Rovastar + Flexi - Hurricane Nightmare (Moebius Mix).milk 7.8 KB

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  1. MILKDROP_PRESET_VERSION=201
  2. PSVERSION=2
  3. PSVERSION_WARP=0
  4. PSVERSION_COMP=2
  5. [preset00]
  6. fRating=3.000
  7. fGammaAdj=1.000
  8. fDecay=1.000
  9. fVideoEchoZoom=1.000
  10. fVideoEchoAlpha=0.000
  11. nVideoEchoOrientation=3
  12. nWaveMode=1
  13. bAdditiveWaves=0
  14. bWaveDots=0
  15. bWaveThick=1
  16. bModWaveAlphaByVolume=0
  17. bMaximizeWaveColor=1
  18. bTexWrap=0
  19. bDarkenCenter=1
  20. bRedBlueStereo=0
  21. bBrighten=0
  22. bDarken=0
  23. bSolarize=0
  24. bInvert=0
  25. fWaveAlpha=0.300
  26. fWaveScale=0.881
  27. fWaveSmoothing=0.500
  28. fWaveParam=-1.000
  29. fModWaveAlphaStart=0.750
  30. fModWaveAlphaEnd=0.950
  31. fWarpAnimSpeed=1.000
  32. fWarpScale=2.853
  33. fZoomExponent=3.60000
  34. fShader=0.000
  35. zoom=1.02109
  36. rot=-0.16000
  37. cx=0.500
  38. cy=0.500
  39. dx=0.00000
  40. dy=0.00000
  41. warp=0.30900
  42. sx=1.00000
  43. sy=1.00000
  44. wave_r=0.600
  45. wave_g=0.600
  46. wave_b=0.600
  47. wave_x=0.500
  48. wave_y=0.470
  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=1.750
  64. mv_r=1.000
  65. mv_g=1.000
  66. mv_b=1.000
  67. mv_a=1.000
  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=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=0.500
  134. shapecode_0_y=0.500
  135. shapecode_0_rad=0.10000
  136. shapecode_0_ang=0.00000
  137. shapecode_0_tex_ang=0.00000
  138. shapecode_0_tex_zoom=1.00000
  139. shapecode_0_r=1.000
  140. shapecode_0_g=0.000
  141. shapecode_0_b=0.000
  142. shapecode_0_a=1.000
  143. shapecode_0_r2=0.000
  144. shapecode_0_g2=1.000
  145. shapecode_0_b2=0.000
  146. shapecode_0_a2=0.000
  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=0.100
  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=0.500
  158. shapecode_1_y=0.500
  159. shapecode_1_rad=0.10000
  160. shapecode_1_ang=0.00000
  161. shapecode_1_tex_ang=0.00000
  162. shapecode_1_tex_zoom=1.00000
  163. shapecode_1_r=1.000
  164. shapecode_1_g=0.000
  165. shapecode_1_b=0.000
  166. shapecode_1_a=1.000
  167. shapecode_1_r2=0.000
  168. shapecode_1_g2=1.000
  169. shapecode_1_b2=0.000
  170. shapecode_1_a2=0.000
  171. shapecode_1_border_r=1.000
  172. shapecode_1_border_g=1.000
  173. shapecode_1_border_b=1.000
  174. shapecode_1_border_a=0.100
  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=0.500
  182. shapecode_2_y=0.500
  183. shapecode_2_rad=0.10000
  184. shapecode_2_ang=0.00000
  185. shapecode_2_tex_ang=0.00000
  186. shapecode_2_tex_zoom=1.00000
  187. shapecode_2_r=1.000
  188. shapecode_2_g=0.000
  189. shapecode_2_b=0.000
  190. shapecode_2_a=1.000
  191. shapecode_2_r2=0.000
  192. shapecode_2_g2=1.000
  193. shapecode_2_b2=0.000
  194. shapecode_2_a2=0.000
  195. shapecode_2_border_r=1.000
  196. shapecode_2_border_g=1.000
  197. shapecode_2_border_b=1.000
  198. shapecode_2_border_a=0.100
  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=0.500
  206. shapecode_3_y=0.500
  207. shapecode_3_rad=0.10000
  208. shapecode_3_ang=0.00000
  209. shapecode_3_tex_ang=0.00000
  210. shapecode_3_tex_zoom=1.00000
  211. shapecode_3_r=1.000
  212. shapecode_3_g=0.000
  213. shapecode_3_b=0.000
  214. shapecode_3_a=1.000
  215. shapecode_3_r2=0.000
  216. shapecode_3_g2=1.000
  217. shapecode_3_b2=0.000
  218. shapecode_3_a2=0.000
  219. shapecode_3_border_r=1.000
  220. shapecode_3_border_g=1.000
  221. shapecode_3_border_b=1.000
  222. shapecode_3_border_a=0.100
  223. per_frame_1=wave_r = wave_r + 0.400*( 0.60*sin(0.933*time) + 0.40*sin(1.045*time) );
  224. per_frame_2=wave_g = wave_g + 0.400*( 0.60*sin(0.900*time) + 0.40*sin(0.956*time) );
  225. per_frame_3=wave_b = wave_b + 0.400*( 0.60*sin(0.910*time) + 0.40*sin(0.920*time) );
  226. per_frame_4=q8 = oldq8+if(above(bass+bass_att,1.8),q8+0.0005*pow((bass+bass_att-1),9),0);
  227. per_frame_5=oldq8 = q8;
  228. per_frame_6=monitor = q8;
  229. per_frame_7=zoom = zoom + 0.023*( 0.60*sin(0.339*q8) + 0.40*sin(0.276*q8) );
  230. per_frame_8=rot = rot + 0.030*( 0.60*sin(0.381*q8) + 0.40*sin(0.579*q8) );
  231. per_frame_9=//decay = decay - 0.02*equal(frame%40,0);
  232. per_frame_10=mv_r = wave_r;
  233. per_frame_11=mv_b = wave_b;
  234. per_frame_12=mv_g = wave_g;
  235. per_frame_13=mv_x = 1.25;
  236. per_frame_14=mv_y = 1.25;
  237. per_frame_15=mv_dx = 0.1*sin(1.1*time);
  238. per_frame_16=mv_dy = 0.1*cos(1.112*time);
  239. per_frame_17=
  240. per_frame_18=// the möbius transformation
  241. per_frame_19=// z -> (az+b)/(cz-d); where a,b,c,d are complex numbers and z will be the uv-vector
  242. per_frame_20=// (az+b)/(cz-d) = a/c + mu/(cz+d), with mu = (bc-ad)/c
  243. per_frame_21=// so a/c and mu can be calculated outside of the shader
  244. per_frame_22=
  245. per_frame_23=//before inversion
  246. per_frame_24=
  247. per_frame_25=scale = 1;
  248. per_frame_26=angle = time*.2;
  249. per_frame_27=translation_x = 0;
  250. per_frame_28=translation_y = 0.12;
  251. per_frame_29=
  252. per_frame_30=a_r = cos(angle)*scale;
  253. per_frame_31=a_i = sin(angle)*scale;
  254. per_frame_32=b_r = translation_x;
  255. per_frame_33=b_i = translation_y;
  256. per_frame_34=
  257. per_frame_35=//complex inverted
  258. per_frame_36=scale = 1;
  259. per_frame_37=angle = sin(time*0.1337)*0.3;
  260. per_frame_38=translation_u = 0;
  261. per_frame_39=translation_v = -0.2;
  262. per_frame_40=
  263. per_frame_41=// c
  264. per_frame_42=q15 = cos(angle)*scale;
  265. per_frame_43=q16 = sin(angle)*scale;
  266. per_frame_44=
  267. per_frame_45=// d
  268. per_frame_46=q17 = translation_u;
  269. per_frame_47=q18 = translation_v;
  270. per_frame_48=
  271. per_frame_49=// c^(-1)
  272. per_frame_50=c_inv_r = q15/(q15*q15+q16*q16);
  273. per_frame_51=c_inv_i = q16/(q15*q15+q16*q16);
  274. per_frame_52=
  275. per_frame_53=// a*c^(-1)
  276. per_frame_54=q11 = (a_r*c_inv_r - a_i*c_inv_i);
  277. per_frame_55=q12 = (a_r*c_inv_i - a_i*c_inv_r);
  278. per_frame_56=
  279. per_frame_57=// (bc-ad)
  280. per_frame_58=bcad_r = (b_r*q15 - b_i*q16)-(a_r*q17-a_i*q18);
  281. per_frame_59=bcad_i = (b_r*q16 - b_i*q15)-(a_r*q18-a_i*q17);
  282. per_frame_60=
  283. per_frame_61=// mu*c^(-1)
  284. per_frame_62=q13 = bcad_r*c_inv_r - bcad_i*c_inv_i;
  285. per_frame_63=q14 = bcad_r*c_inv_i - bcad_i*c_inv_r;
  286. per_pixel_1=rot=rot+1/(10*(rad+0.2+0.1*sin(q8)));
  287. comp_1=`shader_body
  288. comp_2=`{
  289. comp_3=`
  290. comp_4=`float2 ac = float2(q11,q12);
  291. comp_5=`float2 mu = float2(q13,q14);
  292. comp_6=`float2 c = float2(q15,q16);
  293. comp_7=`float2 d = float2(q17,q18);
  294. comp_8=`
  295. comp_9=`float2 z = (uv-0.5);
  296. comp_10=`
  297. comp_11=`// (c*z + d)
  298. comp_12=`float2 czd = float2(z.x*c.x-z.y*c.y,z.x*c.y-z.y*c.x) + d;
  299. comp_13=`// mu/(cz+d)
  300. comp_14=`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;
  301. comp_15=`
  302. comp_16=`moebius = 0.5 + (1.0 - abs( frac( moebius * 0.5 ) * 2 - 1.0 )-0.5)*0.99;
  303. comp_17=`
  304. comp_18=`uv=moebius;
  305. comp_19=`float3 rnd = tex2D(sampler_noise_lq, rand_frame.xy + uv*texsize.xy*texsize_noise_lq.zw)*2-1;
  306. comp_20=`
  307. comp_21=`ret = GetPixel(uv);
  308. comp_22=`
  309. comp_23=`d = texsize.zw * 8;
  310. comp_24=`float3 dx = ( GetBlur1(uv + float2(1,0)*d) - GetBlur1(uv-float2(1,0)*d) );
  311. comp_25=`float3 dy = ( GetBlur1(uv + float2(0,1)*d) - GetBlur1(uv-float2(0,1)*d) );
  312. comp_26=`
  313. comp_27=`uv -= float2(lum(dx),lum(dy))*texsize.zw*32;
  314. comp_28=`
  315. comp_29=`
  316. comp_30=`ret = pow(abs(GetBlur3(uv+rnd.xy*texsize.zw*5)*2-GetPixel(uv))*1,1);
  317. comp_31=`}