Stahlregen - Spiral Beats (Fluctuating Flowers).milk 5.7 KB

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  1. MILKDROP_PRESET_VERSION=201
  2. PSVERSION=2
  3. PSVERSION_WARP=0
  4. PSVERSION_COMP=2
  5. [preset00]
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  10. fVideoEchoAlpha=0.500
  11. nVideoEchoOrientation=3
  12. nWaveMode=6
  13. bAdditiveWaves=0
  14. bWaveDots=0
  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=2.803
  26. fWaveScale=0.060
  27. fWaveSmoothing=0.750
  28. fWaveParam=1.000
  29. fModWaveAlphaStart=0.750
  30. fModWaveAlphaEnd=0.950
  31. fWarpAnimSpeed=1.000
  32. fWarpScale=1.000
  33. fZoomExponent=1.14947
  34. fShader=1.000
  35. zoom=0.94204
  36. rot=0.00000
  37. cx=0.650
  38. cy=0.350
  39. dx=0.00000
  40. dy=0.00000
  41. warp=0.01000
  42. sx=0.99999
  43. sy=0.99999
  44. wave_r=1.000
  45. wave_g=1.000
  46. wave_b=1.000
  47. wave_x=1.000
  48. wave_y=1.000
  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=0.000
  55. ib_r=0.000
  56. ib_g=0.000
  57. ib_b=0.000
  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=5.000
  64. mv_r=0.000
  65. mv_g=0.000
  66. mv_b=0.000
  67. mv_a=0.100
  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
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  123. wavecode_3_r=1.000
  124. wavecode_3_g=1.000
  125. wavecode_3_b=1.000
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  127. shapecode_0_enabled=1
  128. shapecode_0_sides=5
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  134. shapecode_0_y=0.500
  135. shapecode_0_rad=1.21525
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  151. shape_0_per_frame1=ang = 3.14*q1 + 3.14*q2*if(equal(q3,1),-1,1);
  152. shapecode_1_enabled=0
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  165. shapecode_1_g=0.000
  166. shapecode_1_b=0.000
  167. shapecode_1_a=1.000
  168. shapecode_1_r2=0.000
  169. shapecode_1_g2=1.000
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  172. shapecode_1_border_r=1.000
  173. shapecode_1_border_g=1.000
  174. shapecode_1_border_b=1.000
  175. shapecode_1_border_a=0.100
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  183. shapecode_2_y=0.500
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  185. shapecode_2_ang=0.00000
  186. shapecode_2_tex_ang=0.00000
  187. shapecode_2_tex_zoom=1.00000
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  190. shapecode_2_b=0.000
  191. shapecode_2_a=1.000
  192. shapecode_2_r2=0.000
  193. shapecode_2_g2=1.000
  194. shapecode_2_b2=0.000
  195. shapecode_2_a2=0.000
  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. shapecode_3_enabled=0
  201. shapecode_3_sides=4
  202. shapecode_3_additive=0
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  205. shapecode_3_num_inst=1
  206. shapecode_3_x=0.500
  207. shapecode_3_y=0.500
  208. shapecode_3_rad=0.10000
  209. shapecode_3_ang=0.00000
  210. shapecode_3_tex_ang=0.00000
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  212. shapecode_3_r=1.000
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  215. shapecode_3_a=1.000
  216. shapecode_3_r2=0.000
  217. shapecode_3_g2=1.000
  218. shapecode_3_b2=0.000
  219. shapecode_3_a2=0.000
  220. shapecode_3_border_r=1.000
  221. shapecode_3_border_g=1.000
  222. shapecode_3_border_b=1.000
  223. shapecode_3_border_a=0.100
  224. per_frame_1=wave_r = 0.45 + 0.45*sin((time+bass)*1.133);
  225. per_frame_2=wave_g = 0.45 + 0.45*sin((time+bass)*1.333);
  226. per_frame_3=wave_b = 0.45 + 0.45*sin((time+bass)*1.533);
  227. per_frame_4=
  228. per_frame_5=// Beat detection by martin!
  229. per_frame_6=
  230. per_frame_7=dec_med = pow (0.9, 30/fps);
  231. per_frame_8=dec_slow = pow (0.99, 30/fps);
  232. per_frame_9=beat = max (max (bass, mid), treb);
  233. per_frame_10=avg = avg*dec_slow + beat*(1-dec_slow);
  234. per_frame_11=is_beat = above(beat, .5+avg+peak) * above (time, t0+.2);
  235. per_frame_12=t0 = is_beat*time + (1-is_beat)*t0;
  236. per_frame_13=peak = is_beat * beat + (1-is_beat)*peak*dec_med;
  237. per_frame_14=
  238. per_frame_15=x = if(is_beat,rand(60)*0.01 + 0.2,x);
  239. per_frame_16=y = if(is_beat,rand(60)*0.01 + 0.2,y);
  240. per_frame_17=z = if(is_beat,rand(2)-1,z);
  241. per_frame_18=wave_mystery = if(above(x,y),0,-1);
  242. per_frame_19=q1 = x;
  243. per_frame_20=q2 = y;
  244. per_frame_21=q3 = z;
  245. comp_1=`shader_body
  246. comp_2=`{
  247. comp_3=` float2 uv_echo = (uv - 0.5)*1.003*float2(-1,-1) + 0.5;
  248. comp_4=` ret = lerp( tex2D(sampler_main, uv).xyz,
  249. comp_5=` tex2D(sampler_main, uv_echo).xyz,
  250. comp_6=` 0.50
  251. comp_7=` ); //video echo
  252. comp_8=` ret += min(.1,(_qa.xyz*.25)); //gamma
  253. comp_9=` ret -= .1;
  254. comp_10=` ret *= 1.5;
  255. comp_11=` //ret -= hue_shader; //old hue shader effect
  256. comp_12=` ret *= ret; //darken
  257. comp_13=` //ret = saturate(ret);
  258. comp_14=`}