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martin - pendulum in brass ps3.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=1.000000
  7. fGammaAdj=1.980001
  8. fDecay=0.500000
  9. fVideoEchoZoom=0.999998
  10. fVideoEchoAlpha=0.500000
  11. nVideoEchoOrientation=3
  12. nWaveMode=5
  13. bAdditiveWaves=0
  14. bWaveDots=1
  15. bWaveThick=1
  16. bModWaveAlphaByVolume=0
  17. bMaximizeWaveColor=0
  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=5.552000
  27. fWaveSmoothing=0.504000
  28. fWaveParam=-1.000000
  29. fModWaveAlphaStart=0.710000
  30. fModWaveAlphaEnd=1.300000
  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=1.000000
  45. wave_g=0.000000
  46. wave_b=0.000000
  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=0.850000
  64. mv_r=0.500000
  65. mv_g=0.500000
  66. mv_b=0.500000
  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=1
  79. wavecode_0_bUseDots=1
  80. wavecode_0_bDrawThick=1
  81. wavecode_0_bAdditive=1
  82. wavecode_0_scaling=0.503300
  83. wavecode_0_smoothing=0.500000
  84. wavecode_0_r=1.000000
  85. wavecode_0_g=0.600000
  86. wavecode_0_b=0.400000
  87. wavecode_0_a=1.000000
  88. wave_0_per_point1=
  89. wave_0_per_point2=x0 = .5 + .4 * sin(time/2);
  90. wave_0_per_point3=
  91. wave_0_per_point4=angle = rand(1000)/1000*6.28;
  92. wave_0_per_point5=rad = rand(1000)/1000;
  93. wave_0_per_point6=rad = rad * rad;
  94. wave_0_per_point7=
  95. wave_0_per_point8=x = x0 + .1*rad*sin(angle);
  96. wave_0_per_point9=y = .5 + .1*rad*cos(angle);
  97. wave_0_per_point10= a = 1-rad;
  98. wavecode_1_enabled=0
  99. wavecode_1_samples=512
  100. wavecode_1_sep=0
  101. wavecode_1_bSpectrum=0
  102. wavecode_1_bUseDots=0
  103. wavecode_1_bDrawThick=1
  104. wavecode_1_bAdditive=1
  105. wavecode_1_scaling=1.000000
  106. wavecode_1_smoothing=0.500000
  107. wavecode_1_r=1.000000
  108. wavecode_1_g=1.000000
  109. wavecode_1_b=1.000000
  110. wavecode_1_a=1.000000
  111. wave_1_per_frame1=trel = q11-.0;
  112. wave_1_per_frame2=t1 = int(trel);
  113. wave_1_per_frame3=t2 = trel - int(trel);
  114. wave_1_per_point1=k1 = (sample*512) % 8;
  115. wave_1_per_point2=
  116. wave_1_per_point3=t1 = equal (k1,0)*((t1 * 61 + 27) % 4096)
  117. wave_1_per_point4= + (1-equal(k1,0))*t1;
  118. wave_1_per_point5=
  119. wave_1_per_point6=exc = 1+rand(5);
  120. wave_1_per_point7=ampl = sample*sqrt(t2) * (1+exc);
  121. wave_1_per_point8=
  122. wave_1_per_point9=f1 = q14*ampl* sin(t1*6.28/4096);
  123. wave_1_per_point10=f2 = q14*ampl* cos(t1*6.28/4096);
  124. wave_1_per_point11=
  125. wave_1_per_point12=x = q12 + k1* f1 ;
  126. wave_1_per_point13=y = q13 + k1* f2;
  127. wave_1_per_point14=
  128. wave_1_per_point15=a = equal(k1,6) + equal (k1,0);
  129. wave_1_per_point16=
  130. wave_1_per_point17=r = 1;
  131. wave_1_per_point18=b = equal (k1,0) + .5;;
  132. wave_1_per_point19=g = .8* (1+.6*equal (k1,0)) ;
  133. wave_1_per_point20=a = a * q15 * (1-0*t2*t2);
  134. wave_1_per_point21=//a = 0;
  135. wave_1_per_point22=
  136. wavecode_2_enabled=0
  137. wavecode_2_samples=512
  138. wavecode_2_sep=0
  139. wavecode_2_bSpectrum=0
  140. wavecode_2_bUseDots=0
  141. wavecode_2_bDrawThick=1
  142. wavecode_2_bAdditive=0
  143. wavecode_2_scaling=1.000000
  144. wavecode_2_smoothing=0.500000
  145. wavecode_2_r=1.000000
  146. wavecode_2_g=1.000000
  147. wavecode_2_b=1.000000
  148. wavecode_2_a=1.000000
  149. wave_2_per_frame1=trel = q11-.33;
  150. wave_2_per_frame2=t1 = int(trel);
  151. wave_2_per_frame3=t2 = trel - int(trel);
  152. wave_2_per_point1=k1 = (sample*512) % 8;
  153. wave_2_per_point2=
  154. wave_2_per_point3=t1 = equal (k1,0)*((t1 * 61 + 27) % 4096)
  155. wave_2_per_point4= + (1-equal(k1,0))*t1;
  156. wave_2_per_point5=
  157. wave_2_per_point6=ampl = sample*sqrt(t2);
  158. wave_2_per_point7=
  159. wave_2_per_point8=f1 = q14*ampl* sin(t1*6.28/4096);
  160. wave_2_per_point9=f2 = q14*ampl* cos(t1*6.28/4096);
  161. wave_2_per_point10=
  162. wave_2_per_point11=x = q12 + k1* f1 ;
  163. wave_2_per_point12=y = q13 + k1* f2;
  164. wave_2_per_point13=
  165. wave_2_per_point14=a = equal(k1,6) + equal (k1,0);
  166. wave_2_per_point15=
  167. wave_2_per_point16=r = 1;
  168. wave_2_per_point17=b = equal (k1,0) + .5;;
  169. wave_2_per_point18=g = .6* (1+.6*equal (k1,0));
  170. wave_2_per_point19=a = a * q15 * (1-0*t2*t2);
  171. wave_2_per_point20=//a = 0;
  172. wavecode_3_enabled=0
  173. wavecode_3_samples=512
  174. wavecode_3_sep=0
  175. wavecode_3_bSpectrum=0
  176. wavecode_3_bUseDots=0
  177. wavecode_3_bDrawThick=1
  178. wavecode_3_bAdditive=1
  179. wavecode_3_scaling=1.000000
  180. wavecode_3_smoothing=0.500000
  181. wavecode_3_r=1.000000
  182. wavecode_3_g=1.000000
  183. wavecode_3_b=1.000000
  184. wavecode_3_a=1.000000
  185. wave_3_per_frame1=trel = q11-.66;
  186. wave_3_per_frame2=t1 = int(trel);
  187. wave_3_per_frame3=t2 = trel - int(trel);
  188. wave_3_per_point1=k1 = (sample*512) % 8;
  189. wave_3_per_point2=
  190. wave_3_per_point3=t1 = equal (k1,0)*((t1 * 61 + 27) % 4096)
  191. wave_3_per_point4= + (1-equal(k1,0))*t1;
  192. wave_3_per_point5=
  193. wave_3_per_point6=ampl = sample*sqrt(t2);
  194. wave_3_per_point7=
  195. wave_3_per_point8=f1 = q14*ampl* sin(t1*6.28/4096);
  196. wave_3_per_point9=f2 = q14*ampl* cos(t1*6.28/4096);
  197. wave_3_per_point10=
  198. wave_3_per_point11=x = q12 + k1* f1 ;
  199. wave_3_per_point12=y = q13 + k1* f2;
  200. wave_3_per_point13=
  201. wave_3_per_point14=a = equal(k1,6) + equal (k1,0);
  202. wave_3_per_point15=
  203. wave_3_per_point16=r = 1;
  204. wave_3_per_point17=b = equal (k1,0);
  205. wave_3_per_point18=g = .6* (1+.6*equal (k1,0));
  206. wave_3_per_point19=a = a * q15 * (1-0*t2*t2);
  207. wave_3_per_point20=//a = 0;
  208. shapecode_0_enabled=1
  209. shapecode_0_sides=100
  210. shapecode_0_additive=0
  211. shapecode_0_thickOutline=0
  212. shapecode_0_textured=1
  213. shapecode_0_x=0.460000
  214. shapecode_0_y=0.380000
  215. shapecode_0_rad=0.267799
  216. shapecode_0_ang=0.000000
  217. shapecode_0_tex_ang=0.000000
  218. shapecode_0_tex_zoom=1.051004
  219. shapecode_0_r=0.800000
  220. shapecode_0_g=1.000000
  221. shapecode_0_b=0.500000
  222. shapecode_0_a=1.000000
  223. shapecode_0_r2=0.900000
  224. shapecode_0_g2=0.900000
  225. shapecode_0_b2=1.000000
  226. shapecode_0_a2=1.000000
  227. shapecode_0_border_r=1.000000
  228. shapecode_0_border_g=1.000000
  229. shapecode_0_border_b=1.000000
  230. shapecode_0_border_a=0.000000
  231. shape_0_per_frame1=x = .5 + .1 * q1;
  232. shape_0_per_frame2=y = .5 + .1 * q2;
  233. shape_0_per_frame3=
  234. shape_0_per_frame4=x = .5-q9/5;
  235. shape_0_per_frame5=y = .6+q10/5;
  236. shapecode_1_enabled=0
  237. shapecode_1_sides=100
  238. shapecode_1_additive=0
  239. shapecode_1_thickOutline=0
  240. shapecode_1_textured=1
  241. shapecode_1_x=0.130000
  242. shapecode_1_y=0.190000
  243. shapecode_1_rad=0.110450
  244. shapecode_1_ang=0.000000
  245. shapecode_1_tex_ang=3.141590
  246. shapecode_1_tex_zoom=1.711049
  247. shapecode_1_r=1.000000
  248. shapecode_1_g=0.000000
  249. shapecode_1_b=1.000000
  250. shapecode_1_a=1.000000
  251. shapecode_1_r2=1.000000
  252. shapecode_1_g2=1.000000
  253. shapecode_1_b2=1.000000
  254. shapecode_1_a2=1.000000
  255. shapecode_1_border_r=1.000000
  256. shapecode_1_border_g=1.000000
  257. shapecode_1_border_b=1.000000
  258. shapecode_1_border_a=0.000000
  259. shapecode_2_enabled=1
  260. shapecode_2_sides=5
  261. shapecode_2_additive=1
  262. shapecode_2_thickOutline=0
  263. shapecode_2_textured=0
  264. shapecode_2_x=0.900000
  265. shapecode_2_y=0.500000
  266. shapecode_2_rad=0.226130
  267. shapecode_2_ang=0.000000
  268. shapecode_2_tex_ang=0.000000
  269. shapecode_2_tex_zoom=1.000000
  270. shapecode_2_r=1.000000
  271. shapecode_2_g=0.200000
  272. shapecode_2_b=0.200000
  273. shapecode_2_a=1.000000
  274. shapecode_2_r2=0.000000
  275. shapecode_2_g2=0.000000
  276. shapecode_2_b2=0.000000
  277. shapecode_2_a2=0.000000
  278. shapecode_2_border_r=1.000000
  279. shapecode_2_border_g=1.000000
  280. shapecode_2_border_b=0.000000
  281. shapecode_2_border_a=0.000000
  282. shape_2_per_frame1=x = 0.05 + rand(900)/1000;
  283. shape_2_per_frame2=y = 0.05 + rand(900)/1000;
  284. shape_2_per_frame3=ang = rand(320)/100;
  285. shape_2_per_frame4=
  286. shape_2_per_frame5=a = .4;
  287. shapecode_3_enabled=0
  288. shapecode_3_sides=36
  289. shapecode_3_additive=1
  290. shapecode_3_thickOutline=0
  291. shapecode_3_textured=0
  292. shapecode_3_x=0.500000
  293. shapecode_3_y=0.500000
  294. shapecode_3_rad=0.187170
  295. shapecode_3_ang=0.000000
  296. shapecode_3_tex_ang=0.000000
  297. shapecode_3_tex_zoom=1.000000
  298. shapecode_3_r=0.000000
  299. shapecode_3_g=0.020000
  300. shapecode_3_b=0.000000
  301. shapecode_3_a=1.000000
  302. shapecode_3_r2=0.000000
  303. shapecode_3_g2=0.000000
  304. shapecode_3_b2=0.000000
  305. shapecode_3_a2=0.000000
  306. shapecode_3_border_r=1.000000
  307. shapecode_3_border_g=1.000000
  308. shapecode_3_border_b=1.000000
  309. shapecode_3_border_a=0.000000
  310. per_frame_init_1=vol = 0; p1 = 0;
  311. per_frame_init_2=vx = .2; vy = -0.1;
  312. per_frame_init_3=kx = 0; ky = 0;
  313. per_frame_init_4=
  314. per_frame_1=dec_med = pow (0.96, 30/fps);
  315. per_frame_2=dec_slow = pow (0.998, 30/fps);
  316. per_frame_3=beat = max (max (bass, mid), treb);
  317. per_frame_4=avg = avg*dec_slow + beat*(1-dec_slow);
  318. per_frame_5=is_beat = above(beat, .5+avg+peak) * above (time, t0+.2);
  319. per_frame_6=t0 = is_beat*time + (1-is_beat)*t0;
  320. per_frame_7=peak = is_beat * beat + (1-is_beat)*peak*dec_med;
  321. per_frame_8=index = (index + is_beat) %8;
  322. per_frame_9=index2 = (index2 + is_beat*bnot(index))%2;
  323. per_frame_10=index3 = (index3 + is_beat*bnot(index) * bnot(index2))%2;
  324. per_frame_11=
  325. per_frame_12=q20 = avg;
  326. per_frame_13=q21 = beat;
  327. per_frame_14=q22 = peak;
  328. per_frame_15=q23 = index;
  329. per_frame_16=q24 = is_beat;
  330. per_frame_17=
  331. per_frame_18=vol = bass_att + treb_att;
  332. per_frame_19=v2 = v2 * dec_med + vol * (1-dec_med) ;
  333. per_frame_20=q26 = max(atan (vol - v2),0);
  334. per_frame_21=q27 = index + 1;
  335. per_frame_22=
  336. per_frame_23=sw = sw*dec_med + (1-dec_med)*(index2%2);
  337. per_frame_24=q28 = sw;
  338. per_frame_25=kiss = kiss*dec_med
  339. per_frame_26= +(1-dec_med)*bnot(index2)*below(index,4);
  340. per_frame_27=q29 = kiss;
  341. per_frame_28=
  342. per_frame_29=k1 = is_beat*bnot(index);
  343. per_frame_30=k2 = is_beat*bnot(index);
  344. per_frame_31=p1 = k1*(p1+1) + (1-k1)*p1;
  345. per_frame_32=p2 = dec_med * p2+ (1-dec_med)*p1;
  346. per_frame_33=rott = p2 * 3.1416/2;
  347. per_frame_34=monitor = k1;
  348. per_frame_35=q1 = cos(rott);
  349. per_frame_36=q2 = sin(rott);
  350. per_frame_37=q3 = -q2;
  351. per_frame_38=q4 = q1;
  352. per_frame_39=
  353. per_frame_40=
  354. per_frame_41=q5 = cos(time/4);
  355. per_frame_42=q6 = -sin(time/4);
  356. per_frame_43=q7 = -q6;
  357. per_frame_44=q8 = q5;
  358. per_frame_45=
  359. per_frame_46=zoom = 1;
  360. per_frame_47=rot = -0;
  361. per_frame_48=
  362. per_frame_49=
  363. per_frame_50=//KUGEL-POS
  364. per_frame_51=dt = .1*30/fps;
  365. per_frame_52=m = 1; //Masse
  366. per_frame_53=//Gravitationszentrum
  367. per_frame_54=x0 = .0; y0 = 0; x0 = q1/4; y0 = q2/4;
  368. per_frame_55=
  369. per_frame_56=ax = -(xk-x0);
  370. per_frame_57=ay = -(yk-y0);
  371. per_frame_58=monitor = index3;
  372. per_frame_59=vx = vx*dec_slow + ax * dt;
  373. per_frame_60=vy = vy*dec_slow + ay * dt;
  374. per_frame_61=
  375. per_frame_62=xk = xk + vx*dt;
  376. per_frame_63=yk = yk + vy*dt;
  377. per_frame_64=
  378. per_frame_65=q9 = xk; q10 = yk;
  379. per_frame_66=
  380. per_frame_67=
  381. per_frame_68=
  382. warp_1=`float3 mus;
  383. warp_2=`float2 rs,ball, uv1, uv6, uv7;
  384. warp_3=`float dx,dy;
  385. warp_4=`shader_body {
  386. warp_5=`uv = uv_orig;
  387. warp_6=`uv1 = (uv-.5) * aspect.xy;
  388. warp_7=`
  389. warp_8=`//GOLD
  390. warp_9=`float z = 18*length(uv1)+time;
  391. warp_10=`float2 uvn =normalize(uv1);
  392. warp_11=`rs = clamp(tan(z)*uvn,-5,5)/2;
  393. warp_12=`
  394. warp_13=`// KUGEL
  395. warp_14=`float mult = q29*16+1;
  396. warp_15=`uv7 = sin(uv1*mult);
  397. warp_16=`float2 p0 = float2(q9,q10)*sqrt(mult);
  398. warp_17=`ball = uv7 - p0;
  399. warp_18=`float size = .035* pow(mult,.9) * (1+length(p0));
  400. warp_19=`float dist = length(ball) / size;
  401. warp_20=`z = saturate(sign(1-dist)* sqrt(1-dist));
  402. warp_21=`
  403. warp_22=`//ADD
  404. warp_23=`float mask = (z >= .001);
  405. warp_24=`rs = q28*rs + (1-q28)*rs.yx;
  406. warp_25=`uv += (1-mask)*.03*(rs.yx) + .6*mask*z*normalize(ball);
  407. warp_26=`
  408. warp_27=`
  409. warp_28=`uv6 = mul (uv1,float2x2(_qb));
  410. warp_29=`mus = (.16/(sqrt(uv6.x)+.002))*rad;
  411. warp_30=`mus = .08*abs(mus) - z* (.2 + .3*slow_roam_cos.xyz);
  412. warp_31=`
  413. warp_32=`float3 gold = float3 (1,.84,.6);
  414. warp_33=`
  415. warp_34=`float2 uv2 = .7*uv1+.3*float2 (sin(uv1.y*16), sin(uv1.x*16));
  416. warp_35=`uv2 *= .2;
  417. warp_36=`float3 dots = q26*saturate(.0015/(length(uv2)));
  418. warp_37=`
  419. warp_38=`float3 col = gold;
  420. warp_39=`
  421. warp_40=`float3 blur = GetBlur1(frac(uv));
  422. warp_41=`float3 crisp= tex2D(sampler_main,uv);
  423. warp_42=`
  424. warp_43=`float3 ret1 = crisp - blur*.03 + col*(mus) + dots;
  425. warp_44=`ret = ret1*.99-.018;
  426. warp_45=`}
  427. comp_1=`shader_body
  428. comp_2=`{
  429. comp_3=`
  430. comp_4=`float2 uv1 = uv-.5;
  431. comp_5=`uv1 = uv1*0+.3*float2 (cos(uv1.y*16), cos(uv1.x*16));;
  432. comp_6=`float dots = saturate(.01/length(uv1));
  433. comp_7=`
  434. comp_8=`float3 ret1 = tex2D(sampler_main, uv) + GetBlur1(uv);
  435. comp_9=`
  436. comp_10=`//ret += dots *q26;
  437. comp_11=`
  438. comp_12=`ret = .8*ret1;
  439. comp_13=`}