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Martin - liquid arrows.milk 8.1 KB

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  1. MILKDROP_PRESET_VERSION=201
  2. PSVERSION=3
  3. PSVERSION_WARP=3
  4. PSVERSION_COMP=3
  5. [preset00]
  6. fRating=3.000000
  7. fGammaAdj=1.780001
  8. fDecay=0.500000
  9. fVideoEchoZoom=0.999998
  10. fVideoEchoAlpha=0.500000
  11. nVideoEchoOrientation=3
  12. nWaveMode=5
  13. bAdditiveWaves=0
  14. bWaveDots=1
  15. bWaveThick=1
  16. bModWaveAlphaByVolume=0
  17. bMaximizeWaveColor=0
  18. bTexWrap=1
  19. bDarkenCenter=0
  20. bRedBlueStereo=0
  21. bBrighten=0
  22. bDarken=1
  23. bSolarize=0
  24. bInvert=0
  25. fWaveAlpha=0.001000
  26. fWaveScale=5.552000
  27. fWaveSmoothing=0.504000
  28. fWaveParam=-1.000000
  29. fModWaveAlphaStart=0.710000
  30. fModWaveAlphaEnd=1.300000
  31. fWarpAnimSpeed=1.459500
  32. fWarpScale=2.006700
  33. fZoomExponent=1.000000
  34. fShader=0.000000
  35. zoom=0.999900
  36. rot=0.000000
  37. cx=0.500000
  38. cy=0.500000
  39. dx=0.000000
  40. dy=0.000000
  41. warp=0.010000
  42. sx=0.999900
  43. sy=1.000000
  44. wave_r=1.000000
  45. wave_g=0.000000
  46. wave_b=0.000000
  47. wave_x=0.500000
  48. wave_y=0.500000
  49. ob_size=0.060000
  50. ob_r=1.000000
  51. ob_g=1.000000
  52. ob_b=1.000000
  53. ob_a=0.000000
  54. ib_size=0.260000
  55. ib_r=0.250000
  56. ib_g=0.250000
  57. ib_b=0.250000
  58. ib_a=0.000000
  59. nMotionVectorsX=64.000000
  60. nMotionVectorsY=48.000000
  61. mv_dx=0.000000
  62. mv_dy=0.000000
  63. mv_l=0.850000
  64. mv_r=0.500000
  65. mv_g=0.500000
  66. mv_b=0.500000
  67. mv_a=0.000000
  68. b1n=0.000000
  69. b2n=0.000000
  70. b3n=0.000000
  71. b1x=0.699900
  72. b2x=1.000000
  73. b3x=1.000000
  74. b1ed=0.000000
  75. wavecode_0_enabled=0
  76. wavecode_0_samples=512
  77. wavecode_0_sep=0
  78. wavecode_0_bSpectrum=1
  79. wavecode_0_bUseDots=1
  80. wavecode_0_bDrawThick=0
  81. wavecode_0_bAdditive=1
  82. wavecode_0_scaling=0.503300
  83. wavecode_0_smoothing=0.500000
  84. wavecode_0_r=1.000000
  85. wavecode_0_g=1.000000
  86. wavecode_0_b=1.000000
  87. wavecode_0_a=1.000000
  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=1.000000
  96. wavecode_1_smoothing=0.500000
  97. wavecode_1_r=1.000000
  98. wavecode_1_g=1.000000
  99. wavecode_1_b=1.000000
  100. wavecode_1_a=1.000000
  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=1.000000
  109. wavecode_2_smoothing=0.500000
  110. wavecode_2_r=1.000000
  111. wavecode_2_g=1.000000
  112. wavecode_2_b=1.000000
  113. wavecode_2_a=1.000000
  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=1.000000
  122. wavecode_3_smoothing=0.500000
  123. wavecode_3_r=1.000000
  124. wavecode_3_g=1.000000
  125. wavecode_3_b=1.000000
  126. wavecode_3_a=1.000000
  127. shapecode_0_enabled=0
  128. shapecode_0_sides=100
  129. shapecode_0_additive=0
  130. shapecode_0_thickOutline=0
  131. shapecode_0_textured=1
  132. shapecode_0_x=0.500000
  133. shapecode_0_y=0.900000
  134. shapecode_0_rad=0.154930
  135. shapecode_0_ang=0.000000
  136. shapecode_0_tex_ang=0.000000
  137. shapecode_0_tex_zoom=0.779770
  138. shapecode_0_r=1.000000
  139. shapecode_0_g=1.000000
  140. shapecode_0_b=1.000000
  141. shapecode_0_a=1.000000
  142. shapecode_0_r2=1.000000
  143. shapecode_0_g2=1.000000
  144. shapecode_0_b2=1.000000
  145. shapecode_0_a2=1.000000
  146. shapecode_0_border_r=1.000000
  147. shapecode_0_border_g=1.000000
  148. shapecode_0_border_b=1.000000
  149. shapecode_0_border_a=0.000000
  150. shapecode_1_enabled=0
  151. shapecode_1_sides=5
  152. shapecode_1_additive=0
  153. shapecode_1_thickOutline=0
  154. shapecode_1_textured=1
  155. shapecode_1_x=0.500000
  156. shapecode_1_y=0.500000
  157. shapecode_1_rad=0.986000
  158. shapecode_1_ang=0.000000
  159. shapecode_1_tex_ang=3.141590
  160. shapecode_1_tex_zoom=0.999790
  161. shapecode_1_r=1.000000
  162. shapecode_1_g=1.000000
  163. shapecode_1_b=1.000000
  164. shapecode_1_a=1.000000
  165. shapecode_1_r2=1.000000
  166. shapecode_1_g2=1.000000
  167. shapecode_1_b2=1.000000
  168. shapecode_1_a2=1.000000
  169. shapecode_1_border_r=1.000000
  170. shapecode_1_border_g=1.000000
  171. shapecode_1_border_b=1.000000
  172. shapecode_1_border_a=0.000000
  173. shape_1_per_frame1=ang =sin(time/65) ;// ang + (bass*.2) + (time*.4);
  174. shapecode_2_enabled=1
  175. shapecode_2_sides=5
  176. shapecode_2_additive=1
  177. shapecode_2_thickOutline=0
  178. shapecode_2_textured=0
  179. shapecode_2_x=0.900000
  180. shapecode_2_y=0.500000
  181. shapecode_2_rad=0.226130
  182. shapecode_2_ang=0.000000
  183. shapecode_2_tex_ang=0.000000
  184. shapecode_2_tex_zoom=1.000000
  185. shapecode_2_r=1.000000
  186. shapecode_2_g=0.600000
  187. shapecode_2_b=0.000000
  188. shapecode_2_a=1.000000
  189. shapecode_2_r2=0.000000
  190. shapecode_2_g2=0.000000
  191. shapecode_2_b2=0.000000
  192. shapecode_2_a2=0.000000
  193. shapecode_2_border_r=1.000000
  194. shapecode_2_border_g=1.000000
  195. shapecode_2_border_b=1.000000
  196. shapecode_2_border_a=0.000000
  197. shape_2_per_frame1=x = 0.05 + rand(900)/1000;
  198. shape_2_per_frame2=y = 0.05 + rand(900)/1000;
  199. shape_2_per_frame3=ang = rand(320)/100;
  200. shape_2_per_frame4=
  201. shapecode_3_enabled=0
  202. shapecode_3_sides=36
  203. shapecode_3_additive=1
  204. shapecode_3_thickOutline=0
  205. shapecode_3_textured=0
  206. shapecode_3_x=0.500000
  207. shapecode_3_y=0.500000
  208. shapecode_3_rad=0.187170
  209. shapecode_3_ang=0.000000
  210. shapecode_3_tex_ang=0.000000
  211. shapecode_3_tex_zoom=1.000000
  212. shapecode_3_r=0.000000
  213. shapecode_3_g=0.120000
  214. shapecode_3_b=0.000000
  215. shapecode_3_a=1.000000
  216. shapecode_3_r2=0.000000
  217. shapecode_3_g2=0.000000
  218. shapecode_3_b2=0.000000
  219. shapecode_3_a2=0.000000
  220. shapecode_3_border_r=1.000000
  221. shapecode_3_border_g=1.000000
  222. shapecode_3_border_b=1.000000
  223. shapecode_3_border_a=0.000000
  224. per_frame_init_1=index4 = rand(2);
  225. per_frame_init_2=index3 = rand(4);
  226. per_frame_1=dec_med = pow (0.9, 30/fps);
  227. per_frame_2=dec_slow = pow (0.99, 30/fps);
  228. per_frame_3=beat = max (max (bass, mid), treb);
  229. per_frame_4=avg = avg*dec_slow + beat*(1-dec_slow);
  230. per_frame_5=is_beat = above(beat, .5+avg+peak) * above (time, t0+.2);
  231. per_frame_6=t0 = is_beat*time + (1-is_beat)*t0;
  232. per_frame_7=peak = is_beat * beat + (1-is_beat)*peak*dec_med;
  233. per_frame_8=index = (index + is_beat) %4;
  234. per_frame_9=index2 = (index2 + is_beat*bnot(index))%4;
  235. per_frame_10=index3 = (index3 + is_beat*bnot(index)*bnot(index2))%4;
  236. per_frame_11=index4 = (index4 + is_beat*bnot(index)*bnot(index2)*bnot(index3))%2;
  237. per_frame_12=
  238. per_frame_13=
  239. per_frame_14=q20 = avg;
  240. per_frame_15=q21 = beat;
  241. per_frame_16=q22 = peak;
  242. per_frame_17=q23 = index;
  243. per_frame_18=q24 = is_beat;
  244. per_frame_19=q26 = bass + mid + treb;
  245. per_frame_20=
  246. per_frame_21=ready = is_beat * bnot(ready) + bnot(is_beat2)*ready;
  247. per_frame_22=is_beat2 = ready * above (time, t0+.2);
  248. per_frame_23=q19 = is_beat2;
  249. per_frame_24=
  250. per_frame_25=//k1 = is_beat*bnot(index)*bnot(index2);
  251. per_frame_26=
  252. per_frame_27=k1 = is_beat*equal(index,0);
  253. per_frame_28=p1 = k1*(p1+1) + (1-k1)*p1;
  254. per_frame_29=p2 = dec_med * p2+ (1-dec_med)*p1;
  255. per_frame_30=rott = p2 * 3.14159265359/2;
  256. per_frame_31=
  257. per_frame_32=q27 = index+1;
  258. per_frame_33=q28 = index2+1;
  259. per_frame_34=q29 = index3*4+1;
  260. per_frame_35=q30 = index4;
  261. per_frame_36=
  262. per_frame_37=q1 = cos(rott);
  263. per_frame_38=q2 = sin(rott);
  264. per_frame_39=q3 = -q2;
  265. per_frame_40=q4 = q1;
  266. per_frame_41=
  267. per_frame_42=sp0 = dec_slow*sp0 + (q24+.05)*(1-dec_slow);
  268. per_frame_43=go = go * dec_med + (1-dec_med)*(1-bnot(index2+index3));
  269. per_frame_44=movez = movez + .015*30/fps * go ;
  270. per_frame_45=q31 = movez;
  271. per_frame_46=q32 = .5 + .02*sin(time/5);
  272. per_frame_47=
  273. per_frame_48=q5 = index4%2;
  274. per_frame_49=
  275. per_frame_50=zoom = 1.0; rot = 0;
  276. per_frame_51=
  277. per_frame_52=dx = .05*max(sin(time/9.7)-.95,0);
  278. per_frame_53=dy = .002*(1-go);
  279. per_frame_54=rot = 50*(dx-dy);
  280. per_frame_55=
  281. warp_1=`shader_body {
  282. warp_2=`float corr = texsize.xy*texsize_noise_lq.zw;
  283. warp_3=`float2 uv1 = float2(uv.x-0.5,uv.y-0.5)*aspect.xy;
  284. warp_4=`
  285. warp_5=`
  286. warp_6=`float3 noiseVal =lum (tex2D(sampler_noise_lq, corr*uv*.02+ .1*rand_frame));
  287. warp_7=`
  288. warp_8=`float2 k1 = float2((uv.x), (uv.y));
  289. warp_9=`
  290. warp_10=`float3 ret1 = GetBlur1(uv) ;
  291. warp_11=`
  292. warp_12=`float2 zz = uv.xy * texsize.xy *.03;
  293. warp_13=`float h1 = (cos(zz.y*q1) * sin(-zz.y));
  294. warp_14=`float h2 = (sin(zz.x) * cos(zz.y*q2));
  295. warp_15=`
  296. warp_16=`uv.xy -= float2(h1,h2)*texsize.zw * 18;
  297. warp_17=`
  298. warp_18=`
  299. warp_19=`float3 crisp = tex2D(sampler_main,uv) + 0*noiseVal/30;
  300. warp_20=`
  301. warp_21=`//crisp = lerp (crisp, 1-crisp.zyx, 0.01);
  302. warp_22=`
  303. warp_23=` ret = crisp*.99 -.01;
  304. warp_24=`}
  305. comp_1=`shader_body
  306. comp_2=`{
  307. comp_3=`
  308. comp_4=`float2 uv1 = uv-.5;
  309. comp_5=`
  310. comp_6=`float3 ret1 = tex2D(sampler_main, uv) + GetBlur1(uv)*0;
  311. comp_7=`
  312. comp_8=`
  313. comp_9=`float2 hor = float2 (.001,0);
  314. comp_10=`float2 ver = float2 (0,.001);
  315. comp_11=`float dx = GetPixel (uv-hor) - GetPixel (uv+hor);
  316. comp_12=`float dy = GetPixel (uv-ver) - GetPixel (uv+ver);
  317. comp_13=`float2 dz = float2 (dx,dy);
  318. comp_14=`
  319. comp_15=`uv1 = uv1*0+.3*cos(uv1*1+1.8) - 2*dz;;
  320. comp_16=`float dots = saturate(.01/length(uv1));
  321. comp_17=`
  322. comp_18=`
  323. comp_19=`ret1 = 0.3*lum(ret1) + 22*dots*(ret1+.1);
  324. comp_20=`
  325. comp_21=`ret = .8*ret1;
  326. comp_22=`}