cope - the drain to heaven.milk 6.6 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=1.140
  8. fDecay=1.000
  9. fVideoEchoZoom=1.000
  10. fVideoEchoAlpha=0.000
  11. nVideoEchoOrientation=0
  12. nWaveMode=6
  13. bAdditiveWaves=0
  14. bWaveDots=0
  15. bWaveThick=1
  16. bModWaveAlphaByVolume=0
  17. bMaximizeWaveColor=0
  18. bTexWrap=0
  19. bDarkenCenter=0
  20. bRedBlueStereo=0
  21. bBrighten=0
  22. bDarken=1
  23. bSolarize=0
  24. bInvert=0
  25. fWaveAlpha=1.170
  26. fWaveScale=0.797
  27. fWaveSmoothing=0.000
  28. fWaveParam=0.000
  29. fModWaveAlphaStart=0.710
  30. fModWaveAlphaEnd=1.300
  31. fWarpAnimSpeed=1.000
  32. fWarpScale=1.331
  33. fZoomExponent=0.99950
  34. fShader=0.000
  35. zoom=0.99980
  36. rot=0.02000
  37. cx=0.500
  38. cy=0.500
  39. dx=0.00000
  40. dy=-0.00800
  41. warp=0.01000
  42. sx=1.00980
  43. sy=1.00000
  44. wave_r=0.500
  45. wave_g=0.500
  46. wave_b=0.500
  47. wave_x=0.900
  48. wave_y=0.500
  49. ob_size=0.005
  50. ob_r=0.000
  51. ob_g=0.000
  52. ob_b=0.000
  53. ob_a=0.800
  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=44.800
  60. nMotionVectorsY=38.400
  61. mv_dx=0.000
  62. mv_dy=0.000
  63. mv_l=5.000
  64. mv_r=1.000
  65. mv_g=0.910
  66. mv_b=0.710
  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=1
  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=0.200
  85. wavecode_0_g=0.700
  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=33
  129. shapecode_0_additive=0
  130. shapecode_0_thickOutline=0
  131. shapecode_0_textured=0
  132. shapecode_0_num_inst=1
  133. shapecode_0_x=0.500
  134. shapecode_0_y=0.000
  135. shapecode_0_rad=0.11039
  136. shapecode_0_ang=3.40540
  137. shapecode_0_tex_ang=0.00000
  138. shapecode_0_tex_zoom=1.00000
  139. shapecode_0_r=0.000
  140. shapecode_0_g=0.000
  141. shapecode_0_b=0.000
  142. shapecode_0_a=1.000
  143. shapecode_0_r2=0.000
  144. shapecode_0_g2=0.000
  145. shapecode_0_b2=0.000
  146. shapecode_0_a2=0.000
  147. shapecode_0_border_r=1.000
  148. shapecode_0_border_g=0.000
  149. shapecode_0_border_b=0.000
  150. shapecode_0_border_a=0.000
  151. shape_0_per_frame1=//ang = ang + time*2;
  152. shape_0_per_frame2=
  153. shape_0_per_frame3=//x = x + 0.4*sin(time);
  154. shape_0_per_frame4=//y = y + 0.4*sin(-time*1.4);
  155. shapecode_1_enabled=0
  156. shapecode_1_sides=34
  157. shapecode_1_additive=0
  158. shapecode_1_thickOutline=0
  159. shapecode_1_textured=0
  160. shapecode_1_num_inst=1
  161. shapecode_1_x=0.500
  162. shapecode_1_y=0.450
  163. shapecode_1_rad=1.62175
  164. shapecode_1_ang=0.00000
  165. shapecode_1_tex_ang=0.00000
  166. shapecode_1_tex_zoom=1.00000
  167. shapecode_1_r=0.000
  168. shapecode_1_g=0.000
  169. shapecode_1_b=0.000
  170. shapecode_1_a=0.050
  171. shapecode_1_r2=0.000
  172. shapecode_1_g2=0.000
  173. shapecode_1_b2=0.000
  174. shapecode_1_a2=0.000
  175. shapecode_1_border_r=1.000
  176. shapecode_1_border_g=1.000
  177. shapecode_1_border_b=1.000
  178. shapecode_1_border_a=0.000
  179. shapecode_2_enabled=0
  180. shapecode_2_sides=54
  181. shapecode_2_additive=0
  182. shapecode_2_thickOutline=0
  183. shapecode_2_textured=0
  184. shapecode_2_num_inst=1
  185. shapecode_2_x=0.000
  186. shapecode_2_y=0.600
  187. shapecode_2_rad=0.13478
  188. shapecode_2_ang=0.00000
  189. shapecode_2_tex_ang=0.00000
  190. shapecode_2_tex_zoom=1.00000
  191. shapecode_2_r=0.700
  192. shapecode_2_g=0.600
  193. shapecode_2_b=0.700
  194. shapecode_2_a=1.000
  195. shapecode_2_r2=0.600
  196. shapecode_2_g2=0.600
  197. shapecode_2_b2=0.600
  198. shapecode_2_a2=1.000
  199. shapecode_2_border_r=1.000
  200. shapecode_2_border_g=1.000
  201. shapecode_2_border_b=1.000
  202. shapecode_2_border_a=0.000
  203. shape_2_per_frame1=//r = r + 0.3*(0.6*sin(time*1.87) + 0.4*sin(1.98*time));
  204. shape_2_per_frame2=//b = b + 0.3*(0.6*sin(time*1.3434) + 0.4*sin(1.78*time));
  205. shape_2_per_frame3=//g = g + 0.3*(0.6*sin(time*1.9887) + 0.4*sin(1.6*time));
  206. shape_2_per_frame4=r=0;
  207. shape_2_per_frame5=b=0;
  208. shape_2_per_frame6=g=0;
  209. shape_2_per_frame7=r2=r;
  210. shape_2_per_frame8=b2=b;
  211. shape_2_per_frame9=g2=g;
  212. shapecode_3_enabled=0
  213. shapecode_3_sides=4
  214. shapecode_3_additive=0
  215. shapecode_3_thickOutline=0
  216. shapecode_3_textured=0
  217. shapecode_3_num_inst=1
  218. shapecode_3_x=0.000
  219. shapecode_3_y=0.200
  220. shapecode_3_rad=0.20068
  221. shapecode_3_ang=0.00000
  222. shapecode_3_tex_ang=0.00000
  223. shapecode_3_tex_zoom=1.00000
  224. shapecode_3_r=0.000
  225. shapecode_3_g=0.000
  226. shapecode_3_b=0.000
  227. shapecode_3_a=1.000
  228. shapecode_3_r2=0.000
  229. shapecode_3_g2=0.000
  230. shapecode_3_b2=0.000
  231. shapecode_3_a2=1.000
  232. shapecode_3_border_r=1.000
  233. shapecode_3_border_g=1.000
  234. shapecode_3_border_b=1.000
  235. shapecode_3_border_a=0.000
  236. per_frame_1=wave_r = wave_r + 0.3*sin(vol*50);
  237. per_frame_2=wave_b = wave_b + 0.3*sin(vol*20);
  238. per_frame_3=wave_g = wave_g + 0.5*sin(vol*35);
  239. per_frame_4=
  240. per_frame_5=
  241. per_frame_6=q8=wave_r;
  242. per_frame_7=q7=wave_b;
  243. per_frame_8=q6=wave_g;
  244. per_frame_9=
  245. per_frame_10=wr = 0.5+0.4*(0.6*sin(time*1.1) + 0.4*sin(0.8*time));
  246. per_frame_11=wb = 0.5+0.4*(0.6*sin(time*1.6) + 0.4*sin(0.5*time));
  247. per_frame_12=wg = 0.5+0.4*(0.6*sin(time*1.34) + 0.4*sin(0.4*time));
  248. per_frame_13=
  249. per_frame_14=monitor=wg;
  250. per_frame_15=q10=wr;
  251. per_frame_16=q11=wb;
  252. per_frame_17=q12=wg;
  253. per_frame_18=q18 = 0.007*sin(time*0.1);
  254. per_frame_19=q17 = -0.007*sin(time*0.254);
  255. per_frame_20=q2=bass_thresh;
  256. per_frame_21=
  257. per_frame_22=vol=(bass+mid+treb)*0.25;
  258. per_frame_23=vol=vol*vol;
  259. per_frame_24=q3=vol;
  260. per_frame_25=
  261. per_frame_26=warp=0;
  262. warp_1=`shader_body
  263. warp_2=`{
  264. warp_3=`
  265. warp_4=`
  266. warp_5=` float3 rc = GetPixel(uv)+GetBlur1(uv);//+GetPixel(uv);
  267. warp_6=` uv = uv-float2(0,1);
  268. warp_7=` float2 ruv = 0.5 + (uv-0.5)*(1+(rc.y*0.03));
  269. warp_8=`
  270. warp_9=` ruv = frac(float2(ruv.x+pow(rc.x,0), ruv.y+pow(rc.x, 0.005)));
  271. warp_10=`
  272. warp_11=` float3 noise3 = tex2D(sampler_noise_lq, uv_orig*texsize.xy*texsize_noise_lq.zw+rand_frame.xy);
  273. warp_12=` noise3 *= frac(q15);
  274. warp_13=` noise3 = lerp(noise3, float3(0,0,0), frac(q3*0.5));
  275. warp_14=`
  276. warp_15=` ret = tex2D(sampler_main, float2(ruv.x, ruv.y)).xyz;
  277. warp_16=`
  278. warp_17=` float3 noise2 = lerp(noise3,float3(q10,q11,q12), ret.x);
  279. warp_18=`
  280. warp_19=` ret += saturate(cross((ret), (noise2)));
  281. warp_20=` ret *= 1;
  282. warp_21=`
  283. warp_22=`
  284. warp_23=`}
  285. comp_1=`shader_body
  286. comp_2=`{
  287. comp_3=` ret = tex2D(sampler_main, uv).xyz;
  288. comp_4=` //ret += GetBlur1(uv);
  289. comp_5=` ret += GetBlur2(uv);
  290. comp_6=` ret = ret;
  291. comp_7=`
  292. comp_8=` ret *= 1.00; //gamma
  293. comp_9=`}