Rovastar + Loadus + Geiss - Tone-mapped FractalDrop 7c.milk 7.6 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=5.000000
  7. fGammaAdj=1.0
  8. fDecay=1.0
  9. fVideoEchoZoom=1.006752
  10. fVideoEchoAlpha=0.5
  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=0.1
  26. fWaveScale=3.815202
  27. fWaveSmoothing=0.9
  28. fWaveParam=0.0
  29. fModWaveAlphaStart=0.0
  30. fModWaveAlphaEnd=1.1
  31. fWarpAnimSpeed=1.0
  32. fWarpScale=1.0
  33. fZoomExponent=1.0
  34. fShader=0.0
  35. zoom=1.029902
  36. rot=0.0
  37. cx=0.5
  38. cy=0.5
  39. dx=0.0
  40. dy=0.0
  41. warp=0.010000
  42. sx=1.0
  43. sy=1.0
  44. wave_r=0.650000
  45. wave_g=0.650000
  46. wave_b=1.0
  47. wave_x=0.5
  48. wave_y=0.5
  49. ob_size=0.006500
  50. ob_r=0.0
  51. ob_g=0.0
  52. ob_b=0.0
  53. ob_a=0.0
  54. ib_size=0.260000
  55. ib_r=0.25
  56. ib_g=0.25
  57. ib_b=0.25
  58. ib_a=0.0
  59. nMotionVectorsX=64.0
  60. nMotionVectorsY=48.0
  61. mv_dx=0.0
  62. mv_dy=0.0
  63. mv_l=0.850000
  64. mv_r=0.499900
  65. mv_g=0.499900
  66. mv_b=0.499900
  67. mv_a=0.0
  68. b1n=0.0
  69. b2n=0.0
  70. b3n=0.0
  71. b1x=1.0
  72. b2x=1.0
  73. b3x=1.0
  74. b1ed=0.25
  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=1.0
  83. wavecode_0_smoothing=0.5
  84. wavecode_0_r=1.0
  85. wavecode_0_g=1.0
  86. wavecode_0_b=1.0
  87. wavecode_0_a=1.0
  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=1.0
  96. wavecode_1_smoothing=0.5
  97. wavecode_1_r=1.0
  98. wavecode_1_g=1.0
  99. wavecode_1_b=1.0
  100. wavecode_1_a=1.0
  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=1.0
  109. wavecode_2_smoothing=0.5
  110. wavecode_2_r=1.0
  111. wavecode_2_g=1.0
  112. wavecode_2_b=1.0
  113. wavecode_2_a=1.0
  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=1.0
  122. wavecode_3_smoothing=0.5
  123. wavecode_3_r=1.0
  124. wavecode_3_g=1.0
  125. wavecode_3_b=1.0
  126. wavecode_3_a=1.0
  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_x=0.370000
  133. shapecode_0_y=0.5
  134. shapecode_0_rad=6.811289
  135. shapecode_0_ang=3.644249
  136. shapecode_0_tex_ang=0.0
  137. shapecode_0_tex_zoom=1.0
  138. shapecode_0_r=0.0
  139. shapecode_0_g=0.0
  140. shapecode_0_b=0.0
  141. shapecode_0_a=0.5
  142. shapecode_0_r2=0.0
  143. shapecode_0_g2=0.0
  144. shapecode_0_b2=0.0
  145. shapecode_0_a2=0.5
  146. shapecode_0_border_r=1.0
  147. shapecode_0_border_g=1.0
  148. shapecode_0_border_b=1.0
  149. shapecode_0_border_a=1.0
  150. shape_0_init1=t1 = rand(100)*0.01;
  151. shape_0_init2=t2 = rand(100)*0.01;
  152. shape_0_per_frame1=ang = q1*(0.303 + 0.01*t1);
  153. shape_0_per_frame2=r = min(1,max(0,0+ 0.1*sin(time*0.417 + 1)));
  154. shape_0_per_frame3=g = min(1,max(0,0 + 0.1*sin(time*0.391 + 2)));
  155. shape_0_per_frame4=b = min(1,max(0,0 + 0.1*sin(time*0.432 + 4)));
  156. shape_0_per_frame5=r2 = min(1,max(0,r2 + 0.02*sin(time*0.657 + 3)));
  157. shape_0_per_frame6=g2 = min(1,max(0,g2 + 0.02*sin(time*0.737 + 5)));
  158. shape_0_per_frame7=b2 = min(1,max(0,b2 + 0.02*sin(time*0.884 + 6)));
  159. shape_0_per_frame8=additive =0.5+0.15*(bass+bass_att);
  160. shapecode_1_enabled=1
  161. shapecode_1_sides=100
  162. shapecode_1_additive=1
  163. shapecode_1_thickOutline=0
  164. shapecode_1_textured=1
  165. shapecode_1_x=0.370000
  166. shapecode_1_y=0.5
  167. shapecode_1_rad=0.897961
  168. shapecode_1_ang=3.644249
  169. shapecode_1_tex_ang=0.0
  170. shapecode_1_tex_zoom=1.0
  171. shapecode_1_r=1.0
  172. shapecode_1_g=1.0
  173. shapecode_1_b=1.0
  174. shapecode_1_a=0.5
  175. shapecode_1_r2=0.0
  176. shapecode_1_g2=0.0
  177. shapecode_1_b2=0.0
  178. shapecode_1_a2=1.0
  179. shapecode_1_border_r=1.0
  180. shapecode_1_border_g=1.0
  181. shapecode_1_border_b=1.0
  182. shapecode_1_border_a=0.0
  183. shape_1_init1=t1 = rand(100)*0.01;
  184. shape_1_init2=t2 = rand(100)*0.01;
  185. shape_1_per_frame1=x = x + 0.07*sin(q1*0.15+3);
  186. shape_1_per_frame2=y = y + 0.03*sin(q1*0.19+1);
  187. shape_1_per_frame3=tex_ang = q1*(0.01 + 0.0001*t1);
  188. shape_1_per_frame4=r = min(1,max(0,r + 0.01*sin(time*0.0417 + 1)));
  189. shape_1_per_frame5=g = min(1,max(0,g + 0.01*sin(time*0.391 + 2)));
  190. shape_1_per_frame6=b = min(1,max(0,b + 0.01*sin(time*0.432 + 4)));
  191. shape_1_per_frame7=r2 = min(1,max(0,r2 + 0.01*sin(time*0.457 + 3)));
  192. shape_1_per_frame8=g2 = min(1,max(0,g2 + 0.01*sin(time*0.0437 + 5)));
  193. shape_1_per_frame9=b2 = min(1,max(0,b2 + 0.01*sin(time*0.484 + 6)));
  194. shapecode_2_enabled=1
  195. shapecode_2_sides=100
  196. shapecode_2_additive=1
  197. shapecode_2_thickOutline=0
  198. shapecode_2_textured=1
  199. shapecode_2_x=0.670000
  200. shapecode_2_y=0.430000
  201. shapecode_2_rad=0.513861
  202. shapecode_2_ang=4.209736
  203. shapecode_2_tex_ang=0.0
  204. shapecode_2_tex_zoom=1.0
  205. shapecode_2_r=1.0
  206. shapecode_2_g=1.0
  207. shapecode_2_b=1.0
  208. shapecode_2_a=1.0
  209. shapecode_2_r2=0.0
  210. shapecode_2_g2=0.0
  211. shapecode_2_b2=0.0
  212. shapecode_2_a2=1.0
  213. shapecode_2_border_r=1.0
  214. shapecode_2_border_g=1.0
  215. shapecode_2_border_b=1.0
  216. shapecode_2_border_a=0.0
  217. shape_2_init1=t1 = rand(100)*0.01;
  218. shape_2_init2=t2 = rand(100)*0.01;
  219. shape_2_per_frame1=x = x + 0.05*sin(q1*0.017);
  220. shape_2_per_frame2=y = y + 0.09*sin(q1*0.013);
  221. shape_2_per_frame3=tex_ang = q1*(0.02 + 0.0001*t1);
  222. shape_2_per_frame4=rad = rad * (0.9 + 0.2*t2);
  223. shape_2_per_frame5=r = min(1,max(0,r + 0.01*sin(time*0.417 + 1)));
  224. shape_2_per_frame6=g = min(1,max(0,g + 0.01*sin(time*0.391 + 2)));
  225. shape_2_per_frame7=b = min(1,max(0,b + 0.01*sin(time*0.432 + 4)));
  226. shape_2_per_frame8=r2 = min(1,max(0,r2 + 0.01*sin(time*0.457 + 3)));
  227. shape_2_per_frame9=g2 = min(1,max(0,g2 + 0.01*sin(time*0.437 + 5)));
  228. shape_2_per_frame10=b2 = min(1,max(0,b2 + 0.01*sin(time*0.484 + 6)));
  229. shapecode_3_enabled=1
  230. shapecode_3_sides=100
  231. shapecode_3_additive=1
  232. shapecode_3_thickOutline=0
  233. shapecode_3_textured=1
  234. shapecode_3_x=0.5
  235. shapecode_3_y=0.5
  236. shapecode_3_rad=0.222979
  237. shapecode_3_ang=0.0
  238. shapecode_3_tex_ang=0.0
  239. shapecode_3_tex_zoom=1.0
  240. shapecode_3_r=0.6
  241. shapecode_3_g=0.8
  242. shapecode_3_b=1.0
  243. shapecode_3_a=1.0
  244. shapecode_3_r2=0.0
  245. shapecode_3_g2=0.0
  246. shapecode_3_b2=0.0
  247. shapecode_3_a2=1.0
  248. shapecode_3_border_r=1.0
  249. shapecode_3_border_g=1.0
  250. shapecode_3_border_b=1.0
  251. shapecode_3_border_a=0.0
  252. shape_3_per_frame1=x = x + 0.08*sin(q1*0.25);
  253. shape_3_per_frame2=y = y + 0.1*sin(q1*0.5+2);
  254. shape_3_per_frame3=ang = time;
  255. per_frame_1=movement = movement + 0.1*max(0,bass+bass_att-2) + 0.15*pow(bass,3) + 0.005;
  256. per_frame_2=q1 = movement;
  257. per_frame_3=monitor =q1;
  258. warp_1=`shader_body
  259. warp_2=`{
  260. warp_3=` // sample previous frame
  261. warp_4=` ret = tex2D( sampler_main, uv ).xyz;
  262. warp_5=`
  263. warp_6=` // take the difference between the crisp and blurred images,
  264. warp_7=` // then add it back into the image. Creates spots and stripes over time,
  265. warp_8=` // basically by breaking up big blocks of white color.
  266. warp_9=` ret += (ret - GetBlur1(uv))*0.5;
  267. warp_10=` ret *= 0.9;
  268. warp_11=`
  269. warp_12=` // add noise:
  270. warp_13=` float2 dither_uv = uv_orig*texsize.xy*texsize_noise_lq.zw * 0.4 + rand_frame.xy;
  271. warp_14=` ret += (tex2D(sampler_noise_lq, dither_uv).xyz-0.5)/256.0 * 12 * saturate(treb_att-1);
  272. warp_15=`
  273. warp_16=` // desaturate over time, to keep the globs white
  274. warp_17=` ret = lerp(ret, lum(ret), 0.08);
  275. warp_18=`}
  276. comp_1=`shader_body
  277. comp_2=`{
  278. comp_3=` float2 uv2, uv3;
  279. comp_4=` float ang2, c, s;
  280. comp_5=`
  281. comp_6=` uv -= 0.5;
  282. comp_7=` uv *= aspect.xy;
  283. comp_8=`
  284. comp_9=` ang2 = 6.28*0.333;
  285. comp_10=` c = cos(ang2);
  286. comp_11=` s = sin(ang2);
  287. comp_12=` uv2.x = uv.x*c - uv.y*s;
  288. comp_13=` uv2.y = uv.x*s + uv.y*c;
  289. comp_14=`
  290. comp_15=` ang2 = 6.28*0.667;
  291. comp_16=` c = cos(ang2);
  292. comp_17=` s = sin(ang2);
  293. comp_18=` uv3.x = uv.x*c - uv.y*s;
  294. comp_19=` uv3.y = uv.x*s + uv.y*c;
  295. comp_20=`
  296. comp_21=` ret = tex2D(sampler_main, uv + 0.5).xyz;
  297. comp_22=` ret = max(ret, tex2D(sampler_main,uv2 + 0.5).xyz);
  298. comp_23=` ret = max(ret, tex2D(sampler_main,uv3 + 0.5).xyz);
  299. comp_24=`
  300. comp_25=` //ret *= 1.3; // a little bit of overbright
  301. comp_26=`}
  302. comp_27=`
  303. comp_28=`