Geiss - Myriad Spirals.milk 8.5 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=4.000
  7. fGammaAdj=1.900
  8. fDecay=0.980
  9. fVideoEchoZoom=1.169
  10. fVideoEchoAlpha=0.000
  11. nVideoEchoOrientation=0
  12. nWaveMode=6
  13. bAdditiveWaves=0
  14. bWaveDots=0
  15. bWaveThick=1
  16. bModWaveAlphaByVolume=0
  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=0.433
  26. fWaveScale=1.910
  27. fWaveSmoothing=0.000
  28. fWaveParam=-0.080
  29. fModWaveAlphaStart=1.030
  30. fModWaveAlphaEnd=1.610
  31. fWarpAnimSpeed=1.729
  32. fWarpScale=2.108
  33. fZoomExponent=1.64463
  34. fShader=0.000
  35. zoom=1.01901
  36. rot=0.00000
  37. cx=0.500
  38. cy=0.500
  39. dx=0.00000
  40. dy=0.00000
  41. warp=0.45599
  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=1.000
  51. ob_g=0.500
  52. ob_b=0.250
  53. ob_a=0.160
  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
  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=1.00000
  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
  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=1.00000
  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
  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=1.00000
  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
  127. shapecode_0_enabled=1
  128. shapecode_0_sides=30
  129. shapecode_0_additive=0
  130. shapecode_0_thickOutline=0
  131. shapecode_0_textured=0
  132. shapecode_0_num_inst=1
  133. shapecode_0_x=0.500
  134. shapecode_0_y=0.500
  135. shapecode_0_rad=0.49138
  136. shapecode_0_ang=0.00000
  137. shapecode_0_tex_ang=0.00000
  138. shapecode_0_tex_zoom=1.00000
  139. shapecode_0_r=0.700
  140. shapecode_0_g=0.700
  141. shapecode_0_b=1.000
  142. shapecode_0_a=0.170
  143. shapecode_0_r2=0.000
  144. shapecode_0_g2=0.200
  145. shapecode_0_b2=0.000
  146. shapecode_0_a2=0.000
  147. shapecode_0_border_r=1.000
  148. shapecode_0_border_g=1.000
  149. shapecode_0_border_b=1.000
  150. shapecode_0_border_a=0.000
  151. shape_0_per_frame1=rad = rad + 0.02*cos(time*3);
  152. shapecode_1_enabled=0
  153. shapecode_1_sides=4
  154. shapecode_1_additive=0
  155. shapecode_1_thickOutline=0
  156. shapecode_1_textured=0
  157. shapecode_1_num_inst=1
  158. shapecode_1_x=0.500
  159. shapecode_1_y=0.500
  160. shapecode_1_rad=0.10000
  161. shapecode_1_ang=0.00000
  162. shapecode_1_tex_ang=0.00000
  163. shapecode_1_tex_zoom=1.00000
  164. shapecode_1_r=1.000
  165. shapecode_1_g=0.000
  166. shapecode_1_b=0.000
  167. shapecode_1_a=1.000
  168. shapecode_1_r2=0.000
  169. shapecode_1_g2=1.000
  170. shapecode_1_b2=0.000
  171. shapecode_1_a2=0.000
  172. shapecode_1_border_r=1.000
  173. shapecode_1_border_g=1.000
  174. shapecode_1_border_b=1.000
  175. shapecode_1_border_a=0.100
  176. shapecode_2_enabled=0
  177. shapecode_2_sides=4
  178. shapecode_2_additive=0
  179. shapecode_2_thickOutline=0
  180. shapecode_2_textured=0
  181. shapecode_2_num_inst=1
  182. shapecode_2_x=0.500
  183. shapecode_2_y=0.500
  184. shapecode_2_rad=0.10000
  185. shapecode_2_ang=0.00000
  186. shapecode_2_tex_ang=0.00000
  187. shapecode_2_tex_zoom=1.00000
  188. shapecode_2_r=1.000
  189. shapecode_2_g=0.000
  190. shapecode_2_b=0.000
  191. shapecode_2_a=1.000
  192. shapecode_2_r2=0.000
  193. shapecode_2_g2=1.000
  194. shapecode_2_b2=0.000
  195. shapecode_2_a2=0.000
  196. shapecode_2_border_r=1.000
  197. shapecode_2_border_g=1.000
  198. shapecode_2_border_b=1.000
  199. shapecode_2_border_a=0.100
  200. shapecode_3_enabled=0
  201. shapecode_3_sides=4
  202. shapecode_3_additive=0
  203. shapecode_3_thickOutline=0
  204. shapecode_3_textured=0
  205. shapecode_3_num_inst=1
  206. shapecode_3_x=0.500
  207. shapecode_3_y=0.500
  208. shapecode_3_rad=0.10000
  209. shapecode_3_ang=0.00000
  210. shapecode_3_tex_ang=0.00000
  211. shapecode_3_tex_zoom=1.00000
  212. shapecode_3_r=1.000
  213. shapecode_3_g=0.000
  214. shapecode_3_b=0.000
  215. shapecode_3_a=1.000
  216. shapecode_3_r2=0.000
  217. shapecode_3_g2=1.000
  218. shapecode_3_b2=0.000
  219. shapecode_3_a2=0.000
  220. shapecode_3_border_r=1.000
  221. shapecode_3_border_g=1.000
  222. shapecode_3_border_b=1.000
  223. shapecode_3_border_a=0.100
  224. per_frame_init_1=q10 = 0;
  225. per_frame_init_2=my_rot = 0;
  226. per_frame_init_3=my_zoom = 1;
  227. per_frame_init_4=s = 0.5;
  228. per_frame_1=wave_r = 0.85 + 0.25*sin(0.437*time+1);
  229. per_frame_2=wave_g = 0.85 + 0.25*sin(0.544*time+2);
  230. per_frame_3=wave_b = 0.85 + 0.25*sin(0.751*time+3);
  231. per_frame_4=dx = dx + 0.003*( 0.60*sin(0.234*time) + 0.40*sin(0.277*time) );
  232. per_frame_5=dy = dy + 0.003*( 0.60*sin(0.284*time) + 0.40*sin(0.247*time) );
  233. per_frame_6=decay = decay - 0.01*equal(frame%6,0);
  234. per_frame_7=dx = dx + dx_residual;
  235. per_frame_8=dy = dy + dy_residual;
  236. per_frame_9=bass_thresh = above(bass_att,bass_thresh)*2 + (1-above(bass_att,bass_thresh))*((bass_thresh-1.3)*0.96+1.3);
  237. per_frame_10=dx_residual = equal(bass_thresh,2.13)*0.016*sin(time*7) + (1-equal(bass_thresh,2.13))*dx_residual;
  238. per_frame_11=dy_residual = equal(bass_thresh,2.13)*0.012*sin(time*9) + (1-equal(bass_thresh,2.13))*dy_residual;
  239. per_frame_12=wave_x = wave_x - dx_residual*7;
  240. per_frame_13=wave_y = wave_y - dy_residual*7;
  241. per_frame_14=wave_mystery = time*37.03;
  242. per_frame_15=
  243. per_frame_16=new_rot = rot + 0.013*( 0.60*sin(17.381*time) + 0.40*sin(11.579*time) );
  244. per_frame_17=new_zoom = zoom + 0.01*( 0.60*sin(20.1934*time+3) + 0.40*sin(16.307*time+9) );
  245. per_frame_18=new_warp = warp + 0.34*( 0.60*sin(13.5442*time) + 0.40*sin(22.543*time) );
  246. per_frame_19=new_cx = cx + 0.310*( 0.60*sin(16.374*time) + 0.40*sin(26.294*time) );
  247. per_frame_20=new_cy = cy + 0.310*( 0.60*sin(18.393*time) + 0.40*sin(37.223*time) );
  248. per_frame_21=new_s = rand(100)*0.01;
  249. per_frame_22=
  250. per_frame_23=// this is a great way to respond to beats:
  251. per_frame_24=// once you get one, let it decay at a constant rate!!
  252. per_frame_25=rg = max(rg*0.77, 0.02 + 0.5*min(2,max(0,mid_att-1)*1.3));
  253. per_frame_26=q9 = rg;
  254. per_frame_27=
  255. per_frame_28=// custom beat detection code: (fps-independent; quiet songs don't freak out)
  256. per_frame_29=decay_rate = pow(0.993, fps); // lower # = more hasty to declare a beat
  257. per_frame_30=min_att = 2.5; // lower # = quieter songs can declare beats
  258. per_frame_31=decay_to = 1.0; // lower # = more hasty to declare a beat
  259. per_frame_32=beat = bass/max(min_att,bass_att);
  260. per_frame_33=beat = max(beat, mid /max(min_att,mid_att ));
  261. per_frame_34=beat = max(beat, treb/max(min_att,treb_att));
  262. per_frame_35=beat = max( beat, (prev_beat-decay_to)*decay_rate + decay_to );
  263. per_frame_36=beat_level = (beat - prev_beat - 0.07)*24;
  264. per_frame_37=is_beat = above(beat_level, 0.5);
  265. per_frame_38=prev_beat = beat;
  266. per_frame_39= // put your beat responses HERE:
  267. per_frame_40= wave_a = beat_level + 1.65;
  268. per_frame_41= rot = (1-is_beat)*my_rot + (is_beat)*new_rot;
  269. per_frame_42= zoom = (1-is_beat)*my_zoom + (is_beat)*new_zoom;
  270. per_frame_43= warp = (1-is_beat)*my_warp + (is_beat)*new_warp;
  271. per_frame_44= cx = (1-is_beat)*my_cx + (is_beat)*new_cx;
  272. per_frame_45= cy = (1-is_beat)*my_cy + (is_beat)*new_cy;
  273. per_frame_46= s = (1-is_beat)*my_s + (is_beat)*new_s;
  274. per_frame_47=my_rot = rot;
  275. per_frame_48=my_zoom = zoom;
  276. per_frame_49=my_warp = warp;
  277. per_frame_50=my_cx = cx;
  278. per_frame_51=my_cy = cy;
  279. per_frame_52=my_s = s;
  280. per_frame_53=
  281. per_frame_54=q11 = s;
  282. per_pixel_1=zoom = zoom + cos(ang*7)*0.02;
  283. warp_1=`shader_body
  284. warp_2=`{
  285. warp_3=` float s = 0.01 + pow(q11, 2); // should be < about 1
  286. warp_4=` float2 nz = tex3D( sampler_noisevol_hq, float3(uv_orig.xy*4*texsize.xy/850.0*s,time*0.1) );
  287. warp_5=`
  288. warp_6=` float2 zz = uv_orig.xy * texsize.xy * 6 * 0.1 * s + nz*9;
  289. warp_7=` uv.xy += float2(cos(zz.y),cos(zz.x))*texsize.zw * 1.7 / s;
  290. warp_8=`
  291. warp_9=` // sample previous frame
  292. warp_10=` ret.xyz = tex2D( sampler_main, uv ).xyz;
  293. warp_11=`
  294. warp_12=` ret.xyz *= 0.99;
  295. warp_13=`
  296. warp_14=` // add noise:
  297. warp_15=` float2 dither_uv = uv_orig*texsize.xy*texsize_noise_lq.zw * 1 + rand_frame.xy;
  298. warp_16=` ret.xyz += (tex2D(sampler_noise_lq, dither_uv).xyz-0.5)/256.0 * 122
  299. warp_17=` //* saturate(treb_att-1);
  300. warp_18=` *0.16;
  301. warp_19=`
  302. warp_20=` // color rotate & desaturate over time, to keep the globs white
  303. warp_21=` ret.xyz = lerp(ret.xyz, ret.zxy, 0.2);
  304. warp_22=`}
  305. comp_1=`shader_body
  306. comp_2=`{
  307. comp_3=` ret = tex2D(sampler_main, uv).xyz;
  308. comp_4=` ret = ret*1.5 - 0.1;
  309. comp_5=`}
  310. comp_6=`
  311. comp_7=`