Stahlregen + Geiss + Martin - Ouboros (Metal Finish 2).milk 7.8 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=0.880
  9. fVideoEchoZoom=1.007
  10. fVideoEchoAlpha=0.500
  11. nVideoEchoOrientation=3
  12. nWaveMode=0
  13. bAdditiveWaves=0
  14. bWaveDots=1
  15. bWaveThick=1
  16. bModWaveAlphaByVolume=0
  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=100.000
  26. fWaveScale=0.590
  27. fWaveSmoothing=0.000
  28. fWaveParam=0.700
  29. fModWaveAlphaStart=0.750
  30. fModWaveAlphaEnd=0.950
  31. fWarpAnimSpeed=1.000
  32. fWarpScale=1.000
  33. fZoomExponent=0.42000
  34. fShader=1.000
  35. zoom=1.00000
  36. rot=0.00000
  37. cx=0.500
  38. cy=0.500
  39. dx=0.00000
  40. dy=0.00000
  41. warp=0.01000
  42. sx=1.00000
  43. sy=1.00000
  44. wave_r=1.000
  45. wave_g=1.000
  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=1.000
  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=64.000
  60. nMotionVectorsY=48.000
  61. mv_dx=0.000
  62. mv_dy=0.000
  63. mv_l=5.000
  64. mv_r=0.000
  65. mv_g=0.000
  66. mv_b=0.000
  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=0.250
  75. wavecode_0_enabled=0
  76. wavecode_0_samples=512
  77. wavecode_0_sep=0
  78. wavecode_0_bSpectrum=1
  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. wave_0_per_point1=//Spiral custom wave code by stahlregen ;)
  89. wave_0_per_point2=amplitude = .1+.05*bass_att;
  90. wave_0_per_point3=turns = 7.5;
  91. wave_0_per_point4=centerx = .25;
  92. wave_0_per_point5=centery = .35;
  93. wave_0_per_point6=size = .5;
  94. wave_0_per_point7=speed = -1;
  95. wave_0_per_point8=x = centerx+(size-size*sample)*sin(speed*3.14*time+sample*6.28*turns)*(1+amplitude*(value1+value2));
  96. wave_0_per_point9=y = centery+(size-size*sample)*cos(speed*3.14*time+sample*6.28*turns)*(1+amplitude*(value1+value2));
  97. wavecode_1_enabled=1
  98. wavecode_1_samples=462
  99. wavecode_1_sep=0
  100. wavecode_1_bSpectrum=0
  101. wavecode_1_bUseDots=1
  102. wavecode_1_bDrawThick=1
  103. wavecode_1_bAdditive=1
  104. wavecode_1_scaling=1.00000
  105. wavecode_1_smoothing=0.00000
  106. wavecode_1_r=1.000
  107. wavecode_1_g=1.000
  108. wavecode_1_b=1.000
  109. wavecode_1_a=0.800
  110. wave_1_per_frame1=r = .5 + .4*sin(0.5*(time*1.13+bass));
  111. wave_1_per_frame2=g = .5 + .4*cos(0.5*(time*1.23+treb));
  112. wave_1_per_frame3=b = .5 + .4*sin(0.5*(time*1.33+mid));
  113. wave_1_per_point1=//Spiral custom wave code by stahlregen ;)
  114. wave_1_per_point2=amplitude = .075+.025*bass_att;
  115. wave_1_per_point3=turns = 7;
  116. wave_1_per_point4=centerx = .5+.015*sin(time)+.015*cos(3.28+time*0.01);
  117. wave_1_per_point5=centery = .5+.015*cos(time)+.015*sin(3.14+time*0.01);
  118. wave_1_per_point6=size = .28;
  119. wave_1_per_point7=speed = 1.25;
  120. wave_1_per_point8=x = centerx+(size-size*sample)*sin(speed*3.14*time+sample*6.28*turns)*(1+amplitude*(value1+value2));
  121. wave_1_per_point9=y = centery+(size-size*sample)*cos(speed*3.14*time+sample*6.28*turns)*(1+amplitude*(value1+value2));
  122. wavecode_2_enabled=0
  123. wavecode_2_samples=512
  124. wavecode_2_sep=0
  125. wavecode_2_bSpectrum=0
  126. wavecode_2_bUseDots=0
  127. wavecode_2_bDrawThick=0
  128. wavecode_2_bAdditive=0
  129. wavecode_2_scaling=1.00000
  130. wavecode_2_smoothing=0.50000
  131. wavecode_2_r=1.000
  132. wavecode_2_g=1.000
  133. wavecode_2_b=1.000
  134. wavecode_2_a=1.000
  135. wavecode_3_enabled=0
  136. wavecode_3_samples=512
  137. wavecode_3_sep=0
  138. wavecode_3_bSpectrum=0
  139. wavecode_3_bUseDots=0
  140. wavecode_3_bDrawThick=0
  141. wavecode_3_bAdditive=0
  142. wavecode_3_scaling=1.00000
  143. wavecode_3_smoothing=0.50000
  144. wavecode_3_r=1.000
  145. wavecode_3_g=1.000
  146. wavecode_3_b=1.000
  147. wavecode_3_a=1.000
  148. shapecode_0_enabled=1
  149. shapecode_0_sides=100
  150. shapecode_0_additive=0
  151. shapecode_0_thickOutline=0
  152. shapecode_0_textured=0
  153. shapecode_0_num_inst=1
  154. shapecode_0_x=0.500
  155. shapecode_0_y=0.500
  156. shapecode_0_rad=71.13834
  157. shapecode_0_ang=0.00000
  158. shapecode_0_tex_ang=0.00000
  159. shapecode_0_tex_zoom=1.00000
  160. shapecode_0_r=0.500
  161. shapecode_0_g=0.500
  162. shapecode_0_b=0.500
  163. shapecode_0_a=0.020
  164. shapecode_0_r2=0.500
  165. shapecode_0_g2=0.500
  166. shapecode_0_b2=0.500
  167. shapecode_0_a2=0.020
  168. shapecode_0_border_r=1.000
  169. shapecode_0_border_g=1.000
  170. shapecode_0_border_b=1.000
  171. shapecode_0_border_a=0.000
  172. shapecode_1_enabled=0
  173. shapecode_1_sides=4
  174. shapecode_1_additive=0
  175. shapecode_1_thickOutline=0
  176. shapecode_1_textured=0
  177. shapecode_1_num_inst=1
  178. shapecode_1_x=0.500
  179. shapecode_1_y=0.500
  180. shapecode_1_rad=0.10000
  181. shapecode_1_ang=0.00000
  182. shapecode_1_tex_ang=0.00000
  183. shapecode_1_tex_zoom=1.00000
  184. shapecode_1_r=1.000
  185. shapecode_1_g=0.000
  186. shapecode_1_b=0.000
  187. shapecode_1_a=1.000
  188. shapecode_1_r2=0.000
  189. shapecode_1_g2=1.000
  190. shapecode_1_b2=0.000
  191. shapecode_1_a2=0.000
  192. shapecode_1_border_r=1.000
  193. shapecode_1_border_g=1.000
  194. shapecode_1_border_b=1.000
  195. shapecode_1_border_a=0.100
  196. shapecode_2_enabled=1
  197. shapecode_2_sides=100
  198. shapecode_2_additive=0
  199. shapecode_2_thickOutline=0
  200. shapecode_2_textured=0
  201. shapecode_2_num_inst=1
  202. shapecode_2_x=0.500
  203. shapecode_2_y=0.500
  204. shapecode_2_rad=0.03030
  205. shapecode_2_ang=0.00000
  206. shapecode_2_tex_ang=0.00000
  207. shapecode_2_tex_zoom=1.00000
  208. shapecode_2_r=0.800
  209. shapecode_2_g=0.800
  210. shapecode_2_b=0.800
  211. shapecode_2_a=0.600
  212. shapecode_2_r2=0.700
  213. shapecode_2_g2=0.700
  214. shapecode_2_b2=0.700
  215. shapecode_2_a2=0.000
  216. shapecode_2_border_r=1.000
  217. shapecode_2_border_g=1.000
  218. shapecode_2_border_b=1.000
  219. shapecode_2_border_a=0.000
  220. shapecode_3_enabled=0
  221. shapecode_3_sides=4
  222. shapecode_3_additive=0
  223. shapecode_3_thickOutline=0
  224. shapecode_3_textured=0
  225. shapecode_3_num_inst=1
  226. shapecode_3_x=0.500
  227. shapecode_3_y=0.500
  228. shapecode_3_rad=0.10000
  229. shapecode_3_ang=0.00000
  230. shapecode_3_tex_ang=0.00000
  231. shapecode_3_tex_zoom=1.00000
  232. shapecode_3_r=1.000
  233. shapecode_3_g=0.000
  234. shapecode_3_b=0.000
  235. shapecode_3_a=1.000
  236. shapecode_3_r2=0.000
  237. shapecode_3_g2=1.000
  238. shapecode_3_b2=0.000
  239. shapecode_3_a2=0.000
  240. shapecode_3_border_r=1.000
  241. shapecode_3_border_g=1.000
  242. shapecode_3_border_b=1.000
  243. shapecode_3_border_a=0.100
  244. per_frame_1=zoom = 1.0+0.025*max(bass_att,treb_att);
  245. warp_1=`#define MyGet GetPixel //GetBlur1
  246. warp_2=`shader_body
  247. warp_3=`{
  248. warp_4=` // GROW EFFECT - bright pixels spread radially outward.
  249. warp_5=` // BE CAREFUL - this can really thrash the texture cache! (SLOW)
  250. warp_6=` float grad_rad = 8; //TWEAK
  251. warp_7=` float str = 4; //TWEAK
  252. warp_8=` float3 d = float3(texsize.zw, 0) * grad_rad;
  253. warp_9=` float4 lums = 0;
  254. warp_10=` lums.x = lum( MyGet(uv + texsize.zw*d.xz) );
  255. warp_11=` lums.y = lum( MyGet(uv - texsize.zw*d.xz) );
  256. warp_12=` lums.z = lum( MyGet(uv + texsize.zw*d.zy) );
  257. warp_13=` lums.w = lum( MyGet(uv - texsize.zw*d.zy) );
  258. warp_14=` float2 grad = float2(lums.x-lums.y, lums.z-lums.w)*str*1000/grad_rad;
  259. warp_15=` grad = (saturate(grad*0.5+0.5)*2-1)*1.4;
  260. warp_16=`
  261. warp_17=` // sample previous frame
  262. warp_18=` ret = tex2D( sampler_fc_main, uv + grad*texsize.zw ).xyz;
  263. warp_19=`
  264. warp_20=`float2 uv_echo = (uv - 0.5)*float2(-1,-1) + 0.5;
  265. warp_21=`
  266. warp_22=` float4 lums2 = 0;
  267. warp_23=` lums2.x = lum( MyGet(uv_echo + texsize.zw*d.xz) );
  268. warp_24=` lums2.y = lum( MyGet(uv_echo - texsize.zw*d.xz) );
  269. warp_25=` lums2.z = lum( MyGet(uv_echo + texsize.zw*d.zy) );
  270. warp_26=` lums2.w = lum( MyGet(uv_echo - texsize.zw*d.zy) );
  271. warp_27=` float2 grad2 = float2(lums2.x-lums2.y, lums2.z-lums2.w)*str*1000/grad_rad;
  272. warp_28=` grad2 = (saturate(grad2*0.5+0.5)*2-1)*1.4;
  273. warp_29=`
  274. warp_30=`float3 ret2 = tex2D(sampler_fc_main, uv_echo + grad2*texsize.zw).xyz;
  275. warp_31=`
  276. warp_32=`ret = lerp(ret,ret2,0.50);
  277. warp_33=`
  278. warp_34=` // darken (decay) over time
  279. warp_35=` ret *= 0.93; //or try: ret -= 0.004;
  280. warp_36=`}
  281. comp_1=`shader_body
  282. comp_2=`{
  283. comp_3=`
  284. comp_4=`float2 uv1 = uv-.5;
  285. comp_5=`
  286. comp_6=`float3 ret1 = tex2D(sampler_main, uv) +tex2D(sampler_main, 1-uv)*0;
  287. comp_7=`
  288. comp_8=`
  289. comp_9=`float2 hor = float2 (texsize.z,0);
  290. comp_10=`float2 ver = float2 (0,texsize.w);
  291. comp_11=`float dx = GetPixel (uv-hor) - GetPixel (uv+hor);
  292. comp_12=`float dy = GetPixel (uv-ver) - GetPixel (uv+ver);
  293. comp_13=`float2 dz = float2 (dx,dy);
  294. comp_14=`
  295. comp_15=`uv1 = .3*cos(uv1*2+1.7) -2*dz;;
  296. comp_16=`float3 dots = saturate(.03/length(uv1));
  297. comp_17=`
  298. comp_18=`
  299. comp_19=`ret1 = (-ret1/4) + 6*dots*(-0.08+ret1);
  300. comp_20=`
  301. comp_21=`ret = ret1;
  302. comp_22=`}