Goody - Lights in the Sky.milk 9.0 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=4.000
  7. fGammaAdj=1.700
  8. fDecay=1.000
  9. fVideoEchoZoom=0.997
  10. fVideoEchoAlpha=0.500
  11. nVideoEchoOrientation=1
  12. nWaveMode=0
  13. bAdditiveWaves=0
  14. bWaveDots=0
  15. bWaveThick=0
  16. bModWaveAlphaByVolume=0
  17. bMaximizeWaveColor=1
  18. bTexWrap=0
  19. bDarkenCenter=0
  20. bRedBlueStereo=0
  21. bBrighten=0
  22. bDarken=0
  23. bSolarize=0
  24. bInvert=0
  25. fWaveAlpha=0.001
  26. fWaveScale=0.188
  27. fWaveSmoothing=0.900
  28. fWaveParam=0.000
  29. fModWaveAlphaStart=0.710
  30. fModWaveAlphaEnd=1.300
  31. fWarpAnimSpeed=2.599
  32. fWarpScale=0.010
  33. fZoomExponent=0.99990
  34. fShader=0.000
  35. zoom=1.01959
  36. rot=0.00000
  37. cx=0.500
  38. cy=0.500
  39. dx=0.00000
  40. dy=0.00000
  41. warp=0.01000
  42. sx=1.00000
  43. sy=1.00170
  44. wave_r=1.000
  45. wave_g=1.000
  46. wave_b=1.000
  47. wave_x=0.500
  48. wave_y=0.500
  49. ob_size=0.000
  50. ob_r=1.000
  51. ob_g=1.000
  52. ob_b=1.000
  53. ob_a=0.000
  54. ib_size=0.000
  55. ib_r=0.000
  56. ib_g=0.000
  57. ib_b=0.000
  58. ib_a=1.000
  59. nMotionVectorsX=64.000
  60. nMotionVectorsY=48.000
  61. mv_dx=0.000
  62. mv_dy=0.000
  63. mv_l=0.500
  64. mv_r=0.350
  65. mv_g=0.350
  66. mv_b=0.350
  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=1
  76. wavecode_0_samples=512
  77. wavecode_0_sep=128
  78. wavecode_0_bSpectrum=1
  79. wavecode_0_bUseDots=1
  80. wavecode_0_bDrawThick=1
  81. wavecode_0_bAdditive=0
  82. wavecode_0_scaling=4.44797
  83. wavecode_0_smoothing=1.00000
  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. wave_0_init1=t1 = 1
  89. wave_0_per_point1=stx=.5+.05*sin(time*.22+.05*treb_att);
  90. wave_0_per_point2=sty=.5+.05*cos(time*.15+.05*treb_att);
  91. wave_0_per_point3=
  92. wave_0_per_point4=mvx=stx+.05*cos(time)+.05*sin(bass);
  93. wave_0_per_point5=mvy=sty+.05*sin(time)+.05*cos(treb);
  94. wave_0_per_point6=
  95. wave_0_per_point7=x=mvx+abs(sin(y*bass)*x+pow(cos(x*y*treb),bass_att))*.1*sin(y+time);
  96. wave_0_per_point8=y=mvy+abs(cos(x*treb)*y+pow(cos(y*x*bass),treb_att))*.1*cos(x+time);
  97. wave_0_per_point9=
  98. wave_0_per_point10=
  99. wave_0_per_point11=
  100. wave_0_per_point12=// x/y border limits
  101. wavecode_1_enabled=1
  102. wavecode_1_samples=512
  103. wavecode_1_sep=128
  104. wavecode_1_bSpectrum=1
  105. wavecode_1_bUseDots=1
  106. wavecode_1_bDrawThick=1
  107. wavecode_1_bAdditive=0
  108. wavecode_1_scaling=4.44796
  109. wavecode_1_smoothing=1.00000
  110. wavecode_1_r=1.000
  111. wavecode_1_g=1.000
  112. wavecode_1_b=1.000
  113. wavecode_1_a=1.000
  114. wave_1_init1=t1 = 1
  115. wave_1_per_point1=stx=.5+.05*sin(time*.12+treb_att);
  116. wave_1_per_point2=sty=.5-.05*cos(time*.25+treb_att);
  117. wave_1_per_point3=
  118. wave_1_per_point4=mvx=stx-.05*sin(time)+.05*cos(bass);
  119. wave_1_per_point5=mvy=sty+.05*cos(time)+.05*sin(treb);
  120. wave_1_per_point6=
  121. wave_1_per_point7=x=mvx+abs(sin(y*bass)*x+pow(cos(x*y*treb),bass_att))*.1*sin(y+time);
  122. wave_1_per_point8=y=mvy+abs(cos(x*treb)*y+pow(cos(y*x*bass),treb_att))*.1*cos(x+time);
  123. wave_1_per_point9=
  124. wave_1_per_point10=
  125. wave_1_per_point11=
  126. wave_1_per_point12=// x/y border limits
  127. wavecode_2_enabled=1
  128. wavecode_2_samples=512
  129. wavecode_2_sep=0
  130. wavecode_2_bSpectrum=1
  131. wavecode_2_bUseDots=1
  132. wavecode_2_bDrawThick=1
  133. wavecode_2_bAdditive=0
  134. wavecode_2_scaling=4.44841
  135. wavecode_2_smoothing=1.00000
  136. wavecode_2_r=1.000
  137. wavecode_2_g=1.000
  138. wavecode_2_b=1.000
  139. wavecode_2_a=1.000
  140. wave_2_init1=t1 = 1
  141. wave_2_per_point1=stx=.5-.01*cos(time*.32+mid_att);
  142. wave_2_per_point2=sty=.5-.01*sin(time*.45+mid_att);
  143. wave_2_per_point3=
  144. wave_2_per_point4=mvx=stx-.01*cos(time*1.33)+.001*sin(bass);
  145. wave_2_per_point5=mvy=sty+.01*sin(time*.87)+.001*sin(treb);
  146. wave_2_per_point6=
  147. wave_2_per_point7=x=mvx+abs(sin(y*bass)*x+pow(cos(x*y*treb),bass_att))*.05*sin(y+time*1.43);
  148. wave_2_per_point8=y=mvy+abs(cos(x*treb)*y+pow(cos(y*x*bass),treb_att))*.05*cos(x+time*1.54);
  149. wave_2_per_point9=
  150. wave_2_per_point10=
  151. wave_2_per_point11=
  152. wave_2_per_point12=// x/y border limits
  153. wavecode_3_enabled=1
  154. wavecode_3_samples=512
  155. wavecode_3_sep=0
  156. wavecode_3_bSpectrum=1
  157. wavecode_3_bUseDots=1
  158. wavecode_3_bDrawThick=1
  159. wavecode_3_bAdditive=0
  160. wavecode_3_scaling=4.44841
  161. wavecode_3_smoothing=1.00000
  162. wavecode_3_r=1.000
  163. wavecode_3_g=1.000
  164. wavecode_3_b=1.000
  165. wavecode_3_a=1.000
  166. wave_3_init1=t1 = 1
  167. wave_3_per_point1=stx=.5+.01*sin(time*.022+mid_att);
  168. wave_3_per_point2=sty=.5+.01*cos(time*.615+mid_att);
  169. wave_3_per_point3=
  170. wave_3_per_point4=mvx=stx+.01*cos(time*.94)+.05*sin(bass);
  171. wave_3_per_point5=mvy=sty+.01*sin(time*1.4)+.05*cos(treb);
  172. wave_3_per_point6=
  173. wave_3_per_point7=x=mvx+.5*abs(sin(y*bass)*x+pow(cos(x*y*treb),bass_att))*.2*sin(y+time*.72);
  174. wave_3_per_point8=y=mvy+.5*abs(cos(x*treb)*y+pow(cos(y*x*bass),treb_att))*.2*cos(x+time*.47);
  175. wave_3_per_point9=
  176. wave_3_per_point10=
  177. wave_3_per_point11=
  178. wave_3_per_point12=// x/y border limits
  179. shapecode_0_enabled=0
  180. shapecode_0_sides=8
  181. shapecode_0_additive=1
  182. shapecode_0_thickOutline=0
  183. shapecode_0_textured=1
  184. shapecode_0_num_inst=1
  185. shapecode_0_x=0.500
  186. shapecode_0_y=0.500
  187. shapecode_0_rad=0.50127
  188. shapecode_0_ang=0.62832
  189. shapecode_0_tex_ang=0.00000
  190. shapecode_0_tex_zoom=1.00300
  191. shapecode_0_r=1.000
  192. shapecode_0_g=1.000
  193. shapecode_0_b=1.000
  194. shapecode_0_a=0.100
  195. shapecode_0_r2=1.000
  196. shapecode_0_g2=1.000
  197. shapecode_0_b2=1.000
  198. shapecode_0_a2=0.000
  199. shapecode_0_border_r=1.000
  200. shapecode_0_border_g=1.000
  201. shapecode_0_border_b=1.000
  202. shapecode_0_border_a=0.000
  203. shape_0_per_frame1=border_r=q1;
  204. shape_0_per_frame2=border_g=q2;
  205. shape_0_per_frame3=border_b=q3;
  206. shape_0_per_frame4=
  207. shape_0_per_frame5=ang=3.14*sin(time*.44)*cos(time*.17);;
  208. shape_0_per_frame6=
  209. shape_0_per_frame7=x=q4;
  210. shape_0_per_frame8=y=q5;
  211. shapecode_1_enabled=0
  212. shapecode_1_sides=8
  213. shapecode_1_additive=0
  214. shapecode_1_thickOutline=1
  215. shapecode_1_textured=1
  216. shapecode_1_num_inst=1
  217. shapecode_1_x=0.500
  218. shapecode_1_y=0.500
  219. shapecode_1_rad=0.50122
  220. shapecode_1_ang=0.00000
  221. shapecode_1_tex_ang=0.00000
  222. shapecode_1_tex_zoom=1.00000
  223. shapecode_1_r=1.000
  224. shapecode_1_g=1.000
  225. shapecode_1_b=1.000
  226. shapecode_1_a=1.000
  227. shapecode_1_r2=1.000
  228. shapecode_1_g2=1.000
  229. shapecode_1_b2=1.000
  230. shapecode_1_a2=0.000
  231. shapecode_1_border_r=1.000
  232. shapecode_1_border_g=1.000
  233. shapecode_1_border_b=1.000
  234. shapecode_1_border_a=0.000
  235. shape_1_per_frame1=border_r=q1;
  236. shape_1_per_frame2=border_g=q2;
  237. shape_1_per_frame3=border_b=q3;
  238. shape_1_per_frame4=
  239. shape_1_per_frame5=x=q4+.25*sin(time*.121)*cos(time*.19);
  240. shape_1_per_frame6=x=q5+.25*cos(time*.17)*cos(time*.137);
  241. shape_1_per_frame7=
  242. shape_1_per_frame8=ang=3.14*cos(time*.77);
  243. shapecode_2_enabled=0
  244. shapecode_2_sides=4
  245. shapecode_2_additive=0
  246. shapecode_2_thickOutline=1
  247. shapecode_2_textured=1
  248. shapecode_2_num_inst=1
  249. shapecode_2_x=0.800
  250. shapecode_2_y=0.500
  251. shapecode_2_rad=0.44044
  252. shapecode_2_ang=0.00000
  253. shapecode_2_tex_ang=0.00000
  254. shapecode_2_tex_zoom=0.99991
  255. shapecode_2_r=1.000
  256. shapecode_2_g=1.000
  257. shapecode_2_b=1.000
  258. shapecode_2_a=1.000
  259. shapecode_2_r2=1.000
  260. shapecode_2_g2=1.000
  261. shapecode_2_b2=1.000
  262. shapecode_2_a2=0.000
  263. shapecode_2_border_r=1.000
  264. shapecode_2_border_g=1.000
  265. shapecode_2_border_b=1.000
  266. shapecode_2_border_a=0.000
  267. shapecode_3_enabled=0
  268. shapecode_3_sides=40
  269. shapecode_3_additive=1
  270. shapecode_3_thickOutline=1
  271. shapecode_3_textured=1
  272. shapecode_3_num_inst=1
  273. shapecode_3_x=0.500
  274. shapecode_3_y=0.510
  275. shapecode_3_rad=0.36457
  276. shapecode_3_ang=0.00000
  277. shapecode_3_tex_ang=1.88496
  278. shapecode_3_tex_zoom=1.00182
  279. shapecode_3_r=1.000
  280. shapecode_3_g=1.000
  281. shapecode_3_b=1.000
  282. shapecode_3_a=1.000
  283. shapecode_3_r2=1.000
  284. shapecode_3_g2=1.000
  285. shapecode_3_b2=1.000
  286. shapecode_3_a2=1.000
  287. shapecode_3_border_r=1.000
  288. shapecode_3_border_g=1.000
  289. shapecode_3_border_b=1.000
  290. shapecode_3_border_a=0.200
  291. shape_3_per_frame1=bass_mod=max(x+abs(bass_att),x+sin(time));
  292. shape_3_per_frame2=
  293. shape_3_per_frame3=y=.5+.5*sin(time);
  294. shape_3_per_frame4=x=bass_mod*pow(y,2);
  295. shape_3_per_frame5=
  296. shape_3_per_frame6=a=if(above(x,y),0,a);
  297. shape_3_per_frame7=a2=a;
  298. shape_3_per_frame8=border_a=.1*a;
  299. shape_3_per_frame9=
  300. shape_3_per_frame10=tex_zoom=bass+mid;
  301. shape_3_per_frame11=
  302. shape_3_per_frame12=r=bass*.5;
  303. shape_3_per_frame13=g=mid*.6;
  304. shape_3_per_frame14=b=treb*.7;
  305. per_frame_init_1=decay=0.1;
  306. per_frame_1=sx=1.000;
  307. per_frame_2=sy=1.000;
  308. per_frame_3=
  309. per_frame_4=//dy=0.0058;
  310. per_frame_5=
  311. per_frame_6=q4=.5+.05*cos(time*.52)*cos(time*.39);
  312. per_frame_7=q5=.5+.05*sin(time*.44)*cos(time*.71);
  313. per_pixel_1=zoom=zoom+.01+.75*rad*treb_att;
  314. warp_1=`shader_body
  315. warp_2=`{
  316. warp_3=` // sample previous frame
  317. warp_4=` ret = tex2D( sampler_fc_main, uv);
  318. warp_5=`
  319. warp_6=` //Layer code - Thanks to flexi.
  320. warp_7=` float2 uv1 = lerp(uv_orig,uv,1); //equals uv
  321. warp_8=` float2 uv2 = lerp(uv_orig,uv,0.2); // 20% of uv
  322. warp_9=` float2 uv3 = lerp(uv_orig,uv,0.4); //20% of uv but in the opposite direction
  323. warp_10=`
  324. warp_11=` ret.x = GetPixel(uv1).x*0.97;
  325. warp_12=` ret.y = GetPixel(uv2).y*0.98;
  326. warp_13=` ret.z = GetPixel(uv3).z*0.96+ret.xy*.25;
  327. warp_14=`
  328. warp_15=` // darken (decay) over time
  329. warp_16=` ret -= .0085+.005*ret ;
  330. warp_17=`}
  331. comp_1=`shader_body
  332. comp_2=`{
  333. comp_3=` ret = tex2D(sampler_main,uv);
  334. comp_4=`
  335. comp_5=` float3 bl = GetBlur3(uv).xyz;
  336. comp_6=` float3 base = GetPixel(uv).xyz;
  337. comp_7=`
  338. comp_8=` float3 blum = ret+lum(base+bl)+GetPixel(uv.xy);
  339. comp_9=`
  340. comp_10=` ret += bl+lerp(ret.x,bl.x*float3(0.24,0.9,0.138),base.y);
  341. comp_11=` ret += bl+lerp(ret.y,bl.y*float3(0.9,0.25,0.1),base.x);
  342. comp_12=` ret += bl+lerp(ret.z,bl.z*float3(0.31,0.12,0.18),base.z);
  343. comp_13=`
  344. comp_14=` ret += bl*(frac(base)+frac(bl))+blum;
  345. comp_15=` ret += frac(ret+bl);
  346. comp_16=`
  347. comp_17=` ret*=ret;
  348. comp_18=`}