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Geiss and Zylot - Reaction Diffusion 3 (Overload Mix 2).milk 6.8 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=0
  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=0.0
  26. fWaveScale=1.015
  27. fWaveSmoothing=0.522
  28. fWaveParam=0.0
  29. fModWaveAlphaStart=0.830
  30. fModWaveAlphaEnd=1.310
  31. fWarpAnimSpeed=30.965
  32. fWarpScale=2.572
  33. fZoomExponent=1.0
  34. fShader=0.0
  35. zoom=1.00901
  36. rot=0.0
  37. cx=0.5
  38. cy=0.5
  39. dx=0.0
  40. dy=0.0
  41. warp=0.00054
  42. sx=1.0
  43. sy=1.0
  44. wave_r=0.5
  45. wave_g=0.5
  46. wave_b=0.5
  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=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=` float3 b = lerp(GetBlur2(uv),GetBlur1(uv),uv_orig.x);//GetBlur2(uv);
  259. warp_9=` ret.xyz += (ret.xyz - b)*0.3 - (((bass+treb+mid-0.5)*.333)*.02);
  260. warp_10=` ret.xyz *= 0.95;
  261. warp_11=`
  262. warp_12=` // add noise:
  263. warp_13=` float2 dither_uv = uv_orig*texsize.xy*texsize_noise_lq.zw * 0.4 + rand_frame.xy;
  264. warp_14=` ret.xyz += (tex2D(sampler_noise_lq, dither_uv).xyz-0.5)/256.0 * 122 * saturate(treb_att-1);
  265. warp_15=`
  266. warp_16=` // desaturate over time, to keep the globs white
  267. warp_17=` ret.xyz = lerp(ret.xyz, lum(ret.xyz), 0.2);
  268. warp_18=`}
  269. comp_1=`shader_body
  270. comp_2=`{
  271. comp_3=` ret = tex2D(sampler_main, uv).xyz;
  272. comp_4=` ret += GetBlur1(uv)*0.4;
  273. comp_5=`
  274. comp_6=` // palettize:
  275. comp_7=` ret = pow(ret, float3(0.5, 0.8, 1.7));
  276. comp_8=` ret = pow(ret, float3(1.7-(bass*.5), 1.7-(treb*.5), 1.7-(mid*.5)));
  277. comp_9=`
  278. comp_10=` //ret.xyz *= 2; // a little bit of overbright
  279. comp_11=`}
  280. comp_12=`
  281. comp_13=`