martin - dont drink and drive (police mix).milk 12 KB

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  1. MILKDROP_PRESET_VERSION=201
  2. PSVERSION=3
  3. PSVERSION_WARP=3
  4. PSVERSION_COMP=3
  5. [preset00]
  6. fRating=2.000000
  7. fGammaAdj=1.980001
  8. fDecay=0.500000
  9. fVideoEchoZoom=0.999998
  10. fVideoEchoAlpha=0.500000
  11. nVideoEchoOrientation=3
  12. nWaveMode=4
  13. bAdditiveWaves=1
  14. bWaveDots=1
  15. bWaveThick=1
  16. bModWaveAlphaByVolume=1
  17. bMaximizeWaveColor=1
  18. bTexWrap=1
  19. bDarkenCenter=0
  20. bRedBlueStereo=0
  21. bBrighten=0
  22. bDarken=1
  23. bSolarize=0
  24. bInvert=0
  25. fWaveAlpha=0.001000
  26. fWaveScale=2.232543
  27. fWaveSmoothing=0.810000
  28. fWaveParam=0.280000
  29. fModWaveAlphaStart=0.470000
  30. fModWaveAlphaEnd=1.320000
  31. fWarpAnimSpeed=1.459500
  32. fWarpScale=2.006700
  33. fZoomExponent=1.000000
  34. fShader=0.000000
  35. zoom=0.999900
  36. rot=0.000000
  37. cx=0.500000
  38. cy=0.500000
  39. dx=0.000000
  40. dy=0.000000
  41. warp=0.010000
  42. sx=0.999900
  43. sy=1.000000
  44. wave_r=0.900000
  45. wave_g=1.000000
  46. wave_b=0.900000
  47. wave_x=0.500000
  48. wave_y=0.500000
  49. ob_size=0.010000
  50. ob_r=1.000000
  51. ob_g=1.000000
  52. ob_b=1.000000
  53. ob_a=0.000000
  54. ib_size=0.260000
  55. ib_r=0.250000
  56. ib_g=0.250000
  57. ib_b=0.250000
  58. ib_a=0.000000
  59. nMotionVectorsX=64.000000
  60. nMotionVectorsY=48.000000
  61. mv_dx=0.000000
  62. mv_dy=0.000000
  63. mv_l=1.850000
  64. mv_r=0.499900
  65. mv_g=0.499900
  66. mv_b=0.499900
  67. mv_a=0.000000
  68. b1n=0.000000
  69. b2n=0.000000
  70. b3n=0.000000
  71. b1x=1.000000
  72. b2x=1.000000
  73. b3x=1.000000
  74. b1ed=0.000000
  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=1
  81. wavecode_0_bAdditive=1
  82. wavecode_0_scaling=0.891519
  83. wavecode_0_smoothing=0.820000
  84. wavecode_0_r=1.000000
  85. wavecode_0_g=1.000000
  86. wavecode_0_b=1.000000
  87. wavecode_0_a=0.900000
  88. wave_0_per_frame1=t2 = t2 + bass_att;
  89. wave_0_per_point1= //Alle Funktionen muessen rel. zu t_rel sein
  90. wave_0_per_point2=
  91. wave_0_per_point3=k1 = cos(time/3);
  92. wave_0_per_point4=k2 = sin(time/2);
  93. wave_0_per_point5=
  94. wave_0_per_point6=t_abs = sample;
  95. wave_0_per_point7=t_rel = sample-time/2.12;
  96. wave_0_per_point8=ampl = cos(t_rel)*12;
  97. wave_0_per_point9=//ampl = 3;
  98. wave_0_per_point10=
  99. wave_0_per_point11=ox = sin (t_rel*18) + ampl*sin (t_rel*12) ;
  100. wave_0_per_point12=oy = cos (t_rel*13) + ampl*cos (t_rel*11);
  101. wave_0_per_point13=oz = ampl/3;
  102. wave_0_per_point14=oz = 0;
  103. wave_0_per_point15=
  104. wave_0_per_point16=
  105. wave_0_per_point17=//r = sqr(sin(t_rel*3.4));
  106. wave_0_per_point18=//g = sqr(sin(t_rel*2.3));
  107. wave_0_per_point19=//b = sqr (cos(t_rel*1.9));
  108. wave_0_per_point20=
  109. wave_0_per_point21=r = 1;
  110. wave_0_per_point22=g = 0.5;
  111. wave_0_per_point23=b = 0;
  112. wave_0_per_point24=
  113. wave_0_per_point25=a=0.25*(cos(t_abs*3.14/2)) + 0.2 *below (abs(1-t_abs- t1),0.0);
  114. wave_0_per_point26=//a=0.25*(sin(t_abs*3.14)) + 0.4 *below (abs(1-t_abs-t1), bass_att/1);
  115. wave_0_per_point27=a=0.25*(cos(t_abs*1.5)) + 0.7 *below (abs(t_abs),0.0);
  116. wave_0_per_point28=
  117. wave_0_per_point29=xang = k1*3;
  118. wave_0_per_point30=yang = 1;
  119. wave_0_per_point31=zang = 3*k1;
  120. wave_0_per_point32=fov = 0.22;
  121. wave_0_per_point33=
  122. wave_0_per_point34=
  123. wave_0_per_point35=// Rotation um x,y,z
  124. wave_0_per_point36=
  125. wave_0_per_point37=mx = ox*cos(zang) - oy*sin(zang);
  126. wave_0_per_point38=my = ox*sin(zang) + oy*cos(zang);
  127. wave_0_per_point39=
  128. wave_0_per_point40=ox = mx;
  129. wave_0_per_point41=oy = my;
  130. wave_0_per_point42=mx = ox*cos(yang) + oz*sin(yang);
  131. wave_0_per_point43=mz = - ox*sin(yang) + oz*cos(yang);
  132. wave_0_per_point44=ox = mx;
  133. wave_0_per_point45=oz = mz;
  134. wave_0_per_point46=my = oy*cos(xang) - oz*sin(xang);
  135. wave_0_per_point47=mz = oy*sin(xang) + oz*cos(xang);
  136. wave_0_per_point48=oy = my;
  137. wave_0_per_point49=oz = mz;
  138. wave_0_per_point50=
  139. wave_0_per_point51=oz = oz - 6;
  140. wave_0_per_point52=x = ox*fov/oz +0.5;
  141. wave_0_per_point53=//x = (x-.5)*0.75 + 0.5;
  142. wave_0_per_point54=y = oy*fov/oz + 0.5;
  143. wave_0_per_point55=
  144. wavecode_1_enabled=1
  145. wavecode_1_samples=512
  146. wavecode_1_sep=0
  147. wavecode_1_bSpectrum=0
  148. wavecode_1_bUseDots=1
  149. wavecode_1_bDrawThick=1
  150. wavecode_1_bAdditive=0
  151. wavecode_1_scaling=0.891519
  152. wavecode_1_smoothing=0.820000
  153. wavecode_1_r=1.000000
  154. wavecode_1_g=1.000000
  155. wavecode_1_b=1.000000
  156. wavecode_1_a=1.000000
  157. wave_1_per_frame1=t_rel = time *2;
  158. wave_1_per_frame2=
  159. wave_1_per_frame3=t1 = int (t_rel);
  160. wave_1_per_frame4=t2 = int (t_rel) + 1;
  161. wave_1_per_point1=t1 = (t1*65 + 37) % 4096;
  162. wave_1_per_point2=t2 = (t2*65 + 37) % 4096;
  163. wave_1_per_point3=
  164. wave_1_per_point4=x = (t1/4096);
  165. wave_1_per_point5=y = (t2/4096);
  166. wave_1_per_point6=
  167. wave_1_per_point7=a = q21/8;
  168. wavecode_2_enabled=1
  169. wavecode_2_samples=128
  170. wavecode_2_sep=0
  171. wavecode_2_bSpectrum=0
  172. wavecode_2_bUseDots=0
  173. wavecode_2_bDrawThick=0
  174. wavecode_2_bAdditive=0
  175. wavecode_2_scaling=0.891519
  176. wavecode_2_smoothing=0.820000
  177. wavecode_2_r=1.000000
  178. wavecode_2_g=1.000000
  179. wavecode_2_b=1.000000
  180. wavecode_2_a=0.100000
  181. wave_2_per_frame1=t1 = .51;
  182. wave_2_per_frame2=t1 = time/2 - int(time/2);
  183. wave_2_per_point1=x = sample/3 + t1;
  184. wave_2_per_point2=//y = sample/3 + t1;
  185. wave_2_per_point3=y = sample;
  186. wave_2_per_point4=
  187. wave_2_per_point5=//x = sample;
  188. wave_2_per_point6=//y = sample;
  189. wave_2_per_point7=
  190. wave_2_per_point8=a = q24/2;
  191. wave_2_per_point9=//a = 1;
  192. wave_2_per_point10=a = .6;
  193. wavecode_3_enabled=0
  194. wavecode_3_samples=512
  195. wavecode_3_sep=0
  196. wavecode_3_bSpectrum=1
  197. wavecode_3_bUseDots=1
  198. wavecode_3_bDrawThick=0
  199. wavecode_3_bAdditive=0
  200. wavecode_3_scaling=1.000000
  201. wavecode_3_smoothing=0.500000
  202. wavecode_3_r=1.000000
  203. wavecode_3_g=1.000000
  204. wavecode_3_b=1.000000
  205. wavecode_3_a=1.000000
  206. shapecode_0_enabled=1
  207. shapecode_0_sides=4
  208. shapecode_0_additive=1
  209. shapecode_0_thickOutline=0
  210. shapecode_0_textured=0
  211. shapecode_0_x=0.650000
  212. shapecode_0_y=0.900000
  213. shapecode_0_rad=0.220560
  214. shapecode_0_ang=1.570797
  215. shapecode_0_tex_ang=0.000000
  216. shapecode_0_tex_zoom=0.331050
  217. shapecode_0_r=1.000000
  218. shapecode_0_g=1.000000
  219. shapecode_0_b=1.000000
  220. shapecode_0_a=0.100000
  221. shapecode_0_r2=0.000000
  222. shapecode_0_g2=0.000000
  223. shapecode_0_b2=0.200000
  224. shapecode_0_a2=0.000000
  225. shapecode_0_border_r=1.000000
  226. shapecode_0_border_g=1.000000
  227. shapecode_0_border_b=0.000000
  228. shapecode_0_border_a=0.000000
  229. shape_0_per_frame1=x = .6; y = .3;
  230. shape_0_per_frame2=b = 0;
  231. shape_0_per_frame3=r = 1;
  232. shape_0_per_frame4=g = 0;
  233. shape_0_per_frame5=a = min(q22/18,1);
  234. shape_0_per_frame6=a2 = 0;
  235. shapecode_1_enabled=1
  236. shapecode_1_sides=4
  237. shapecode_1_additive=0
  238. shapecode_1_thickOutline=0
  239. shapecode_1_textured=1
  240. shapecode_1_x=0.500000
  241. shapecode_1_y=0.500000
  242. shapecode_1_rad=0.526765
  243. shapecode_1_ang=0.000000
  244. shapecode_1_tex_ang=0.376991
  245. shapecode_1_tex_zoom=2.245566
  246. shapecode_1_r=0.960000
  247. shapecode_1_g=0.000000
  248. shapecode_1_b=0.000000
  249. shapecode_1_a=1.000000
  250. shapecode_1_r2=1.000000
  251. shapecode_1_g2=1.000000
  252. shapecode_1_b2=1.000000
  253. shapecode_1_a2=0.700000
  254. shapecode_1_border_r=0.500000
  255. shapecode_1_border_g=0.500000
  256. shapecode_1_border_b=0.500000
  257. shapecode_1_border_a=0.000000
  258. shape_1_per_frame1=tex_zoom = 1.4 + sin(time/3.67);
  259. shape_1_per_frame2=a = q28; a2 = q28/8;
  260. shapecode_2_enabled=0
  261. shapecode_2_sides=63
  262. shapecode_2_additive=0
  263. shapecode_2_thickOutline=0
  264. shapecode_2_textured=1
  265. shapecode_2_x=0.123000
  266. shapecode_2_y=0.000000
  267. shapecode_2_rad=0.273185
  268. shapecode_2_ang=0.000000
  269. shapecode_2_tex_ang=0.000000
  270. shapecode_2_tex_zoom=0.499805
  271. shapecode_2_r=1.000000
  272. shapecode_2_g=1.000000
  273. shapecode_2_b=1.000000
  274. shapecode_2_a=1.000000
  275. shapecode_2_r2=1.000000
  276. shapecode_2_g2=1.000000
  277. shapecode_2_b2=1.000000
  278. shapecode_2_a2=0.000000
  279. shapecode_2_border_r=0.500000
  280. shapecode_2_border_g=0.500000
  281. shapecode_2_border_b=0.500000
  282. shapecode_2_border_a=0.000000
  283. shapecode_3_enabled=0
  284. shapecode_3_sides=63
  285. shapecode_3_additive=0
  286. shapecode_3_thickOutline=0
  287. shapecode_3_textured=1
  288. shapecode_3_x=0.500000
  289. shapecode_3_y=1.000000
  290. shapecode_3_rad=0.548217
  291. shapecode_3_ang=0.000000
  292. shapecode_3_tex_ang=0.000000
  293. shapecode_3_tex_zoom=0.499805
  294. shapecode_3_r=1.000000
  295. shapecode_3_g=1.000000
  296. shapecode_3_b=1.000000
  297. shapecode_3_a=1.000000
  298. shapecode_3_r2=1.000000
  299. shapecode_3_g2=1.000000
  300. shapecode_3_b2=1.000000
  301. shapecode_3_a2=0.000000
  302. shapecode_3_border_r=0.500000
  303. shapecode_3_border_g=0.500000
  304. shapecode_3_border_b=0.500000
  305. shapecode_3_border_a=0.000000
  306. per_frame_1=dec_med = pow (0.8, 30/fps);
  307. per_frame_2=dec_slow = pow (0.95, 30/fps);
  308. per_frame_3=beat = max (max (bass, mid), treb);
  309. per_frame_4=avg = avg*dec_slow + beat*(1-dec_slow);
  310. per_frame_5=is_beat = above(beat, .4+avg+peak) * above (time, t0+.2);
  311. per_frame_6=t0 = is_beat*time + (1-is_beat)*t0;
  312. per_frame_7=peak = is_beat * beat + (1-is_beat)*peak*dec_med;
  313. per_frame_8=index = (index + is_beat) %8;
  314. per_frame_9=index2 = (index2 + is_beat*bnot(index))%2;
  315. per_frame_10=index3 = (index3 + is_beat*bnot(index)*bnot(index2))%4;
  316. per_frame_11=index4 = (index4 + is_beat*bnot(index)*bnot(index2)*bnot(index3))%4;
  317. per_frame_12=
  318. per_frame_13=police = dec_slow*police
  319. per_frame_14= + (1-dec_slow) * bnot (index3 + index2 -2);
  320. per_frame_15=q17 = police;
  321. per_frame_16=
  322. per_frame_17=q20 = avg;
  323. per_frame_18=q21 = beat;
  324. per_frame_19=q22 = peak;
  325. per_frame_20=q23 = index;
  326. per_frame_21=q24 = is_beat;
  327. per_frame_22=
  328. per_frame_23=hop = dec_slow*hop + (1-dec_slow)*q22;
  329. per_frame_24=hop2 = dec_slow*hop2 + (1-dec_slow)*hop;
  330. per_frame_25=hop3 = dec_slow*hop3 + (1-dec_slow)*hop2;
  331. per_frame_26=dhop = hop2 - hop3;
  332. per_frame_27=q18 = dhop +.0*sin(time);
  333. per_frame_28=hop4 = dec_slow*hop4 + (1-dec_slow)*dhop;
  334. per_frame_29=q19 = hop4 * 8 ;
  335. per_frame_30=
  336. per_frame_31=k1 = is_beat*equal(index,0);
  337. per_frame_32=p1 = k1*(p1+1) + (1-k1)*p1;
  338. per_frame_33=p2 = dec_med * p2+ (1-dec_med)*p1;
  339. per_frame_34=p3 = dec_med * p3+ (1-dec_med)*p2;
  340. per_frame_35=
  341. per_frame_36=rott = p3 * 3.14159265359/2;
  342. per_frame_37=
  343. per_frame_38=q27 = 8-index;
  344. per_frame_39=q28 = index2;
  345. per_frame_40=q26 = .0 + .1*index3;
  346. per_frame_41=q25 = index4;
  347. per_frame_42=
  348. per_frame_43=monitor = q25;
  349. per_frame_44=movez = movez + .03*30/fps *
  350. per_frame_45= (1-bnot(index) * above(sin(time/20),.8));
  351. per_frame_46=q29 = movez*1;
  352. per_frame_47=
  353. per_frame_48=
  354. per_frame_49=blink = (1-0*equal(index,0)) * (1-equal (index,7));
  355. per_frame_50=q31 = ((time*10)%2) * (1-blink);
  356. per_frame_51=q5 = rott;
  357. per_frame_52=
  358. per_frame_53=q1 = 1 + 10 * bnot (index3 + index2);
  359. per_pixel_1=rot = 0;
  360. per_pixel_2=warp = .0;
  361. per_pixel_3=
  362. per_pixel_4=
  363. warp_1=`shader_body {
  364. warp_2=`
  365. warp_3=`float2 uv1 = float2(uv.x-0.5,uv.y-0.5);//*aspect.xy;
  366. warp_4=`
  367. warp_5=`float3 noiseVal =.016*(tex2D(sampler_noise_lq, uv*.3+.01*rand_frame));
  368. warp_6=`float3 Feedback = GetBlur1(1-uv);
  369. warp_7=`
  370. warp_8=`float2 uv2 = .8*sin((uv1)*8);;
  371. warp_9=`float dots = saturate(.01/length(uv2));
  372. warp_10=`
  373. warp_11=`float2 zz = -uv1 *texsize.xy *q26;
  374. warp_12=`
  375. warp_13=`if (q25 ==1) {zz *= (abs(uv1.y)/abs(uv1.x));}
  376. warp_14=`else if (q25==2) {zz *= (abs(uv1.y)-abs(uv1.x));}
  377. warp_15=`
  378. warp_16=`
  379. warp_17=`float2 h1 = clamp(tan(zz),-20,20);
  380. warp_18=`
  381. warp_19=`uv.xy += h1*texsize.zw * 4;
  382. warp_20=`
  383. warp_21=`float3 crisp1 = tex2D(sampler_main,uv) + dots;
  384. warp_22=`float blur = GetBlur2 (uv);
  385. warp_23=`ret = .95*crisp1+noiseVal-.02 - .06*blur;
  386. warp_24=`
  387. warp_25=`
  388. warp_26=`}
  389. comp_1=`float3 ret1, neu, blur;
  390. comp_2=`
  391. comp_3=`shader_body
  392. comp_4=`{
  393. comp_5=`float2 uv2;
  394. comp_6=`float ang2, c, s;
  395. comp_7=`uv -= 0.5;
  396. comp_8=`uv *= aspect.xy;
  397. comp_9=`
  398. comp_10=`float2 tmp = uv;
  399. comp_11=`float dist = 1;
  400. comp_12=`float inten = 1;
  401. comp_13=`float mask = 0;
  402. comp_14=`ret1 = 0;
  403. comp_15=`int anz = 4;
  404. comp_16=`float n = 1;
  405. comp_17=`//uv = mul(uv,float2x2(_qa));
  406. comp_18=`while (n <= anz) {
  407. comp_19=` ang2 = 6.28*n/anz + q5 * (n-1);
  408. comp_20=` c = cos(ang2);
  409. comp_21=` s = sin(ang2);
  410. comp_22=` uv2.x = uv.x*c - uv.y*s;
  411. comp_23=` uv2.y = uv.x*s + uv.y*c;
  412. comp_24=` uv2 *= aspect.yx;
  413. comp_25=` dist = 1-frac(.25 *n+q29); //evtl sqrt !
  414. comp_26=` dist = dist*dist;
  415. comp_27=` inten = pow(dist,.2)*(1-dist)*2;
  416. comp_28=` float2 uv3 = 3*uv2*dist + .5 + .5*(1-0.5*q28)* float2(q18,q19);;
  417. comp_29=` neu = GetPixel (uv3);
  418. comp_30=` blur = GetBlur1 (frac(uv3));
  419. comp_31=` neu += blur;
  420. comp_32=` ret1 = ret1*.9+neu*inten;
  421. comp_33=`
  422. comp_34=`n++;
  423. comp_35=`}
  424. comp_36=`
  425. comp_37=`uv2 = .5*cos(uv*16);
  426. comp_38=`float3 dots = saturate(.04/length(uv2)) * float3 (1,.7,0);
  427. comp_39=`
  428. comp_40=`
  429. comp_41=`ret = ret1*.7 + dots * q31;
  430. comp_42=`float3 pol = q17 * saturate (pow(.5/(1+uv.x-4*(frac(time*3))),2));
  431. comp_43=`ret += pol*float3 (0,0,.7);
  432. comp_44=`
  433. comp_45=`}