Geiss + Stahlregen - Reaction Diffusion 3 [Rippling Islands].milk 7.4 KB

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  2. PSVERSION=2
  3. PSVERSION_WARP=2
  4. PSVERSION_COMP=2
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  13. bAdditiveWaves=0
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  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=0.000
  26. fWaveScale=1.015
  27. fWaveSmoothing=0.522
  28. fWaveParam=0.000
  29. fModWaveAlphaStart=0.830
  30. fModWaveAlphaEnd=1.310
  31. fWarpAnimSpeed=30.965
  32. fWarpScale=2.572
  33. fZoomExponent=1.00000
  34. fShader=0.000
  35. zoom=1.00901
  36. rot=0.00000
  37. cx=0.500
  38. cy=0.500
  39. dx=0.00000
  40. dy=0.00000
  41. warp=0.00054
  42. sx=1.00000
  43. sy=1.00000
  44. wave_r=0.500
  45. wave_g=0.500
  46. wave_b=0.500
  47. wave_x=0.500
  48. wave_y=0.500
  49. ob_size=0.010
  50. ob_r=0.000
  51. ob_g=0.000
  52. ob_b=0.000
  53. ob_a=0.000
  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=12.000
  60. nMotionVectorsY=9.000
  61. mv_dx=0.000
  62. mv_dy=0.000
  63. mv_l=0.900
  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
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  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
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  92. wavecode_1_bUseDots=0
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  94. wavecode_1_bAdditive=0
  95. wavecode_1_scaling=1.00000
  96. wavecode_1_smoothing=0.50000
  97. wavecode_1_r=1.000
  98. wavecode_1_g=1.000
  99. wavecode_1_b=1.000
  100. wavecode_1_a=1.000
  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=0
  107. wavecode_2_bAdditive=0
  108. wavecode_2_scaling=1.00000
  109. wavecode_2_smoothing=0.50000
  110. wavecode_2_r=1.000
  111. wavecode_2_g=1.000
  112. wavecode_2_b=1.000
  113. wavecode_2_a=1.000
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  120. wavecode_3_bAdditive=0
  121. wavecode_3_scaling=1.00000
  122. wavecode_3_smoothing=0.50000
  123. wavecode_3_r=1.000
  124. wavecode_3_g=1.000
  125. wavecode_3_b=1.000
  126. wavecode_3_a=1.000
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  134. shapecode_0_y=0.500
  135. shapecode_0_rad=0.10000
  136. shapecode_0_ang=0.00000
  137. shapecode_0_tex_ang=0.00000
  138. shapecode_0_tex_zoom=1.00000
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  164. shapecode_1_g=0.000
  165. shapecode_1_b=0.000
  166. shapecode_1_a=1.000
  167. shapecode_1_r2=0.000
  168. shapecode_1_g2=1.000
  169. shapecode_1_b2=0.000
  170. shapecode_1_a2=0.000
  171. shapecode_1_border_r=1.000
  172. shapecode_1_border_g=1.000
  173. shapecode_1_border_b=1.000
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  180. shapecode_2_num_inst=1
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  182. shapecode_2_y=0.500
  183. shapecode_2_rad=0.10000
  184. shapecode_2_ang=0.00000
  185. shapecode_2_tex_ang=0.00000
  186. shapecode_2_tex_zoom=1.00000
  187. shapecode_2_r=1.000
  188. shapecode_2_g=0.000
  189. shapecode_2_b=0.000
  190. shapecode_2_a=1.000
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  192. shapecode_2_g2=1.000
  193. shapecode_2_b2=0.000
  194. shapecode_2_a2=0.000
  195. shapecode_2_border_r=1.000
  196. shapecode_2_border_g=1.000
  197. shapecode_2_border_b=1.000
  198. shapecode_2_border_a=0.100
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  200. shapecode_3_sides=4
  201. shapecode_3_additive=0
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  205. shapecode_3_x=0.500
  206. shapecode_3_y=0.500
  207. shapecode_3_rad=0.10000
  208. shapecode_3_ang=0.00000
  209. shapecode_3_tex_ang=0.00000
  210. shapecode_3_tex_zoom=1.00000
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  212. shapecode_3_g=0.000
  213. shapecode_3_b=0.000
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  215. shapecode_3_r2=0.000
  216. shapecode_3_g2=1.000
  217. shapecode_3_b2=0.000
  218. shapecode_3_a2=0.000
  219. shapecode_3_border_r=1.000
  220. shapecode_3_border_g=1.000
  221. shapecode_3_border_b=1.000
  222. shapecode_3_border_a=0.100
  223. per_frame_1=wave_r = 0.85 + 0.25*sin(0.437*time+1);
  224. per_frame_2=wave_g = 0.85 + 0.25*sin(0.544*time+2);
  225. per_frame_3=wave_b = 0.85 + 0.25*sin(0.751*time+3);
  226. per_frame_4=rot = rot + 0.010*( 0.60*sin(0.381*time) + 0.40*sin(0.579*time) );
  227. per_frame_5=cx = cx + 0.210*( 0.60*sin(0.374*time) + 0.40*sin(0.294*time) );
  228. per_frame_6=cy = cy + 0.210*( 0.60*sin(0.393*time) + 0.40*sin(0.223*time) );
  229. per_frame_7=dx = dx + 0.003*( 0.60*sin(0.234*time) + 0.40*sin(0.277*time) );
  230. per_frame_8=dy = dy + 0.003*( 0.60*sin(0.284*time) + 0.40*sin(0.247*time) );
  231. per_frame_9=decay = decay - 0.01*equal(frame%6,0);
  232. per_frame_10=dx = dx + dx_residual;
  233. per_frame_11=dy = dy + dy_residual;
  234. per_frame_12=bass_thresh = above(bass_att,bass_thresh)*2 + (1-above(bass_att,bass_thresh))*((bass_thresh-1.3)*0.96+1.3);
  235. per_frame_13=dx_residual = equal(bass_thresh,2.13)*0.016*sin(time*7) + (1-equal(bass_thresh,2.13))*dx_residual;
  236. per_frame_14=dy_residual = equal(bass_thresh,2.13)*0.012*sin(time*9) + (1-equal(bass_thresh,2.13))*dy_residual;
  237. per_frame_15=wave_x = wave_x - dx_residual*7;
  238. per_frame_16=wave_y = wave_y - dy_residual*7;
  239. per_frame_17=wave_mystery = time*0.03;
  240. per_frame_18=
  241. per_frame_19=//zoom = zoom + 0.005*( 0.60*sin(0.1934*time+3) + 0.40*sin(0.307*time+9) );
  242. per_frame_20=//zoom = zoom + max(0,bass_att-1.1)*0.2;
  243. per_frame_21=//warp = warp + max(0,treb_att-1.1)*1.0;
  244. per_frame_22=
  245. per_frame_23=// this is a great way to respond to beats:
  246. per_frame_24=// once you get one, let it decay at a constant rate!!
  247. per_frame_25=rg = max(rg*0.77, 0.02 + 0.5*min(2,max(0,mid_att-1)*1.3));
  248. per_frame_26=q9 = rg;
  249. per_frame_27=
  250. per_frame_28=zoom = zoom + q9*0.1;
  251. warp_1=`shader_body
  252. warp_2=`{
  253. warp_3=` // sample previous frame
  254. warp_4=` ret.xyz = tex2D( sampler_main, uv ).xyz;
  255. warp_5=`
  256. warp_6=` // take the difference between the crisp and blurred images,
  257. warp_7=` // then add it back into the image. Creates spots and stripes over time.
  258. warp_8=` ret.xyz += (ret.xyz - GetBlur2(uv))*0.3;
  259. warp_9=` ret.xyz *= 0.9;
  260. warp_10=`
  261. warp_11=` // add noise:
  262. warp_12=` float2 dither_uv = uv_orig*texsize.xy*texsize_noise_lq.zw * 0.4 + rand_frame.xy;
  263. warp_13=` ret.xyz += (tex2D(sampler_noise_lq, dither_uv).xyz-0.5)/256.0 * 122 * saturate(treb_att-1);
  264. warp_14=`
  265. warp_15=` // desaturate over time, to keep the globs white
  266. warp_16=` ret.xyz = lerp(ret.xyz, lum(ret.xyz), 0.2);
  267. warp_17=`}
  268. comp_1=`shader_body
  269. comp_2=`{
  270. comp_3=`
  271. comp_4=`ret = GetBlur3(uv);
  272. comp_5=`
  273. comp_6=`float2 uv2 = uv*(1-.2*GetBlur3(saturate(ret.xy))-.05*GetBlur1(saturate(ret.xy)));
  274. comp_7=`uv2 += .1*GetBlur3(saturate(ret.xy))+.025*GetBlur1(saturate(ret.xy));
  275. comp_8=`
  276. comp_9=`uv = lerp(uv,uv2,.75);
  277. comp_10=`
  278. comp_11=`ret = lerp(float3(1,1,.65),float3(1,.25,1),GetPixel(uv)-.5*GetBlur1(uv));
  279. comp_12=`ret = lerp(ret,float3(.4,.4,.9),1.5*GetBlur2(uv)-1.2*GetPixel(uv));
  280. comp_13=`ret = lerp(ret,float3(.4,.4,0),1.25*GetBlur3(uv)-1.2*GetBlur2(uv));
  281. comp_14=`
  282. comp_15=`ret = 1-saturate(ret);
  283. comp_16=`
  284. comp_17=`//ret *= pow(hue_shader,3);
  285. comp_18=`// ret = pow(ret,float3(.3,.55,1.8)); //gamma
  286. comp_19=`// ret *= ret; //darken
  287. comp_20=`}