_point1=ma=ma+(above(bass,1)*3.1415*.05*bass);
  117. wave_1_per_point2=ma=ma-(above(mid,1)*3.1415*.05*mid);
  118. wave_1_per_point3=
  119. wave_1_per_point4=mx=mx+(.0001*cos(ma));
  120. wave_1_per_point5=my=my+(.0001*sin(ma));
  121. wave_1_per_point6=
  122. wave_1_per_point7=mx=if(above(mx,.9),(.9-mx),mx);
  123. wave_1_per_point8=my=if(above(my,.9),(.9-my),my);
  124. wave_1_per_point9=mx=if(below(mx,.1),(.9+mx),mx);
  125. wave_1_per_point10=my=if(below(my,.1),(.9+my),my);
  126. wave_1_per_point11=
  127. wave_1_per_point12=x=mx;
  128. wave_1_per_point13=y=my;
  129. wave_1_per_point14=
  130. wave_1_per_point15=a=(above(bass+mid+treb,.1));
  131. wavecode_2_enabled=1
  132. wavecode_2_samples=512
  133. wavecode_2_sep=0
  134. wavecode_2_bSpectrum=0
  135. wavecode_2_bUseDots=0
  136. wavecode_2_bDrawThick=1
  137. wavecode_2_bAdditive=0
  138. wavecode_2_scaling=1.00000
  139. wavecode_2_smoothing=0.50000
  140. wavecode_2_r=1.000
  141. wavecode_2_g=0.500
  142. wavecode_2_b=0.000
  143. wavecode_2_a=1.000
  144. wave_2_per_point1=ma=ma+(above(mid,1)*3.1415*.01*mid);
  145. wave_2_per_point2=ma=ma-(above(treb,1)*3.1415*.01*treb);
  146. wave_2_per_point3=
  147. wave_2_per_point4=mx=mx+(.0004*cos(ma));
  148. wave_2_per_point5=my=my+(.0004*sin(ma));
  149. wave_2_per_point6=
  150. wave_2_per_point7=mx=if(above(mx,.9),(.9-mx),mx);
  151. wave_2_per_point8=my=if(above(my,.9),(.9-my),my);
  152. wave_2_per_point9=mx=if(below(mx,.1),(.9+mx),mx);
  153. wave_2_per_point10=my=if(below(my,.1),(.9+my),my);
  154. wave_2_per_point11=
  155. wave_2_per_point12=x=mx;
  156. wave_2_per_point13=y=my;
  157. wave_2_per_point14=
  158. wave_2_per_point15=a=(above(bass+mid+treb,.3));
  159. wavecode_3_enabled=1
  160. wavecode_3_samples=512
  161. wavecode_3_sep=0
  162. wavecode_3_bSpectrum=0
  163. wavecode_3_bUseDots=0
  164. wavecode_3_bDrawThick=1
  165. wavecode_3_bAdditive=0
  166. wavecode_3_scaling=1.00000
  167. wavecode_3_smoothing=0.50000
  168. wavecode_3_r=0.400
  169. wavecode_3_g=0.000
  170. wavecode_3_b=0.600
  171. wavecode_3_a=1.000
  172. wave_3_per_point1=ma=ma+(above(bass,.5)*3.1415*.02*bass);
  173. wave_3_per_point2=ma=ma-(above(treb,.5)*3.1415*.02*treb);
  174. wave_3_per_point3=
  175. wave_3_per_point4=mx=mx+(.0008*cos(ma));
  176. wave_3_per_point5=my=my+(.0008*sin(ma));
  177. wave_3_per_point6=
  178. wave_3_per_point7=mx=if(above(mx,.9),(.9-mx),mx);
  179. wave_3_per_point8=my=if(above(my,.9),(.9-my),my);
  180. wave_3_per_point9=mx=if(below(mx,.1),(.9+mx),mx);
  181. wave_3_per_point10=my=if(below(my,.1),(.9+my),my);
  182. wave_3_per_point11=
  183. wave_3_per_point12=x=mx;
  184. wave_3_per_point13=y=my;
  185. wave_3_per_point14=
  186. wave_3_per_point15=a=(above(bass+mid+treb,.2));
  187. shapecode_0_enabled=0
  188. shapecode_0_sides=5
  189. shapecode_0_additive=1
  190. shapecode_0_thickOutline=0
  191. shapecode_0_textured=0
  192. shapecode_0_num_inst=2
  193. shapecode_0_x=0.490
  194. shapecode_0_y=0.500
  195. shapecode_0_rad=0.11589
  196. shapecode_0_ang=0.00000
  197. shapecode_0_tex_ang=0.00000
  198. shapecode_0_tex_zoom=4.36077
  199. shapecode_0_r=1.000
  200. shapecode_0_g=0.000
  201. shapecode_0_b=0.000
  202. shapecode_0_a=1.000
  203. shapecode_0_r2=0.000
  204. shapecode_0_g2=0.000
  205. shapecode_0_b2=0.000
  206. shapecode_0_a2=0.000
  207. shapecode_0_border_r=1.000
  208. shapecode_0_border_g=1.000
  209. shapecode_0_border_b=1.000
  210. shapecode_0_border_a=0.000
  211. shape_0_per_frame1=x = rand(1000)/1000;
  212. shape_0_per_frame2=y = rand(1000)/1000;
  213. shape_0_per_frame3=ang = rand(150)/100;
  214. shapecode_1_enabled=0
  215. shapecode_1_sides=4
  216. shapecode_1_additive=0
  217. shapecode_1_thickOutline=0
  218. shapecode_1_textured=0
  219. shapecode_1_num_inst=1
  220. shapecode_1_x=0.500
  221. shapecode_1_y=0.500
  222. shapecode_1_rad=0.10000
  223. shapecode_1_ang=0.00000
  224. shapecode_1_tex_ang=0.00000
  225. shapecode_1_tex_zoom=1.00000
  226. shapecode_1_r=1.000
  227. shapecode_1_g=0.000
  228. shapecode_1_b=0.000
  229. shapecode_1_a=1.000
  230. shapecode_1_r2=0.000
  231. shapecode_1_g2=1.000
  232. shapecode_1_b2=0.000
  233. shapecode_1_a2=0.000
  234. shapecode_1_border_r=1.000
  235. shapecode_1_border_g=1.000
  236. shapecode_1_border_b=1.000
  237. shapecode_1_border_a=0.100
  238. shapecode_2_enabled=0
  239. shapecode_2_sides=4
  240. shapecode_2_additive=0
  241. shapecode_2_thickOutline=0
  242. shapecode_2_textured=0
  243. shapecode_2_num_inst=1
  244. shapecode_2_x=0.500
  245. shapecode_2_y=0.500
  246. shapecode_2_rad=0.10000
  247. shapecode_2_ang=0.00000
  248. shapecode_2_tex_ang=0.00000
  249. shapecode_2_tex_zoom=1.00000
  250. shapecode_2_r=1.000
  251. shapecode_2_g=0.000
  252. shapecode_2_b=0.000
  253. shapecode_2_a=1.000
  254. shapecode_2_r2=0.000
  255. shapecode_2_g2=1.000
  256. shapecode_2_b2=0.000
  257. shapecode_2_a2=0.000
  258. shapecode_2_border_r=1.000
  259. shapecode_2_border_g=1.000
  260. shapecode_2_border_b=1.000
  261. shapecode_2_border_a=0.100
  262. shapecode_3_enabled=0
  263. shapecode_3_sides=4
  264. shapecode_3_additive=0
  265. shapecode_3_thickOutline=0
  266. shapecode_3_textured=0
  267. shapecode_3_num_inst=1
  268. shapecode_3_x=0.500
  269. shapecode_3_y=0.500
  270. shapecode_3_rad=0.10000
  271. shapecode_3_ang=0.00000
  272. shapecode_3_tex_ang=0.00000
  273. shapecode_3_tex_zoom=1.00000
  274. shapecode_3_r=1.000
  275. shapecode_3_g=0.000
  276. shapecode_3_b=0.000
  277. shapecode_3_a=1.000
  278. shapecode_3_r2=0.000
  279. shapecode_3_g2=1.000
  280. shapecode_3_b2=0.000
  281. shapecode_3_a2=0.000
  282. shapecode_3_border_r=1.000
  283. shapecode_3_border_g=1.000
  284. shapecode_3_border_b=1.000
  285. shapecode_3_border_a=0.100
  286. per_frame_1=wave_r = wave_r + 0.2*( 0.60*sin(0.980*time) + 0.40*sin(1.047*time) );
  287. per_frame_2=wave_g = wave_g + 0.2*( 0.60*sin(0.835*time) + 0.40*sin(1.081*time) );
  288. per_frame_3=wave_b = wave_b + 0.2*( 0.60*sin(0.814*time) + 0.40*sin(1.011*time) );
  289. per_frame_4=q1 = (cx*2-1) + 0.6*( 0.60*sin(0.374*time) + 0.40*sin(0.294*time) );
  290. per_frame_5=q2 = (cy*2-1) + 0.6*( 0.60*sin(0.393*time) + 0.40*sin(0.223*time) );
  291. per_frame_6=warp = 0;
  292. per_frame_7=zoom = 1;
  293. per_frame_8=bb = bb*0.99 + bass*0.02;
  294. per_frame_9=mm = mm*0.99 + mid*0.02;
  295. per_frame_10=tt = tt*0.99 + treb*0.02;
  296. per_frame_11=
  297. per_frame_12=mx = max(max(bb,mm),tt);
  298. per_frame_13=mn = min(min(bb,mm),tt);
  299. per_frame_14=
  300. per_frame_15=ob_r = (bb-mn)/(mx-mn);
  301. per_frame_16=ob_b = (mm-mn)/(mx-mn);
  302. per_frame_17=ob_g = (tt-mn)/(mx-mn);
  303. per_pixel_1=du = (x*2-1) - q1;
  304. per_pixel_2=dv = (y*2-1) - q2;
  305. per_pixel_3=dist = sqrt(du*du+dv*dv);
  306. per_pixel_4=ang2 = atan2(du,dv) + time*0.15;
  307. per_pixel_5=mult = 0.05*sin(dist*0.05);
  308. per_pixel_6=dx = mult*sin(ang2*2-1.5);
  309. per_pixel_7=dy = mult*cos(ang2*2-1.5);
  310. warp_1=`shader_body
  311. warp_2=`{
  312. warp_3=`float2 dither_uv = uv_orig*texsize.xy*texsize_noise_lq.zw*1.5 + rand_frame.xy;
  313. warp_4=`uv -= (float2(0,1)*(lum(GetPixel(uv)-0.35))*texsize.zw*64)*(lum(GetPixel(uv))-0.4);
  314. warp_5=`ret = GetPixel(saturate(uv)) - 0.0011 + (tex2D(sampler_noise_lq, dither_uv)-0.5)*0.0038;
  315. warp_6=`}
  316. comp_1=`shader_body
  317. comp_2=`{
  318. comp_3=`
  319. comp_4=`float2 uv1 = uv-.5;
  320. comp_5=`
  321. comp_6=`float3 ret1 = tex2D(sampler_main, uv) * (1-rad);
  322. comp_7=`
  323. comp_8=`
  324. comp_9=`float2 hor = float2 (texsize.z,0);
  325. comp_10=`float2 ver = float2 (0,texsize.w);
  326. comp_11=`float dx = GetPixel (uv-hor) - GetPixel (uv+hor);
  327. comp_12=`float dy = GetPixel (uv-ver) - GetPixel (uv+ver);
  328. comp_13=`float2 dz = float2 (dx,dy);
  329. comp_14=`
  330. comp_15=`uv1 = uv1*0+.3*cos(uv1*2) - dz;;
  331. comp_16=`float dots = saturate(.04/length(uv1));
  332. comp_17=`uv1 = uv1*0+.3*cos(uv1*12) - 9*dz;;
  333. comp_18=`float3 dots2 = saturate(.04/length(uv1));
  334. comp_19=`
  335. comp_20=`
  336. comp_21=`ret = dots + GetPixel(uv)*12*dots2;
  337. comp_22=`//ret = GetPixel(uv);
  338. comp_23=`}