Stahlregen & baked + Geiss + Krash - Washing Machine (V2).milk 7.3 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=1.000
  7. fGammaAdj=2.000
  8. fDecay=1.000
  9. fVideoEchoZoom=1.000
  10. fVideoEchoAlpha=0.000
  11. nVideoEchoOrientation=0
  12. nWaveMode=2
  13. bAdditiveWaves=1
  14. bWaveDots=1
  15. bWaveThick=0
  16. bModWaveAlphaByVolume=0
  17. bMaximizeWaveColor=0
  18. bTexWrap=1
  19. bDarkenCenter=0
  20. bRedBlueStereo=0
  21. bBrighten=0
  22. bDarken=0
  23. bSolarize=0
  24. bInvert=0
  25. fWaveAlpha=4.100
  26. fWaveScale=2.850
  27. fWaveSmoothing=0.630
  28. fWaveParam=0.000
  29. fModWaveAlphaStart=0.710
  30. fModWaveAlphaEnd=1.300
  31. fWarpAnimSpeed=1.000
  32. fWarpScale=1.000
  33. fZoomExponent=1.00000
  34. fShader=0.000
  35. zoom=0.99990
  36. rot=0.10000
  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=0.000
  45. wave_g=0.000
  46. wave_b=1.000
  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=0.100
  54. ib_size=0.500
  55. ib_r=0.000
  56. ib_g=0.000
  57. ib_b=0.000
  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=0
  128. shapecode_0_sides=100
  129. shapecode_0_additive=0
  130. shapecode_0_thickOutline=0
  131. shapecode_0_textured=1
  132. shapecode_0_num_inst=1
  133. shapecode_0_x=0.500
  134. shapecode_0_y=0.900
  135. shapecode_0_rad=0.15493
  136. shapecode_0_ang=0.00000
  137. shapecode_0_tex_ang=0.00000
  138. shapecode_0_tex_zoom=0.77977
  139. shapecode_0_r=1.000
  140. shapecode_0_g=1.000
  141. shapecode_0_b=1.000
  142. shapecode_0_a=1.000
  143. shapecode_0_r2=1.000
  144. shapecode_0_g2=1.000
  145. shapecode_0_b2=1.000
  146. shapecode_0_a2=1.000
  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=0.000
  151. shapecode_1_enabled=1
  152. shapecode_1_sides=4
  153. shapecode_1_additive=0
  154. shapecode_1_thickOutline=0
  155. shapecode_1_textured=1
  156. shapecode_1_num_inst=1
  157. shapecode_1_x=0.500
  158. shapecode_1_y=0.500
  159. shapecode_1_rad=0.98608
  160. shapecode_1_ang=0.00000
  161. shapecode_1_tex_ang=3.14159
  162. shapecode_1_tex_zoom=0.75668
  163. shapecode_1_r=1.000
  164. shapecode_1_g=1.000
  165. shapecode_1_b=1.000
  166. shapecode_1_a=1.000
  167. shapecode_1_r2=1.000
  168. shapecode_1_g2=1.000
  169. shapecode_1_b2=1.000
  170. shapecode_1_a2=1.000
  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=0.000
  175. shape_1_per_frame1=ang = ang + (bass*.2) + (time*.4);
  176. shapecode_2_enabled=0
  177. shapecode_2_sides=100
  178. shapecode_2_additive=0
  179. shapecode_2_thickOutline=0
  180. shapecode_2_textured=1
  181. shapecode_2_num_inst=1
  182. shapecode_2_x=0.900
  183. shapecode_2_y=0.500
  184. shapecode_2_rad=0.10000
  185. shapecode_2_ang=0.00000
  186. shapecode_2_tex_ang=0.00000
  187. shapecode_2_tex_zoom=1.00000
  188. shapecode_2_r=1.000
  189. shapecode_2_g=1.000
  190. shapecode_2_b=1.000
  191. shapecode_2_a=1.000
  192. shapecode_2_r2=1.000
  193. shapecode_2_g2=1.000
  194. shapecode_2_b2=1.000
  195. shapecode_2_a2=1.000
  196. shapecode_2_border_r=1.000
  197. shapecode_2_border_g=1.000
  198. shapecode_2_border_b=1.000
  199. shapecode_2_border_a=0.100
  200. shape_2_per_frame1=x = sin(time) * .4 + .5;
  201. shape_2_per_frame2=
  202. shape_2_per_frame3=
  203. shape_2_per_frame4=pow( (bass*.15),2);
  204. shapecode_3_enabled=0
  205. shapecode_3_sides=4
  206. shapecode_3_additive=0
  207. shapecode_3_thickOutline=0
  208. shapecode_3_textured=0
  209. shapecode_3_num_inst=1
  210. shapecode_3_x=0.500
  211. shapecode_3_y=0.500
  212. shapecode_3_rad=0.10000
  213. shapecode_3_ang=0.00000
  214. shapecode_3_tex_ang=0.00000
  215. shapecode_3_tex_zoom=1.00000
  216. shapecode_3_r=1.000
  217. shapecode_3_g=0.000
  218. shapecode_3_b=0.000
  219. shapecode_3_a=1.000
  220. shapecode_3_r2=0.000
  221. shapecode_3_g2=1.000
  222. shapecode_3_b2=0.000
  223. shapecode_3_a2=0.000
  224. shapecode_3_border_r=1.000
  225. shapecode_3_border_g=1.000
  226. shapecode_3_border_b=1.000
  227. shapecode_3_border_a=0.100
  228. per_frame_1=warp=0;
  229. per_frame_2=wave_b = wave_b + 0.45*(0.5*sin(time*0.701)+ 0.3*cos(time*0.438));
  230. per_frame_3=wave_r = wave_r - 0.4*(0.5*sin(time*4.782)+0.5*cos(time*0.522));
  231. per_frame_4=wave_g = wave_g + 0.4*sin(time*1.731);
  232. per_frame_5=ob_r = above(bass_att,bass)*(bass_att-bass)*4;
  233. per_frame_6=volume = 0.3*(bass+mid+att);
  234. per_frame_7=beatrate = equal(beatrate,0) + (1-equal(beatrate,0))*(below(volume,0.01) + (1-below(volume,0.01))*beatrate);
  235. per_frame_8=lastbeat = lastbeat + equal(lastbeat,0)*time;
  236. per_frame_9=meanbass_att = 0.1*(meanbass_att*9 + bass_att);
  237. per_frame_10=peakbass_att = max(bass_att,peakbass_att);
  238. per_frame_11=beat = above(volume,0.8)*below(peakbass_att - bass_att, 0.05*peakbass_att)*above(time - lastbeat, 0.1 + 0.5*(beatrate - 0.1));
  239. per_frame_12=beatrate = max(if(beat,if(below(time-lastbeat,2*beatrate),0.1*(beatrate*9 + time - lastbeat),beatrate),beatrate),0.1);
  240. per_frame_13=peakbass_att = beat*bass_att + (1-beat)*peakbass_att*(above(time - lastbeat, 2*beatrate)*0.95 + (1-above(time - lastbeat, 2*beatrate))*0.995);
  241. per_frame_14=lastbeat = beat*time + (1-beat)*lastbeat;
  242. per_frame_15=peakbass_att = max(peakbass_att,1.1*meanbass_att);
  243. per_frame_16=beatcounter = beatcounter + beat;
  244. per_frame_17=mode = if(beat*equal(beatcounter%2,0),1-mode,mode);
  245. per_frame_18=mode2 = if(beat,(mode2 + rand(7) + 1)%8,mode2);
  246. per_frame_19=mode3 = if(beat,(mode3 + rand(7) + 1)%8,mode3);
  247. per_frame_20=q1 = 2*mode-1;
  248. per_frame_21=q2 = mode2 + 2;
  249. per_frame_22=q3 = 1/q2;
  250. per_frame_23=q4 = mode3 + 2;
  251. per_frame_24=q5 = 1/q4;
  252. per_frame_25=wave_x = (rand(q2)+0.5)*q3;
  253. per_frame_26=wave_y = (rand(q4)+0.5)*q5;
  254. per_frame_27=decay = decay - 0.1*equal(frame%50,0);
  255. per_pixel_1=cx = ((0&(x*q2-0.5))+0.5)*q3;
  256. per_pixel_2=cy = ((0&(y*q4-0.5))+0.5)*q5;
  257. per_pixel_3=rot = rot*pow(-1,(0&(x*q2-0.5)) + (0&(y*q4-0.5)))*q1;
  258. warp_1=`shader_body
  259. warp_2=`{
  260. warp_3=` // sample previous frame
  261. warp_4=` ret.xyz = 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=` float3 b = GetBlur1(uv)*0.3 + GetBlur2(uv)*0.4 + GetBlur3(uv)*0.3;
  266. warp_9=` ret.xyz += (ret.xyz - b)*0.3;
  267. warp_10=` ret.xyz *= 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.xyz += (tex2D(sampler_noise_lq, dither_uv).xyz-0.5)/256.0 * 122
  272. warp_15=` * (saturate(treb_att-1)*0.4+0.3);
  273. warp_16=`
  274. warp_17=` // desaturate over time, to keep the globs white
  275. warp_18=` ret.xyz = lerp(ret.xyz, lum(ret.xyz), 0.2);
  276. warp_19=`}
  277. comp_1=`shader_body
  278. comp_2=`{
  279. comp_3=` float3 bands = tex2D(sampler_main, uv).xyz;
  280. comp_4=` ret = bands;
  281. comp_5=` ret *= lum(bands)*float3(1.7,3,6)*0.9;
  282. comp_6=`
  283. comp_7=`
  284. comp_8=`
  285. comp_9=`}