Geiss - Cosmic Dust 2 - Tiny Reaction Diffusion Mix.milk 7.0 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=1.9
  8. fDecay=0.980
  9. fVideoEchoZoom=1.169
  10. fVideoEchoAlpha=0.0
  11. nVideoEchoOrientation=0
  12. nWaveMode=7
  13. bAdditiveWaves=1
  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=0
  23. bSolarize=0
  24. bInvert=0
  25. fWaveAlpha=0.4
  26. fWaveScale=3.235
  27. fWaveSmoothing=0.729
  28. fWaveParam=0.0
  29. fModWaveAlphaStart=1.330
  30. fModWaveAlphaEnd=1.410
  31. fWarpAnimSpeed=1.0
  32. fWarpScale=3.138
  33. fZoomExponent=1.67769
  34. fShader=0.0
  35. zoom=1.24300
  36. rot=-0.06000
  37. cx=0.5
  38. cy=0.5
  39. dx=0.0
  40. dy=-0.00500
  41. warp=0.46911
  42. sx=1.0
  43. sy=1.0
  44. wave_r=0.830
  45. wave_g=0.8
  46. wave_b=0.8
  47. wave_x=0.5
  48. wave_y=0.620
  49. ob_size=0.010
  50. ob_r=0.0
  51. ob_g=0.0
  52. ob_b=0.0
  53. ob_a=0.0
  54. ib_size=0.010
  55. ib_r=0.250
  56. ib_g=0.250
  57. ib_b=0.250
  58. ib_a=0.0
  59. nMotionVectorsX=12.0
  60. nMotionVectorsY=9.0
  61. mv_dx=0.0
  62. mv_dy=0.0
  63. mv_l=0.9
  64. mv_r=1.0
  65. mv_g=1.0
  66. mv_b=1.0
  67. mv_a=0.0
  68. b1n=0.0
  69. b2n=0.0
  70. b3n=0.0
  71. b1x=1.0
  72. b2x=1.0
  73. b3x=1.0
  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=0
  81. wavecode_0_bAdditive=0
  82. wavecode_0_scaling=1.0
  83. wavecode_0_smoothing=0.5
  84. wavecode_0_r=1.0
  85. wavecode_0_g=1.0
  86. wavecode_0_b=1.0
  87. wavecode_0_a=1.0
  88. wavecode_1_enabled=0
  89. wavecode_1_samples=512
  90. wavecode_1_sep=0
  91. wavecode_1_bSpectrum=0
  92. wavecode_1_bUseDots=0
  93. wavecode_1_bDrawThick=0
  94. wavecode_1_bAdditive=0
  95. wavecode_1_scaling=1.0
  96. wavecode_1_smoothing=0.5
  97. wavecode_1_r=1.0
  98. wavecode_1_g=1.0
  99. wavecode_1_b=1.0
  100. wavecode_1_a=1.0
  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=1.0
  109. wavecode_2_smoothing=0.5
  110. wavecode_2_r=1.0
  111. wavecode_2_g=1.0
  112. wavecode_2_b=1.0
  113. wavecode_2_a=1.0
  114. wavecode_3_enabled=0
  115. wavecode_3_samples=512
  116. wavecode_3_sep=0
  117. wavecode_3_bSpectrum=0
  118. wavecode_3_bUseDots=0
  119. wavecode_3_bDrawThick=0
  120. wavecode_3_bAdditive=0
  121. wavecode_3_scaling=1.0
  122. wavecode_3_smoothing=0.5
  123. wavecode_3_r=1.0
  124. wavecode_3_g=1.0
  125. wavecode_3_b=1.0
  126. wavecode_3_a=1.0
  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=0.5
  133. shapecode_0_y=0.5
  134. shapecode_0_rad=0.1
  135. shapecode_0_ang=0.0
  136. shapecode_0_tex_ang=0.0
  137. shapecode_0_tex_zoom=1.0
  138. shapecode_0_r=1.0
  139. shapecode_0_g=0.0
  140. shapecode_0_b=0.0
  141. shapecode_0_a=1.0
  142. shapecode_0_r2=0.0
  143. shapecode_0_g2=1.0
  144. shapecode_0_b2=0.0
  145. shapecode_0_a2=0.0
  146. shapecode_0_border_r=1.0
  147. shapecode_0_border_g=1.0
  148. shapecode_0_border_b=1.0
  149. shapecode_0_border_a=0.1
  150. shapecode_1_enabled=0
  151. shapecode_1_sides=4
  152. shapecode_1_additive=0
  153. shapecode_1_thickOutline=0
  154. shapecode_1_textured=0
  155. shapecode_1_x=0.5
  156. shapecode_1_y=0.5
  157. shapecode_1_rad=0.1
  158. shapecode_1_ang=0.0
  159. shapecode_1_tex_ang=0.0
  160. shapecode_1_tex_zoom=1.0
  161. shapecode_1_r=1.0
  162. shapecode_1_g=0.0
  163. shapecode_1_b=0.0
  164. shapecode_1_a=1.0
  165. shapecode_1_r2=0.0
  166. shapecode_1_g2=1.0
  167. shapecode_1_b2=0.0
  168. shapecode_1_a2=0.0
  169. shapecode_1_border_r=1.0
  170. shapecode_1_border_g=1.0
  171. shapecode_1_border_b=1.0
  172. shapecode_1_border_a=0.1
  173. shapecode_2_enabled=0
  174. shapecode_2_sides=4
  175. shapecode_2_additive=0
  176. shapecode_2_thickOutline=0
  177. shapecode_2_textured=0
  178. shapecode_2_x=0.5
  179. shapecode_2_y=0.5
  180. shapecode_2_rad=0.1
  181. shapecode_2_ang=0.0
  182. shapecode_2_tex_ang=0.0
  183. shapecode_2_tex_zoom=1.0
  184. shapecode_2_r=1.0
  185. shapecode_2_g=0.0
  186. shapecode_2_b=0.0
  187. shapecode_2_a=1.0
  188. shapecode_2_r2=0.0
  189. shapecode_2_g2=1.0
  190. shapecode_2_b2=0.0
  191. shapecode_2_a2=0.0
  192. shapecode_2_border_r=1.0
  193. shapecode_2_border_g=1.0
  194. shapecode_2_border_b=1.0
  195. shapecode_2_border_a=0.1
  196. shapecode_3_enabled=0
  197. shapecode_3_sides=4
  198. shapecode_3_additive=0
  199. shapecode_3_thickOutline=0
  200. shapecode_3_textured=0
  201. shapecode_3_x=0.5
  202. shapecode_3_y=0.5
  203. shapecode_3_rad=0.1
  204. shapecode_3_ang=0.0
  205. shapecode_3_tex_ang=0.0
  206. shapecode_3_tex_zoom=1.0
  207. shapecode_3_r=1.0
  208. shapecode_3_g=0.0
  209. shapecode_3_b=0.0
  210. shapecode_3_a=1.0
  211. shapecode_3_r2=0.0
  212. shapecode_3_g2=1.0
  213. shapecode_3_b2=0.0
  214. shapecode_3_a2=0.0
  215. shapecode_3_border_r=1.0
  216. shapecode_3_border_g=1.0
  217. shapecode_3_border_b=1.0
  218. shapecode_3_border_a=0.1
  219. per_frame_1=wave_r = wave_r + 0.650*( 0.60*sin(1.437*time) + 0.40*sin(0.970*time) );
  220. per_frame_2=wave_g = wave_g + 0.650*( 0.60*sin(1.344*time) + 0.40*sin(0.841*time) );
  221. per_frame_3=wave_b = wave_b + 0.650*( 0.60*sin(1.251*time) + 0.40*sin(1.055*time) );
  222. per_frame_4=rot = rot + 0.010*( 0.60*sin(0.381*time) + 0.40*sin(0.579*time) );
  223. per_frame_5=cx = cx + 0.210*( 0.60*sin(0.374*time) + 0.40*sin(0.294*time) );
  224. per_frame_6=cy = cy + 0.210*( 0.60*sin(0.393*time) + 0.40*sin(0.223*time) );
  225. per_frame_7=dx = dx + 0.010*( 0.60*sin(0.234*time) + 0.40*sin(0.277*time) );
  226. per_frame_8=dy = dy + 0.010*( 0.60*sin(0.284*time) + 0.40*sin(0.247*time) );
  227. per_frame_9=decay = decay - 0.01*equal(frame%6,0);
  228. per_frame_10=dx = dx + dx_residual;
  229. per_frame_11=dy = dy + dy_residual;
  230. 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);
  231. per_frame_13=dx_residual = (equal(bass_thresh,2.13)*0.016*sin(time*7) + (1-equal(bass_thresh,2.13))*dx_residual)*0.9;
  232. per_frame_14=dy_residual = (equal(bass_thresh,2.13)*0.012*sin(time*9) + (1-equal(bass_thresh,2.13))*dy_residual)*0.9;
  233. per_frame_15=wave_x = wave_x - dx_residual*7;
  234. per_frame_16=wave_y = wave_y - dy_residual*7;
  235. per_frame_17=
  236. per_frame_18=rot = rot + 0.09*( 0.60*sin(0.851*time) + 0.40*sin(1.055*time) );
  237. per_frame_19=zoom = zoom + 0.04*cos(time*0.513+2);
  238. per_frame_20=q1 = 0.12*cos(time*0.479+1);
  239. per_frame_21=q2 = 0.12*cos(time*0.359+2);
  240. per_frame_22=q3 = 0.12*cos(time*0.270+6);
  241. per_frame_23=q4 = 0.12*cos(time*0.394+1);
  242. warp_1=`shader_body
  243. warp_2=`{
  244. warp_3=` float2 uv2 = lerp(uv_orig, uv, 0.2);
  245. warp_4=`
  246. warp_5=` // diffused version:
  247. warp_6=` float ss = 0.3;
  248. warp_7=` float3 blur = 0.25*(
  249. warp_8=` tex2D(sampler_main, uv2+ss*texsize.zw*float2( 1, 1)).xyz +
  250. warp_9=` tex2D(sampler_main, uv2+ss*texsize.zw*float2(-1, 1)).xyz +
  251. warp_10=` tex2D(sampler_main, uv2+ss*texsize.zw*float2( 1,-1)).xyz +
  252. warp_11=` tex2D(sampler_main, uv2+ss*texsize.zw*float2(-1,-1)).xyz
  253. warp_12=` );
  254. warp_13=`
  255. warp_14=` // diffusion:
  256. warp_15=` ret = tex2D(sampler_main,uv2);//blur;
  257. warp_16=`
  258. warp_17=` float F2 = 0.035;
  259. warp_18=` float k2 = 0.060;
  260. warp_19=` float s = 0.025;
  261. warp_20=` float scale = 9;
  262. warp_21=`
  263. warp_22=` // reaction:
  264. warp_23=` float3 z = ret;
  265. warp_24=` float uvv = ret.x*ret.y*ret.y;
  266. warp_25=` z.x += (-uvv + F2*(1-ret.x) + 0.0007)*scale;
  267. warp_26=` z.y += (uvv - (F2+k2)*ret.y)*scale;
  268. warp_27=` //z.x += s*(16-ret.x*ret.y);
  269. warp_28=` //z.y += s*(ret.x*ret.y - ret.y - ret.z);
  270. warp_29=` z.z -= 0.02;
  271. warp_30=`
  272. warp_31=` // apply laplacian:
  273. warp_32=` z.x += (blur - GetPixel(uv2))*0.2*scale;
  274. warp_33=`
  275. warp_34=` ret = z;
  276. warp_35=` //ret *= 0.98 + 0.02*saturate( (0.75 - rad )*10 );
  277. warp_36=` //ret *= 0.99;
  278. warp_37=`
  279. warp_38=` // add noise:
  280. warp_39=` ret.x += 0.09*(tex2d(sampler_noise_lq, uv*texsize.xy*texsize_noise_lq.zw + rand_frame.xy).xyz*2-1);
  281. warp_40=`
  282. warp_41=` // darken (decay) over time
  283. warp_42=` //ret = (ret - 0.002)*0.99;
  284. warp_43=`}
  285. comp_1=`shader_body
  286. comp_2=`{
  287. comp_3=` ret = tex2D(sampler_main, uv).xyz;
  288. comp_4=` ret += GetBlur1(uv)*0.25;
  289. comp_5=` ret = ret.yyy;
  290. comp_6=` ret = pow(ret, float3(0.8,0.4,1.7))*1.9;
  291. comp_7=`}