Rovastar - Ritual Halostar.milk 9.5 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342
  1. MILKDROP_PRESET_VERSION=201
  2. PSVERSION=2
  3. PSVERSION_WARP=2
  4. PSVERSION_COMP=2
  5. [preset00]
  6. fRating=3.000000
  7. fGammaAdj=1.720
  8. fDecay=1.000
  9. fVideoEchoZoom=1.006
  10. fVideoEchoAlpha=0.500
  11. nVideoEchoOrientation=3
  12. nWaveMode=1
  13. bAdditiveWaves=1
  14. bWaveDots=0
  15. bWaveThick=0
  16. bModWaveAlphaByVolume=0
  17. bMaximizeWaveColor=1
  18. bTexWrap=0
  19. bDarkenCenter=0
  20. bRedBlueStereo=0
  21. bBrighten=0
  22. bDarken=0
  23. bSolarize=0
  24. bInvert=0
  25. fWaveAlpha=2.782
  26. fWaveScale=0.590
  27. fWaveSmoothing=0.360
  28. fWaveParam=0.000
  29. fModWaveAlphaStart=0.750
  30. fModWaveAlphaEnd=0.950
  31. fWarpAnimSpeed=1.000
  32. fWarpScale=1.000
  33. fZoomExponent=7.52390
  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=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=1.000
  54. ib_size=0.000
  55. ib_r=0.250
  56. ib_g=0.250
  57. ib_b=0.250
  58. ib_a=1.000
  59. nMotionVectorsX=64.000
  60. nMotionVectorsY=48.000
  61. mv_dx=0.000
  62. mv_dy=0.000
  63. mv_l=0.000
  64. mv_r=0.350
  65. mv_g=0.350
  66. mv_b=0.350
  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=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=warp=0;
  224. per_frame_2=state=if(above(bass_att,1.3),3,if(above(treb_att,1.3),2,1));
  225. per_frame_3=wave_b=if(equal(state,2),.2+.2*sin(time),if(equal(state,3),.9+.1*sin(time),.6+.08*sin(time)));
  226. per_frame_4=wave_g=if(equal(state,2),0,if(equal(state,3),0,.49));
  227. per_frame_5=wave_r=if(equal(state,2),.7+.1*sin(time*.888),0);
  228. per_frame_6=//zoom=if(above(bass_att+treb,2),1+sin(state*1.3)/10,1-sin(state*1.5)/10);
  229. per_frame_7=q1=state;
  230. per_frame_8=wave_mystery=wave_mystery+(1-zoom)*10;
  231. per_frame_9=// timed sidon sensor
  232. per_frame_10=// le = signal level; desired average value = 2
  233. per_frame_11=le=1.4*bass_att+.1*bass+.5*treb;
  234. per_frame_12=pulse=above(le,th);
  235. per_frame_13=// pulsefreq = running average of interval between last 5 pulses
  236. per_frame_14=pulsefreq=if(equal(pulsefreq,0),2,
  237. per_frame_15=if(pulse,.8*pulsefreq+.2*(time-lastpulse),pulsefreq));
  238. per_frame_16=lastpulse=if(pulse,time,lastpulse);
  239. per_frame_17=// bt = relative time; 0 = prev beat; 1 = expected beat
  240. per_frame_18=bt=(time-lastbeat)/(.5*beatfreq+.5*pulsefreq);
  241. per_frame_19=// hccp = handcicap for th driven by bt
  242. per_frame_20=hccp=(.03/(bt+.2))+.5*if(band(above(bt,.8),below(bt,1.2)),
  243. per_frame_21=(pow(sin((bt-1)*7.854),4)-1),0);
  244. per_frame_22=beat=band(above(le,th+hccp),btblock);
  245. per_frame_23=btblock=1-above(le,th+hccp);
  246. per_frame_24=lastbeat=if(beat,time,lastbeat);
  247. per_frame_25=beatfreq=if(equal(beatfreq,0),2,
  248. per_frame_26=if(beat,.8*beatfreq+.2*(time-lastbeat),beatfreq));
  249. per_frame_27=// th = threshold
  250. per_frame_28=th=if(above(le,th),le+114/(le+10)-7.407,
  251. per_frame_29=th+th*.07/(th-12)+below(th,2.7)*.1*(2.7-th));
  252. per_frame_30=th=if(above(th,6),6,th);
  253. per_frame_31=q3=30/fps;
  254. per_frame_32=ccl=ccl+beat;
  255. per_frame_33=minorccl=minorccl+.01*le;
  256. per_frame_34=q4=beat;
  257. per_frame_35=beatcounter = if(beat,beatcounter +1, beatcounter);
  258. per_frame_36=beatcounter = if(above(beatcounter,7), 0, beatcounter);
  259. per_frame_37=beateven = beatcounter%2;
  260. per_frame_38=q5 = beateven;
  261. per_frame_39=q8 =oldq8+ 0.005*(pow(1.2*bass+0.4*bass_att+0.1*treb+0.1*treb_att+0.1*mid+0.1*mid_att,6)/fps);
  262. per_frame_40=oldq8 = q8;
  263. per_frame_41=q9 = 0.0125*(q8 + time);
  264. per_pixel_1=grid=abs(x*18+3*q5)%2 + abs(y*18+3*q5)%2;
  265. per_pixel_2=cx = grid;
  266. per_pixel_3=cy = grid;
  267. per_pixel_4=zoom=1+0.5*if(bnot(grid),cos(rad*10*sin(q8))*.07,cos(x*10*sin(q8))*.07);
  268. per_pixel_5=rot = 0.01*(1-rad);
  269. per_pixel_6=dx=0.4*grid*(0.008*sin((y*2-1)*48)+0.008*sin((y*2-1)*64));
  270. per_pixel_7=dy=0.4*grid*(0.008*cos((x*2-1)*64)+0.008*cos((x*2-1)*48));
  271. warp_1=`#define sampler_pic sampler_cells
  272. warp_2=`sampler2D sampler_pic;
  273. warp_3=`
  274. warp_4=`shader_body
  275. warp_5=`{
  276. warp_6=` ret = tex2D( sampler_main, uv ).xyz;
  277. warp_7=`
  278. warp_8=` // ERROR DIFFUSION DITHER - looks great
  279. warp_9=` float2 dither_uv = uv_orig*texsize.xy*texsize_noise_lq.zw + rand_frame.xy;
  280. warp_10=` ret += (tex2D(sampler_noise_lq, dither_uv).xyz-0.5)/256.0*1;
  281. warp_11=`
  282. warp_12=` // mix in img...
  283. warp_13=` float3 pic = tex2D(sampler_pic, uv_orig*aspect.xy).xyz;
  284. warp_14=` float lum = lum(pic);
  285. warp_15=` float use_it = abs(lum*0.8+0.1 - (0.5+roam_cos.y*0.25));
  286. warp_16=` float LFNoise = tex2D(sampler_noise_lq, uv*0.1 + time*0.01).x*6-2;
  287. warp_17=` use_it = saturate(1 - use_it*(3+9*rand_preset.x) - LFNoise);
  288. warp_18=` ret = lerp(ret, pic, use_it.xxx);
  289. warp_19=`
  290. warp_20=` // darken over time
  291. warp_21=` //ret -= 0.004;
  292. warp_22=` //ret *= 0.99;
  293. warp_23=` ret *= 0.97 + 0.03*saturate( length(uv - uv_orig)*200 ); // center only
  294. warp_24=`}
  295. warp_25=`
  296. comp_1=`shader_body
  297. comp_2=`{
  298. comp_3=` float rad_lq = rad * length(texsize.xy)*0.5;
  299. comp_4=` float ang_lq = ang;
  300. comp_5=` float2 uv_temp1 = (uv - 0.5) * texsize.xy;
  301. comp_6=` float rad_hq = length(uv_temp1);
  302. comp_7=` float ang_hq = atan2(-uv_temp1.y, uv_temp1.x);
  303. comp_8=`
  304. comp_9=` float2 uv2 = (uv - 0.5);
  305. comp_10=` float rad2 = rad_lq*0.8;
  306. comp_11=` float ang2 = ang_lq * M_INV_PI_2;
  307. comp_12=`
  308. comp_13=` // ROTATION OVER TIME
  309. comp_14=` #if 1
  310. comp_15=` ang2 += q9; //rotate over time
  311. comp_16=` #endif
  312. comp_17=`
  313. comp_18=` // FIN TYPE
  314. comp_19=` //float fins = 1 + floor(rand_preset.z*5.95);
  315. comp_20=` float fins = 3 + floor(rand_preset.z*2.95);
  316. comp_21=`
  317. comp_22=` #if 1 // SHARP FINS
  318. comp_23=` ang2 = frac(ang2*fins)/fins;
  319. comp_24=` // ENABLE THIS TO MAKE THE FINS ALTERNATE: (seamless!)
  320. comp_25=` ang2 = abs(ang2 - 0.5/fins);
  321. comp_26=` #else // COSINE FINS - a bit slow
  322. comp_27=` ang2 = cos(ang2*M_PI_2*fins) * 0.023;
  323. comp_28=` #endif
  324. comp_29=`
  325. comp_30=` // RADIAL KALEIDOSCOPING?
  326. comp_31=` #if 0
  327. comp_32=` rad2 *= g_fTexSize.z;
  328. comp_33=` // choose one:
  329. comp_34=` //rad2 = lerp(rad2, frac(rad2*3)/3.0, 0.5);
  330. comp_35=` rad2 = cos(rad2*5);
  331. comp_36=` //rad2 = sqrt(rad2)*0.5;
  332. comp_37=` //rad2 += abs(frac(rad2*7)-0.5)/7.0 * 1.15; // stepifier
  333. comp_38=` //rad2 += cos(rad2*61)*0.02;
  334. comp_39=` rad2 *= g_fTexSize.x;
  335. comp_40=` #endif
  336. comp_41=`
  337. comp_42=` ang2 *= M_PI_2;
  338. comp_43=` uv2 = 0.5 + rad2*float2(cos(ang2),sin(ang2))*texsize.zw;
  339. comp_44=`
  340. comp_45=` ret = tex2D(sampler_main, uv2).xyz;
  341. comp_46=` ret *= 1.2; // a little bit of overbright
  342. comp_47=`}