Rovastar + Flexi + Loadus + Geiss - Tone-mapped FractalDrop 4 [moebius edit].milk 9.3 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=3.000
  7. fGammaAdj=1.000
  8. fDecay=1.000
  9. fVideoEchoZoom=1.007
  10. fVideoEchoAlpha=0.500
  11. nVideoEchoOrientation=1
  12. nWaveMode=7
  13. bAdditiveWaves=1
  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=0.100
  26. fWaveScale=2.781
  27. fWaveSmoothing=0.900
  28. fWaveParam=0.000
  29. fModWaveAlphaStart=0.000
  30. fModWaveAlphaEnd=1.100
  31. fWarpAnimSpeed=1.000
  32. fWarpScale=1.000
  33. fZoomExponent=1.00000
  34. fShader=0.000
  35. zoom=1.00990
  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=1.00000
  44. wave_r=0.650
  45. wave_g=0.650
  46. wave_b=1.000
  47. wave_x=0.500
  48. wave_y=0.500
  49. ob_size=0.007
  50. ob_r=0.000
  51. ob_g=0.000
  52. ob_b=0.000
  53. ob_a=0.000
  54. ib_size=0.260
  55. ib_r=0.250
  56. ib_g=0.250
  57. ib_b=0.250
  58. ib_a=0.000
  59. nMotionVectorsX=64.000
  60. nMotionVectorsY=48.000
  61. mv_dx=0.000
  62. mv_dy=0.000
  63. mv_l=0.850
  64. mv_r=0.500
  65. mv_g=0.500
  66. mv_b=0.500
  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=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=1.00000
  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. 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=1.00000
  96. wavecode_1_smoothing=0.50000
  97. wavecode_1_r=1.000
  98. wavecode_1_g=1.000
  99. wavecode_1_b=1.000
  100. wavecode_1_a=1.000
  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=1.00000
  109. wavecode_2_smoothing=0.50000
  110. wavecode_2_r=1.000
  111. wavecode_2_g=1.000
  112. wavecode_2_b=1.000
  113. wavecode_2_a=1.000
  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=1.00000
  122. wavecode_3_smoothing=0.50000
  123. wavecode_3_r=1.000
  124. wavecode_3_g=1.000
  125. wavecode_3_b=1.000
  126. wavecode_3_a=1.000
  127. shapecode_0_enabled=1
  128. shapecode_0_sides=3
  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=0.370
  134. shapecode_0_y=0.500
  135. shapecode_0_rad=6.81129
  136. shapecode_0_ang=3.64425
  137. shapecode_0_tex_ang=0.00000
  138. shapecode_0_tex_zoom=1.00000
  139. shapecode_0_r=0.000
  140. shapecode_0_g=0.000
  141. shapecode_0_b=0.000
  142. shapecode_0_a=0.500
  143. shapecode_0_r2=0.000
  144. shapecode_0_g2=0.000
  145. shapecode_0_b2=0.000
  146. shapecode_0_a2=0.500
  147. shapecode_0_border_r=1.000
  148. shapecode_0_border_g=1.000
  149. shapecode_0_border_b=1.000
  150. shapecode_0_border_a=1.000
  151. shape_0_init1=t1 = rand(100)*0.01;
  152. shape_0_init2=t2 = rand(100)*0.01;
  153. shape_0_per_frame1=ang = q1*(0.303 + 0.01*t1);
  154. shape_0_per_frame2=r = min(1,max(0,0+ 0.1*sin(time*0.417 + 1)));
  155. shape_0_per_frame3=g = min(1,max(0,0 + 0.1*sin(time*0.391 + 2)));
  156. shape_0_per_frame4=b = min(1,max(0,0 + 0.1*sin(time*0.432 + 4)));
  157. shape_0_per_frame5=r2 = min(1,max(0,r2 + 0.02*sin(time*0.657 + 3)));
  158. shape_0_per_frame6=g2 = min(1,max(0,g2 + 0.02*sin(time*0.737 + 5)));
  159. shape_0_per_frame7=b2 = min(1,max(0,b2 + 0.02*sin(time*0.884 + 6)));
  160. shape_0_per_frame8=additive =0.5+0.15*(bass+bass_att);
  161. shapecode_1_enabled=1
  162. shapecode_1_sides=100
  163. shapecode_1_additive=1
  164. shapecode_1_thickOutline=0
  165. shapecode_1_textured=1
  166. shapecode_1_num_inst=1
  167. shapecode_1_x=0.370
  168. shapecode_1_y=0.500
  169. shapecode_1_rad=0.89796
  170. shapecode_1_ang=3.64425
  171. shapecode_1_tex_ang=0.00000
  172. shapecode_1_tex_zoom=1.00000
  173. shapecode_1_r=1.000
  174. shapecode_1_g=1.000
  175. shapecode_1_b=1.000
  176. shapecode_1_a=0.500
  177. shapecode_1_r2=0.000
  178. shapecode_1_g2=0.000
  179. shapecode_1_b2=0.000
  180. shapecode_1_a2=1.000
  181. shapecode_1_border_r=1.000
  182. shapecode_1_border_g=1.000
  183. shapecode_1_border_b=1.000
  184. shapecode_1_border_a=0.000
  185. shape_1_init1=t1 = rand(100)*0.01;
  186. shape_1_init2=t2 = rand(100)*0.01;
  187. shape_1_per_frame1=x = x + 0.07*sin(q1*0.15+3);
  188. shape_1_per_frame2=y = y + 0.03*sin(q1*0.19+1);
  189. shape_1_per_frame3=tex_ang = q1*(0.01 + 0.0001*t1);
  190. shape_1_per_frame4=r = min(1,max(0,r + 0.01*sin(time*0.0417 + 1)));
  191. shape_1_per_frame5=g = min(1,max(0,g + 0.01*sin(time*0.391 + 2)));
  192. shape_1_per_frame6=b = min(1,max(0,b + 0.01*sin(time*0.432 + 4)));
  193. shape_1_per_frame7=r2 = min(1,max(0,r2 + 0.01*sin(time*0.457 + 3)));
  194. shape_1_per_frame8=g2 = min(1,max(0,g2 + 0.01*sin(time*0.0437 + 5)));
  195. shape_1_per_frame9=b2 = min(1,max(0,b2 + 0.01*sin(time*0.484 + 6)));
  196. shapecode_2_enabled=1
  197. shapecode_2_sides=100
  198. shapecode_2_additive=1
  199. shapecode_2_thickOutline=0
  200. shapecode_2_textured=1
  201. shapecode_2_num_inst=1
  202. shapecode_2_x=0.670
  203. shapecode_2_y=0.430
  204. shapecode_2_rad=0.51386
  205. shapecode_2_ang=4.20974
  206. shapecode_2_tex_ang=0.00000
  207. shapecode_2_tex_zoom=1.00000
  208. shapecode_2_r=1.000
  209. shapecode_2_g=1.000
  210. shapecode_2_b=1.000
  211. shapecode_2_a=1.000
  212. shapecode_2_r2=0.000
  213. shapecode_2_g2=0.000
  214. shapecode_2_b2=0.000
  215. shapecode_2_a2=1.000
  216. shapecode_2_border_r=1.000
  217. shapecode_2_border_g=1.000
  218. shapecode_2_border_b=1.000
  219. shapecode_2_border_a=0.000
  220. shape_2_init1=t1 = rand(100)*0.01;
  221. shape_2_init2=t2 = rand(100)*0.01;
  222. shape_2_per_frame1=x = x + 0.05*sin(q1*0.017);
  223. shape_2_per_frame2=y = y + 0.09*sin(q1*0.013);
  224. shape_2_per_frame3=tex_ang = q1*(0.02 + 0.0001*t1);
  225. shape_2_per_frame4=rad = rad * (0.9 + 0.2*t2);
  226. shape_2_per_frame5=r = min(1,max(0,r + 0.01*sin(time*0.417 + 1)));
  227. shape_2_per_frame6=g = min(1,max(0,g + 0.01*sin(time*0.391 + 2)));
  228. shape_2_per_frame7=b = min(1,max(0,b + 0.01*sin(time*0.432 + 4)));
  229. shape_2_per_frame8=r2 = min(1,max(0,r2 + 0.01*sin(time*0.457 + 3)));
  230. shape_2_per_frame9=g2 = min(1,max(0,g2 + 0.01*sin(time*0.437 + 5)));
  231. shape_2_per_frame10=b2 = min(1,max(0,b2 + 0.01*sin(time*0.484 + 6)));
  232. shapecode_3_enabled=1
  233. shapecode_3_sides=100
  234. shapecode_3_additive=1
  235. shapecode_3_thickOutline=0
  236. shapecode_3_textured=1
  237. shapecode_3_num_inst=1
  238. shapecode_3_x=0.500
  239. shapecode_3_y=0.500
  240. shapecode_3_rad=0.22298
  241. shapecode_3_ang=0.00000
  242. shapecode_3_tex_ang=0.00000
  243. shapecode_3_tex_zoom=1.00000
  244. shapecode_3_r=0.600
  245. shapecode_3_g=0.800
  246. shapecode_3_b=1.000
  247. shapecode_3_a=1.000
  248. shapecode_3_r2=0.000
  249. shapecode_3_g2=0.000
  250. shapecode_3_b2=0.000
  251. shapecode_3_a2=1.000
  252. shapecode_3_border_r=1.000
  253. shapecode_3_border_g=1.000
  254. shapecode_3_border_b=1.000
  255. shapecode_3_border_a=0.000
  256. shape_3_per_frame1=x = x + 0.08*sin(q1*0.25);
  257. shape_3_per_frame2=y = y + 0.1*sin(q1*0.5+2);
  258. shape_3_per_frame3=ang = time;
  259. per_frame_1=movement = movement + 0.03*(bass+bass_att) + 0.003*pow(bass+1,3) + 0.01;
  260. per_frame_2=q1 = movement;
  261. per_frame_3=monitor =q1;
  262. per_frame_4=
  263. per_frame_5=// the möbius transformation
  264. per_frame_6=// z -> (az+b)/(cz-d); where a,b,c,d are complex numbers and z will be the uv-vector
  265. per_frame_7=// (az+b)/(cz-d) = a/c + mu/(cz+d), with mu = (bc-ad)/c
  266. per_frame_8=// so a/c and mu can be calculated outside of the shader
  267. per_frame_9=
  268. per_frame_10=//before inversion
  269. per_frame_11=
  270. per_frame_12=scale = 1;
  271. per_frame_13=angle = time*.2;
  272. per_frame_14=translation_x = 0;
  273. per_frame_15=translation_y = 0.12;
  274. per_frame_16=
  275. per_frame_17=a_r = cos(angle)*scale;
  276. per_frame_18=a_i = sin(angle)*scale;
  277. per_frame_19=b_r = translation_x;
  278. per_frame_20=b_i = translation_y;
  279. per_frame_21=
  280. per_frame_22=//complex inverted
  281. per_frame_23=scale = 1;
  282. per_frame_24=angle = sin(time*0.1337)*0.3;
  283. per_frame_25=translation_u = 0;
  284. per_frame_26=translation_v = -0.2;
  285. per_frame_27=
  286. per_frame_28=// c
  287. per_frame_29=q15 = cos(angle)*scale;
  288. per_frame_30=q16 = sin(angle)*scale;
  289. per_frame_31=
  290. per_frame_32=// d
  291. per_frame_33=q17 = translation_u;
  292. per_frame_34=q18 = translation_v;
  293. per_frame_35=
  294. per_frame_36=// c^(-1)
  295. per_frame_37=c_inv_r = q15/(q15*q15+q16*q16);
  296. per_frame_38=c_inv_i = q16/(q15*q15+q16*q16);
  297. per_frame_39=
  298. per_frame_40=// a*c^(-1)
  299. per_frame_41=q11 = (a_r*c_inv_r - a_i*c_inv_i);
  300. per_frame_42=q12 = (a_r*c_inv_i - a_i*c_inv_r);
  301. per_frame_43=
  302. per_frame_44=// (bc-ad)
  303. per_frame_45=bcad_r = (b_r*q15 - b_i*q16)-(a_r*q17-a_i*q18);
  304. per_frame_46=bcad_i = (b_r*q16 - b_i*q15)-(a_r*q18-a_i*q17);
  305. per_frame_47=
  306. per_frame_48=// mu*c^(-1)
  307. per_frame_49=q13 = bcad_r*c_inv_r - bcad_i*c_inv_i;
  308. per_frame_50=q14 = bcad_r*c_inv_i - bcad_i*c_inv_r;
  309. warp_1=`shader_body
  310. warp_2=`{
  311. warp_3=` // sample previous frame
  312. warp_4=` ret = tex2D( sampler_main, uv ).xyz;
  313. warp_5=`
  314. warp_6=` // take the difference between the crisp and blurred images,
  315. warp_7=` // then add it back into the image. Creates spots and stripes over time.
  316. warp_8=` ret += (ret - GetBlur2(uv))*0.6;
  317. warp_9=` ret *= 0.9;
  318. warp_10=`
  319. warp_11=` // add noise:
  320. warp_12=` float2 dither_uv = uv_orig*texsize.xy*texsize_noise_lq.zw * 0.4 + rand_frame.xy;
  321. warp_13=` ret += (tex2D(sampler_noise_lq, dither_uv).xyz-0.5)/256.0 * 12 * saturate(treb_att-1);
  322. warp_14=`
  323. warp_15=` // desaturate over time, to keep the globs white
  324. warp_16=` ret = lerp(ret, lum(ret), 0.08);
  325. warp_17=`}
  326. comp_1=`sampler sampler_sunrise;
  327. comp_2=`shader_body
  328. comp_3=`{
  329. comp_4=`
  330. comp_5=`float2 ac = float2(q11,q12);
  331. comp_6=`float2 mu = float2(q13,q14);
  332. comp_7=`float2 c = float2(q15,q16);
  333. comp_8=`float2 d = float2(q17,q18);
  334. comp_9=`
  335. comp_10=`float2 z = (uv-0.5);
  336. comp_11=`
  337. comp_12=`// (c*z + d)
  338. comp_13=`float2 czd = float2(z.x*c.x-z.y*c.y,z.x*c.y-z.y*c.x)*aspect.yx + d;
  339. comp_14=`// mu/(cz+d)
  340. comp_15=`float2 moebius = float2( mu.x*czd.x + mu.y*czd.y , mu.y*czd.x-mu.x*czd.y )/(czd.x*czd.x+czd.y*czd.y) + ac;
  341. comp_16=`
  342. comp_17=`moebius = 0.5 + (1.0 - abs( frac( moebius * 0.5 ) * 2 - 1.0 )-0.5)*0.99;
  343. comp_18=`
  344. comp_19=`uv = moebius;
  345. comp_20=`
  346. comp_21=`ret = GetPixel(uv);
  347. comp_22=`}
  348. comp_23=`