Stahlregen & aderrasi + martin + rocke + rovastar - Charmed Spun Sugar.milk 7.1 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=2.000
  8. fDecay=0.985
  9. fVideoEchoZoom=1.007
  10. fVideoEchoAlpha=0.000
  11. nVideoEchoOrientation=3
  12. nWaveMode=4
  13. bAdditiveWaves=1
  14. bWaveDots=1
  15. bWaveThick=1
  16. bModWaveAlphaByVolume=1
  17. bMaximizeWaveColor=1
  18. bTexWrap=0
  19. bDarkenCenter=0
  20. bRedBlueStereo=0
  21. bBrighten=0
  22. bDarken=1
  23. bSolarize=0
  24. bInvert=0
  25. fWaveAlpha=0.331
  26. fWaveScale=0.898
  27. fWaveSmoothing=0.108
  28. fWaveParam=0.100
  29. fModWaveAlphaStart=0.720
  30. fModWaveAlphaEnd=1.280
  31. fWarpAnimSpeed=1.000
  32. fWarpScale=2.853
  33. fZoomExponent=1.00000
  34. fShader=0.000
  35. zoom=0.96190
  36. rot=-0.01000
  37. cx=0.500
  38. cy=0.500
  39. dx=0.00000
  40. dy=0.00000
  41. warp=0.00000
  42. sx=1.00000
  43. sy=1.00000
  44. wave_r=0.000
  45. wave_g=0.500
  46. wave_b=0.500
  47. wave_x=0.500
  48. wave_y=0.540
  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=0.500
  56. ib_g=0.570
  57. ib_b=0.400
  58. ib_a=0.000
  59. nMotionVectorsX=24.800
  60. nMotionVectorsY=9.000
  61. mv_dx=0.000
  62. mv_dy=0.160
  63. mv_l=1.500
  64. mv_r=1.000
  65. mv_g=1.000
  66. mv_b=1.000
  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=0.000
  75. wavecode_0_enabled=1
  76. wavecode_0_samples=352
  77. wavecode_0_sep=0
  78. wavecode_0_bSpectrum=0
  79. wavecode_0_bUseDots=1
  80. wavecode_0_bDrawThick=1
  81. wavecode_0_bAdditive=1
  82. wavecode_0_scaling=0.03856
  83. wavecode_0_smoothing=0.20000
  84. wavecode_0_r=1.000
  85. wavecode_0_g=0.000
  86. wavecode_0_b=1.000
  87. wavecode_0_a=1.000
  88. wave_0_per_frame1=q1=bass_att;
  89. wave_0_per_point1=r = abs (sin (frame /38));
  90. wave_0_per_point2=g = 0.5*abs (cos (frame /45));
  91. wave_0_per_point3=b = 0.5*abs (sin (frame / 133));
  92. wave_0_per_point4=a = 0.3;
  93. wave_0_per_point5=t02 = t02 + q1/10;
  94. wave_0_per_point6=ratio = sin (frame/49);
  95. wave_0_per_point7=
  96. wave_0_per_point8=ampl = 0.01+0.4*sqr(sin ((frame ) / 18)* cos (frame / 123));
  97. wave_0_per_point9=
  98. wave_0_per_point10=x1 = (r-0.5)/15 +0.5 + ampl* sin (sample*6.28);
  99. wave_0_per_point11=y1 = (b-0.5)/15+0.5 + ampl* cos (sample*6.28);
  100. wave_0_per_point12=
  101. wave_0_per_point13=x = x1+1*0.2*(ampl+ratio )*sin ( sample*6.28 * ratio*7.3);
  102. wave_0_per_point14=y = y1+1*0.2*(ampl+ratio )*cos ( sample*6.28*6);
  103. wave_0_per_point15=
  104. wavecode_1_enabled=0
  105. wavecode_1_samples=15
  106. wavecode_1_sep=0
  107. wavecode_1_bSpectrum=0
  108. wavecode_1_bUseDots=0
  109. wavecode_1_bDrawThick=0
  110. wavecode_1_bAdditive=0
  111. wavecode_1_scaling=2.06378
  112. wavecode_1_smoothing=0.80000
  113. wavecode_1_r=0.800
  114. wavecode_1_g=0.000
  115. wavecode_1_b=0.600
  116. wavecode_1_a=0.900
  117. wavecode_2_enabled=0
  118. wavecode_2_samples=112
  119. wavecode_2_sep=0
  120. wavecode_2_bSpectrum=0
  121. wavecode_2_bUseDots=0
  122. wavecode_2_bDrawThick=0
  123. wavecode_2_bAdditive=1
  124. wavecode_2_scaling=1.00000
  125. wavecode_2_smoothing=0.50000
  126. wavecode_2_r=1.000
  127. wavecode_2_g=1.000
  128. wavecode_2_b=1.000
  129. wavecode_2_a=1.000
  130. wavecode_3_enabled=0
  131. wavecode_3_samples=512
  132. wavecode_3_sep=0
  133. wavecode_3_bSpectrum=0
  134. wavecode_3_bUseDots=0
  135. wavecode_3_bDrawThick=0
  136. wavecode_3_bAdditive=0
  137. wavecode_3_scaling=1.00000
  138. wavecode_3_smoothing=0.50000
  139. wavecode_3_r=1.000
  140. wavecode_3_g=1.000
  141. wavecode_3_b=1.000
  142. wavecode_3_a=1.000
  143. shapecode_0_enabled=0
  144. shapecode_0_sides=3
  145. shapecode_0_additive=0
  146. shapecode_0_thickOutline=0
  147. shapecode_0_textured=0
  148. shapecode_0_num_inst=1
  149. shapecode_0_x=0.500
  150. shapecode_0_y=0.500
  151. shapecode_0_rad=0.31275
  152. shapecode_0_ang=0.00000
  153. shapecode_0_tex_ang=0.00000
  154. shapecode_0_tex_zoom=0.17914
  155. shapecode_0_r=0.820
  156. shapecode_0_g=0.000
  157. shapecode_0_b=0.000
  158. shapecode_0_a=1.000
  159. shapecode_0_r2=0.000
  160. shapecode_0_g2=1.000
  161. shapecode_0_b2=0.000
  162. shapecode_0_a2=0.000
  163. shapecode_0_border_r=1.000
  164. shapecode_0_border_g=1.000
  165. shapecode_0_border_b=1.000
  166. shapecode_0_border_a=0.000
  167. shape_0_per_frame1=xy=0.5+rand_frame;
  168. shapecode_1_enabled=0
  169. shapecode_1_sides=4
  170. shapecode_1_additive=0
  171. shapecode_1_thickOutline=0
  172. shapecode_1_textured=0
  173. shapecode_1_num_inst=1
  174. shapecode_1_x=0.500
  175. shapecode_1_y=0.500
  176. shapecode_1_rad=0.10000
  177. shapecode_1_ang=0.00000
  178. shapecode_1_tex_ang=0.00000
  179. shapecode_1_tex_zoom=1.00000
  180. shapecode_1_r=1.000
  181. shapecode_1_g=0.000
  182. shapecode_1_b=0.000
  183. shapecode_1_a=1.000
  184. shapecode_1_r2=0.000
  185. shapecode_1_g2=1.000
  186. shapecode_1_b2=0.000
  187. shapecode_1_a2=0.000
  188. shapecode_1_border_r=1.000
  189. shapecode_1_border_g=1.000
  190. shapecode_1_border_b=1.000
  191. shapecode_1_border_a=0.100
  192. shapecode_2_enabled=0
  193. shapecode_2_sides=4
  194. shapecode_2_additive=0
  195. shapecode_2_thickOutline=0
  196. shapecode_2_textured=0
  197. shapecode_2_num_inst=1
  198. shapecode_2_x=0.500
  199. shapecode_2_y=0.500
  200. shapecode_2_rad=0.10000
  201. shapecode_2_ang=0.00000
  202. shapecode_2_tex_ang=0.00000
  203. shapecode_2_tex_zoom=1.00000
  204. shapecode_2_r=1.000
  205. shapecode_2_g=0.000
  206. shapecode_2_b=0.000
  207. shapecode_2_a=1.000
  208. shapecode_2_r2=0.000
  209. shapecode_2_g2=1.000
  210. shapecode_2_b2=0.000
  211. shapecode_2_a2=0.000
  212. shapecode_2_border_r=1.000
  213. shapecode_2_border_g=1.000
  214. shapecode_2_border_b=1.000
  215. shapecode_2_border_a=0.100
  216. shapecode_3_enabled=0
  217. shapecode_3_sides=4
  218. shapecode_3_additive=0
  219. shapecode_3_thickOutline=0
  220. shapecode_3_textured=0
  221. shapecode_3_num_inst=1
  222. shapecode_3_x=0.500
  223. shapecode_3_y=0.500
  224. shapecode_3_rad=0.10000
  225. shapecode_3_ang=0.00000
  226. shapecode_3_tex_ang=0.00000
  227. shapecode_3_tex_zoom=1.00000
  228. shapecode_3_r=1.000
  229. shapecode_3_g=0.000
  230. shapecode_3_b=0.000
  231. shapecode_3_a=1.000
  232. shapecode_3_r2=0.000
  233. shapecode_3_g2=1.000
  234. shapecode_3_b2=0.000
  235. shapecode_3_a2=0.000
  236. shapecode_3_border_r=1.000
  237. shapecode_3_border_g=1.000
  238. shapecode_3_border_b=1.000
  239. shapecode_3_border_a=0.100
  240. per_frame_1=wave_r = wave_r + 0.1*(0.6*sin(0.933*time) + 0.4*sin(1.072*time));
  241. per_frame_2=wave_g = wave_g + 0.1*(0.6*sin(0.888*time) + 0.4*sin(0.918*time));
  242. per_frame_3=wave_b = wave_b + 0.2*(0.6*sin(0.335*time) + 0.4*sin(0.4*time));
  243. per_frame_4=wave_mystery = 0.5*sin(0.35*bass);
  244. per_frame_5=decay = decay - 0.01*equal(frame%50,0);
  245. per_frame_6=mv_b = mv_b + 0.2*sin(time*1.411);
  246. per_frame_7=cx = cx + 0.08*sin(time*1.315);
  247. per_frame_8=cy = cy + 0.08*sin(time*1.127);
  248. per_frame_9=q1 = sin(sin(1.211*time)+ cos(0.887*time)-sin(1.453*time));
  249. per_pixel_1=zoom = zoom + (0.1*rad);
  250. per_pixel_2=rot = rot - 0.15*sin(q1-ang);
  251. warp_1=`shader_body
  252. warp_2=`{
  253. warp_3=` // PAINTERLY EFFECT:
  254. warp_4=` float t = 0.005 + 0.025*saturate(treb-1);
  255. warp_5=` float2 uv2 = uv;
  256. warp_6=` float2 delta2 = texsize.zw*float2(1,1);
  257. warp_7=` float3 blurry_color = tex2D( sampler_main,
  258. warp_8=` lerp(uv,uv_orig,-1) + delta2 ).xyz;
  259. warp_9=` uv2.xy += (blurry_color.xy-0.37) * t;
  260. warp_10=`
  261. warp_11=` // sample previous frame
  262. warp_12=` ret = tex2D( sampler_main, uv2 ).xyz;
  263. warp_13=`
  264. warp_14=` // darken over time
  265. warp_15=` ret -= 0.004;
  266. warp_16=`}
  267. comp_1=`float3 ret1, neu, blur;
  268. comp_2=`
  269. comp_3=`shader_body
  270. comp_4=`{
  271. comp_5=`float2 uv2;
  272. comp_6=`float ang2, c, s;
  273. comp_7=`uv -= 0.5;
  274. comp_8=`uv *= aspect.xy;
  275. comp_9=`
  276. comp_10=`float2 tmp = uv;
  277. comp_11=`ret1 = 0;
  278. comp_12=`int anz = 5;
  279. comp_13=`int n = 0;
  280. comp_14=`while (n <= anz) {
  281. comp_15=` ang2 = 6.28*n/anz;
  282. comp_16=` c = cos(ang2);
  283. comp_17=` s = sin(ang2);
  284. comp_18=` uv2.x = uv.x*c - uv.y*s;
  285. comp_19=` uv2.y = uv.x*s + uv.y*c;
  286. comp_20=` neu = GetPixel (uv2 + 0.4 + .02*q27 );
  287. comp_21=` blur= GetBlur1 (uv2 + 0.4 + .02*q27 );
  288. comp_22=` ret1 = max(ret1, neu+blur*2);
  289. comp_23=`n++;
  290. comp_24=`}
  291. comp_25=`
  292. comp_26=`
  293. comp_27=`// I think this bit's from ORB
  294. comp_28=`ret = (ret1-0.0125)*0.7;
  295. comp_29=` float3 retish = 1 - ret*(1-ret)*4; //solarize
  296. comp_30=` ret = float3(retish[0]*0.5,retish[1]*0.5,retish[2]);
  297. comp_31=` ret *= 0.5;
  298. comp_32=`
  299. comp_33=`
  300. comp_34=`}