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Hexcollie + Flexi - Faceless Frog [rmx].milk 7.8 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=5.000
  7. fGammaAdj=1.000
  8. fDecay=1.000
  9. fVideoEchoZoom=2.000
  10. fVideoEchoAlpha=0.000
  11. nVideoEchoOrientation=0
  12. nWaveMode=0
  13. bAdditiveWaves=0
  14. bWaveDots=0
  15. bWaveThick=0
  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=0.001
  26. fWaveScale=2.988
  27. fWaveSmoothing=0.750
  28. fWaveParam=0.000
  29. fModWaveAlphaStart=0.750
  30. fModWaveAlphaEnd=0.950
  31. fWarpAnimSpeed=1.000
  32. fWarpScale=1.000
  33. fZoomExponent=1.00000
  34. fShader=0.000
  35. zoom=0.99010
  36. rot=0.00000
  37. cx=0.500
  38. cy=0.500
  39. dx=0.00000
  40. dy=0.00000
  41. warp=1.00000
  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=0.000
  51. ob_g=0.000
  52. ob_b=0.000
  53. ob_a=0.000
  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=0.000
  75. wavecode_0_enabled=1
  76. wavecode_0_samples=512
  77. wavecode_0_sep=0
  78. wavecode_0_bSpectrum=1
  79. wavecode_0_bUseDots=1
  80. wavecode_0_bDrawThick=1
  81. wavecode_0_bAdditive=0
  82. wavecode_0_scaling=0.12032
  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. wave_0_per_point1=y=.3+pow(value1*.01,.2);
  89. wave_0_per_point2=r=rand(10)*.1;
  90. wave_0_per_point3=g=rand(10)*.1;
  91. wave_0_per_point4=b=rand(10)*.1;
  92. wave_0_per_point5=x = if(equal(frame%2,0),.6 + -sample*.45,.4+sample*.45);
  93. wave_0_per_point6=x = if(above(sample,.2),x,-1);
  94. wavecode_1_enabled=1
  95. wavecode_1_samples=512
  96. wavecode_1_sep=0
  97. wavecode_1_bSpectrum=1
  98. wavecode_1_bUseDots=1
  99. wavecode_1_bDrawThick=1
  100. wavecode_1_bAdditive=0
  101. wavecode_1_scaling=1.00000
  102. wavecode_1_smoothing=0.50000
  103. wavecode_1_r=1.000
  104. wavecode_1_g=1.000
  105. wavecode_1_b=1.000
  106. wavecode_1_a=1.000
  107. wave_1_per_point1=x = if(equal(frame%2,0),.6 + -sample*.45,.4+sample*.45);
  108. wave_1_per_point2=y=.5-pow(value2*.01,.2);
  109. wave_1_per_point3=r=rand(10)*.1;
  110. wave_1_per_point4=g=rand(10)*.1;
  111. wave_1_per_point5=b=rand(10)*.1;
  112. wave_1_per_point6=x = if(above(sample,.2),x,-1);
  113. wavecode_2_enabled=0
  114. wavecode_2_samples=512
  115. wavecode_2_sep=0
  116. wavecode_2_bSpectrum=0
  117. wavecode_2_bUseDots=0
  118. wavecode_2_bDrawThick=0
  119. wavecode_2_bAdditive=0
  120. wavecode_2_scaling=1.00000
  121. wavecode_2_smoothing=0.50000
  122. wavecode_2_r=1.000
  123. wavecode_2_g=1.000
  124. wavecode_2_b=1.000
  125. wavecode_2_a=1.000
  126. wave_2_init1=t1 = 0;
  127. wavecode_3_enabled=0
  128. wavecode_3_samples=512
  129. wavecode_3_sep=0
  130. wavecode_3_bSpectrum=0
  131. wavecode_3_bUseDots=0
  132. wavecode_3_bDrawThick=0
  133. wavecode_3_bAdditive=0
  134. wavecode_3_scaling=1.00000
  135. wavecode_3_smoothing=0.50000
  136. wavecode_3_r=1.000
  137. wavecode_3_g=1.000
  138. wavecode_3_b=1.000
  139. wavecode_3_a=1.000
  140. shapecode_0_enabled=1
  141. shapecode_0_sides=32
  142. shapecode_0_additive=0
  143. shapecode_0_thickOutline=0
  144. shapecode_0_textured=0
  145. shapecode_0_num_inst=1
  146. shapecode_0_x=0.500
  147. shapecode_0_y=0.500
  148. shapecode_0_rad=0.18000
  149. shapecode_0_ang=0.00000
  150. shapecode_0_tex_ang=0.00000
  151. shapecode_0_tex_zoom=1.00000
  152. shapecode_0_r=0.000
  153. shapecode_0_g=0.000
  154. shapecode_0_b=0.600
  155. shapecode_0_a=1.000
  156. shapecode_0_r2=1.000
  157. shapecode_0_g2=1.000
  158. shapecode_0_b2=1.000
  159. shapecode_0_a2=0.000
  160. shapecode_0_border_r=1.000
  161. shapecode_0_border_g=1.000
  162. shapecode_0_border_b=1.000
  163. shapecode_0_border_a=0.000
  164. shape_0_per_frame1=x=.2+.02*sin(time*3);
  165. shape_0_per_frame2=y=.7+.02*sin(time*4);;
  166. shape_0_per_frame3=rad=rad+.23*sin(bass);
  167. shape_0_per_frame4=r2 = 1;
  168. shape_0_per_frame5=b2 = 1-.1*treb*above(bass,1);
  169. shape_0_per_frame6=g2 = 1-.1*treb*above(bass,1);
  170. shape_0_per_frame7=g = .2*mid*abs(sin(time*.9));
  171. shapecode_1_enabled=1
  172. shapecode_1_sides=32
  173. shapecode_1_additive=0
  174. shapecode_1_thickOutline=0
  175. shapecode_1_textured=0
  176. shapecode_1_num_inst=1
  177. shapecode_1_x=0.500
  178. shapecode_1_y=0.500
  179. shapecode_1_rad=0.18000
  180. shapecode_1_ang=0.00000
  181. shapecode_1_tex_ang=0.00000
  182. shapecode_1_tex_zoom=1.00000
  183. shapecode_1_r=0.000
  184. shapecode_1_g=0.000
  185. shapecode_1_b=1.000
  186. shapecode_1_a=1.000
  187. shapecode_1_r2=1.000
  188. shapecode_1_g2=1.000
  189. shapecode_1_b2=1.000
  190. shapecode_1_a2=0.000
  191. shapecode_1_border_r=1.000
  192. shapecode_1_border_g=1.000
  193. shapecode_1_border_b=1.000
  194. shapecode_1_border_a=0.000
  195. shape_1_per_frame1=x=.8+.02*sin(time*3);
  196. shape_1_per_frame2=y=.7+.02*sin(time*4);;
  197. shape_1_per_frame3=rad=rad+.23*sin(treb);
  198. shape_1_per_frame4=r2 = 1;
  199. shape_1_per_frame5=b2 = 1-.1*treb*above(treb,1);
  200. shape_1_per_frame6=g2 = 1-.1*treb*above(treb,1);
  201. shape_1_per_frame7=g = .2*mid*abs(sin(time*.9));
  202. shapecode_2_enabled=1
  203. shapecode_2_sides=3
  204. shapecode_2_additive=0
  205. shapecode_2_thickOutline=0
  206. shapecode_2_textured=0
  207. shapecode_2_num_inst=1
  208. shapecode_2_x=0.500
  209. shapecode_2_y=0.500
  210. shapecode_2_rad=0.17000
  211. shapecode_2_ang=0.00000
  212. shapecode_2_tex_ang=0.00000
  213. shapecode_2_tex_zoom=1.00000
  214. shapecode_2_r=1.000
  215. shapecode_2_g=0.700
  216. shapecode_2_b=0.400
  217. shapecode_2_a=1.000
  218. shapecode_2_r2=1.000
  219. shapecode_2_g2=0.600
  220. shapecode_2_b2=0.400
  221. shapecode_2_a2=0.000
  222. shapecode_2_border_r=1.000
  223. shapecode_2_border_g=1.000
  224. shapecode_2_border_b=1.000
  225. shapecode_2_border_a=0.000
  226. shape_2_per_frame1=ang = 1.57+.2*sin(time*6);
  227. shape_2_per_frame2=rad=rad+.08*sin(time*3);
  228. shape_2_per_frame3=y = .63
  229. shapecode_3_enabled=0
  230. shapecode_3_sides=4
  231. shapecode_3_additive=0
  232. shapecode_3_thickOutline=0
  233. shapecode_3_textured=0
  234. shapecode_3_num_inst=1
  235. shapecode_3_x=0.500
  236. shapecode_3_y=0.500
  237. shapecode_3_rad=0.10000
  238. shapecode_3_ang=0.00000
  239. shapecode_3_tex_ang=0.00000
  240. shapecode_3_tex_zoom=1.00000
  241. shapecode_3_r=1.000
  242. shapecode_3_g=0.000
  243. shapecode_3_b=0.000
  244. shapecode_3_a=1.000
  245. shapecode_3_r2=0.000
  246. shapecode_3_g2=1.000
  247. shapecode_3_b2=0.000
  248. shapecode_3_a2=0.000
  249. shapecode_3_border_r=1.000
  250. shapecode_3_border_g=1.000
  251. shapecode_3_border_b=1.000
  252. shapecode_3_border_a=0.100
  253. per_frame_1=warp = 0;
  254. per_frame_2=
  255. warp_1=`shader_body
  256. warp_2=`{
  257. warp_3=` float2 d = texsize.zw * 8; // the distance of the 4 surrounding spots (N-E-S-W), where the gradient is calutated by
  258. warp_4=` // 4 - 12, has impact on the spreading speed
  259. warp_5=` // (wider distances may result in greater differences
  260. warp_6=` float3 dx = ( GetBlur1(uv + float2(1,0)*d) - GetBlur1(uv-float2(1,0)*d) ); // east-west gradient
  261. warp_7=` float3 dy = ( GetBlur1(uv + float2(0,1)*d) - GetBlur1(uv-float2(0,1)*d) ); // north-south gradient
  262. warp_8=`
  263. warp_9=` float2 dither_uv = uv_orig*texsize.xy*texsize_noise_lq.zw * 1.2 // makes the graininess of the fur
  264. warp_10=` // 0.5 (very raw) - 3 (fine leather)
  265. warp_11=` + rand_frame.xy; // needs to be set to keep an overall randomness
  266. warp_12=`
  267. warp_13=` float2 uv_bg = lerp(uv_orig,uv,0.4) // scaling the input motion vector down, useful for a lower layer
  268. warp_14=` + float2(dx.x,dy.x)*texsize.zw *2; // important: this is the spreading factor.
  269. warp_15=` // 1 to 8 are good values
  270. warp_16=` // (dependent on the distance the gradient is taken from)
  271. warp_17=`
  272. warp_18=` ret.x = GetPixel(uv_bg).x // we will process the value from the previous frame
  273. warp_19=` - (GetPixel(uv_bg).x - GetBlur3(uv_bg).x) * 0.02 // this part darkens the most contrasty parts only
  274. warp_20=` // try differnet blur levels too
  275. warp_21=` - 0.004 // overall fade to black
  276. warp_22=` // the play of the upper two factors makes the 3D impact
  277. warp_23=` +(tex2D(sampler_noise_lq, dither_uv).xyz-0.5) *0.12; // intensity of the hairs (0.04 - 0.4)
  278. warp_24=`
  279. warp_25=`}
  280. comp_1=`
  281. comp_2=`
  282. comp_3=`
  283. comp_4=`
  284. comp_5=`shader_body
  285. comp_6=`{
  286. comp_7=` uv = 0.05 + 0.9*uv;
  287. comp_8=` ret = tex2D(sampler_main, uv).xyz;
  288. comp_9=` // SUPER GLOW EDGES - looks awesome w/octopus
  289. comp_10=` float3 avg_col = GetBlur2(uv);
  290. comp_11=` ret = abs(avg_col - ret)*6;
  291. comp_12=` ret *= .65; // a little bit of overbright
  292. comp_13=`}