Geiss - Tokamak Plus 4.milk 6.5 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=3.000000
  7. fGammaAdj=1.993
  8. fDecay=0.980
  9. fVideoEchoZoom=2.0
  10. fVideoEchoAlpha=0.0
  11. nVideoEchoOrientation=0
  12. nWaveMode=1
  13. bAdditiveWaves=0
  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=0
  23. bSolarize=0
  24. bInvert=0
  25. fWaveAlpha=0.101
  26. fWaveScale=1.326
  27. fWaveSmoothing=0.7
  28. fWaveParam=0.540
  29. fModWaveAlphaStart=0.750
  30. fModWaveAlphaEnd=0.950
  31. fWarpAnimSpeed=1.0
  32. fWarpScale=1.331
  33. fZoomExponent=1.0
  34. fShader=0.0
  35. zoom=0.95400
  36. rot=0.0
  37. cx=0.5
  38. cy=0.5
  39. dx=0.0
  40. dy=0.0
  41. warp=0.23944
  42. sx=0.99967
  43. sy=0.99990
  44. wave_r=0.510
  45. wave_g=0.8
  46. wave_b=1.0
  47. wave_x=0.5
  48. wave_y=0.5
  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_num_inst=1
  133. shapecode_0_x=0.5
  134. shapecode_0_y=0.5
  135. shapecode_0_rad=0.1
  136. shapecode_0_ang=0.0
  137. shapecode_0_tex_ang=0.0
  138. shapecode_0_tex_zoom=1.0
  139. shapecode_0_r=1.0
  140. shapecode_0_g=0.0
  141. shapecode_0_b=0.0
  142. shapecode_0_a=1.0
  143. shapecode_0_r2=0.0
  144. shapecode_0_g2=1.0
  145. shapecode_0_b2=0.0
  146. shapecode_0_a2=0.0
  147. shapecode_0_border_r=1.0
  148. shapecode_0_border_g=1.0
  149. shapecode_0_border_b=1.0
  150. shapecode_0_border_a=0.1
  151. shapecode_1_enabled=0
  152. shapecode_1_sides=4
  153. shapecode_1_additive=0
  154. shapecode_1_thickOutline=0
  155. shapecode_1_textured=0
  156. shapecode_1_num_inst=1
  157. shapecode_1_x=0.5
  158. shapecode_1_y=0.5
  159. shapecode_1_rad=0.1
  160. shapecode_1_ang=0.0
  161. shapecode_1_tex_ang=0.0
  162. shapecode_1_tex_zoom=1.0
  163. shapecode_1_r=1.0
  164. shapecode_1_g=0.0
  165. shapecode_1_b=0.0
  166. shapecode_1_a=1.0
  167. shapecode_1_r2=0.0
  168. shapecode_1_g2=1.0
  169. shapecode_1_b2=0.0
  170. shapecode_1_a2=0.0
  171. shapecode_1_border_r=1.0
  172. shapecode_1_border_g=1.0
  173. shapecode_1_border_b=1.0
  174. shapecode_1_border_a=0.1
  175. shapecode_2_enabled=0
  176. shapecode_2_sides=4
  177. shapecode_2_additive=0
  178. shapecode_2_thickOutline=0
  179. shapecode_2_textured=0
  180. shapecode_2_num_inst=1
  181. shapecode_2_x=0.5
  182. shapecode_2_y=0.5
  183. shapecode_2_rad=0.1
  184. shapecode_2_ang=0.0
  185. shapecode_2_tex_ang=0.0
  186. shapecode_2_tex_zoom=1.0
  187. shapecode_2_r=1.0
  188. shapecode_2_g=0.0
  189. shapecode_2_b=0.0
  190. shapecode_2_a=1.0
  191. shapecode_2_r2=0.0
  192. shapecode_2_g2=1.0
  193. shapecode_2_b2=0.0
  194. shapecode_2_a2=0.0
  195. shapecode_2_border_r=1.0
  196. shapecode_2_border_g=1.0
  197. shapecode_2_border_b=1.0
  198. shapecode_2_border_a=0.1
  199. shapecode_3_enabled=0
  200. shapecode_3_sides=4
  201. shapecode_3_additive=0
  202. shapecode_3_thickOutline=0
  203. shapecode_3_textured=0
  204. shapecode_3_num_inst=1
  205. shapecode_3_x=0.5
  206. shapecode_3_y=0.5
  207. shapecode_3_rad=0.1
  208. shapecode_3_ang=0.0
  209. shapecode_3_tex_ang=0.0
  210. shapecode_3_tex_zoom=1.0
  211. shapecode_3_r=1.0
  212. shapecode_3_g=0.0
  213. shapecode_3_b=0.0
  214. shapecode_3_a=1.0
  215. shapecode_3_r2=0.0
  216. shapecode_3_g2=1.0
  217. shapecode_3_b2=0.0
  218. shapecode_3_a2=0.0
  219. shapecode_3_border_r=1.0
  220. shapecode_3_border_g=1.0
  221. shapecode_3_border_b=1.0
  222. shapecode_3_border_a=0.1
  223. per_frame_1=t2 = time*3;
  224. per_frame_2=wave_r = wave_r + 0.2*( 0.60*sin(0.980*t2) + 0.40*sin(1.047*t2) );
  225. per_frame_3=wave_g = wave_g + 0.2*( 0.60*sin(0.835*t2) + 0.40*sin(1.081*t2) );
  226. per_frame_4=wave_b = wave_b + 0.2*( 0.60*sin(0.814*t2) + 0.40*sin(1.011*t2) );
  227. per_frame_5=q1 = (cx*2-1) + 0.6*( 0.60*sin(0.374*time) + 0.40*sin(0.294*time) );
  228. per_frame_6=q2 = (cy*2-1) + 0.6*( 0.60*sin(0.393*time) + 0.40*sin(0.223*time) );
  229. per_frame_7=rot = rot + 0.03*cos(time*0.571+3);
  230. per_frame_8=dx = dx + 0.1*cos(time*0.492+1);
  231. per_frame_9=dy = dy + 0.1*cos(time*0.439+2);
  232. per_frame_10=//zoom = zoom + 0.01*cos(time*0.671+5);
  233. per_pixel_1=du = (x*2-1) - q1;
  234. per_pixel_2=dv = (y*2-1) - q2;
  235. per_pixel_3=dist = sqrt(du*du+dv*dv);
  236. per_pixel_4=ang2 = atan2(du,dv) + time*0.15;
  237. per_pixel_5=mult = 0.65*sin(dist*0.05);
  238. per_pixel_6=dx = mult*sin(ang2*2-1.5);
  239. per_pixel_7=dy = mult*cos(ang2*2-1.5);
  240. warp_1=`shader_body
  241. warp_2=`{
  242. warp_3=` // sample previous frame
  243. warp_4=` ret = tex2D( sampler_main, uv ).xyz;
  244. warp_5=`
  245. warp_6=` // motion blur:
  246. warp_7=` // 'v' points exactly one pixel, in the direction of motion
  247. warp_8=` float2 v = normalize(uv-uv_orig)*texsize.zw;
  248. warp_9=` float3 s;
  249. warp_10=` ret = max(ret, tex2D(sampler_main, uv+v*-1)*0.90);
  250. warp_11=` ret = max(ret, tex2D(sampler_main, uv+v* 1)*0.97);
  251. warp_12=` ret = max(ret, tex2D(sampler_main, uv+v* 2)*0.97);
  252. warp_13=` ret = max(ret, tex2D(sampler_main, uv+v* 3)*0.90);
  253. warp_14=`
  254. warp_15=` // darken over time
  255. warp_16=` ret *= 0.92;
  256. warp_17=`
  257. warp_18=` // add noise
  258. warp_19=` //float2 uv_noise = uv*texsize_noise_lq.zw*texsize.xy + rand_frame.xy;
  259. warp_20=` //ret += (tex2D(sampler_noise_lq, uv_noise)*2-1)*0.02;
  260. warp_21=`}
  261. comp_1=`shader_body
  262. comp_2=`{
  263. comp_3=` float2 uv2, uv3;
  264. comp_4=` float ang2, c, s;
  265. comp_5=`
  266. comp_6=` uv -= 0.5;
  267. comp_7=` uv *= aspect.xy;
  268. comp_8=`
  269. comp_9=` ang2 = 6.28*0.333;
  270. comp_10=` c = cos(ang2);
  271. comp_11=` s = sin(ang2);
  272. comp_12=` uv2.x = uv.x*c - uv.y*s;
  273. comp_13=` uv2.y = uv.x*s + uv.y*c;
  274. comp_14=`
  275. comp_15=` ang2 = 6.28*0.667;
  276. comp_16=` c = cos(ang2);
  277. comp_17=` s = sin(ang2);
  278. comp_18=` uv3.x = uv.x*c - uv.y*s;
  279. comp_19=` uv3.y = uv.x*s + uv.y*c;
  280. comp_20=`
  281. comp_21=` ret = tex2D(sampler_main, uv + 0.5).xyz;
  282. comp_22=` ret = max(ret, tex2D(sampler_main,uv2 + 0.5).xyz);
  283. comp_23=` ret = max(ret, tex2D(sampler_main,uv3 + 0.5).xyz);
  284. comp_24=`
  285. comp_25=` ret *= 1.3;
  286. comp_26=` ret *= hue_shader*4-2;
  287. comp_27=`
  288. comp_28=`}
  289. comp_29=`
  290. comp_30=`