fiShbRaiN + geiss - witchcraft (Stahl's Mirror Crossfire Mix).milk 8.8 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=1.000
  8. fDecay=0.955
  9. fVideoEchoZoom=0.997
  10. fVideoEchoAlpha=0.500
  11. nVideoEchoOrientation=1
  12. nWaveMode=7
  13. bAdditiveWaves=1
  14. bWaveDots=0
  15. bWaveThick=0
  16. bModWaveAlphaByVolume=1
  17. bMaximizeWaveColor=0
  18. bTexWrap=0
  19. bDarkenCenter=0
  20. bRedBlueStereo=0
  21. bBrighten=0
  22. bDarken=0
  23. bSolarize=0
  24. bInvert=0
  25. fWaveAlpha=0.001
  26. fWaveScale=1.286
  27. fWaveSmoothing=0.630
  28. fWaveParam=0.000
  29. fModWaveAlphaStart=0.710
  30. fModWaveAlphaEnd=1.300
  31. fWarpAnimSpeed=1.000
  32. fWarpScale=1.331
  33. fZoomExponent=1.00000
  34. fShader=1.000
  35. zoom=1.00951
  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=0.650
  45. wave_g=0.650
  46. wave_b=0.650
  47. wave_x=0.500
  48. wave_y=0.500
  49. ob_size=0.500
  50. ob_r=0.010
  51. ob_g=0.000
  52. ob_b=0.000
  53. ob_a=0.000
  54. ib_size=0.260
  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=0.000
  64. mv_r=1.000
  65. mv_g=1.000
  66. mv_b=1.000
  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=1
  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=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_frame1=r=q1; g=q2; b=q3;
  89. wave_0_per_point1=ma=ma+(above(bass,1)*3.1415*.01*bass);
  90. wave_0_per_point2=ma=ma-(above(treb,1)*3.1415*.01*treb);
  91. wave_0_per_point3=
  92. wave_0_per_point4=mx=mx+(.0002*cos(ma));
  93. wave_0_per_point5=my=my+(.0002*sin(ma));
  94. wave_0_per_point6=
  95. wave_0_per_point7=mx=if(above(mx,.9),(.9-mx),mx);
  96. wave_0_per_point8=my=if(above(my,.9),(.9-my),my);
  97. wave_0_per_point9=mx=if(below(mx,.1),(.9+mx),mx);
  98. wave_0_per_point10=my=if(below(my,.1),(.9+my),my);
  99. wave_0_per_point11=
  100. wave_0_per_point12=x=mx;
  101. wave_0_per_point13=y=my;
  102. wave_0_per_point14=
  103. wave_0_per_point15=a=(above(bass+mid+treb,.8));
  104. wavecode_1_enabled=1
  105. wavecode_1_samples=512
  106. wavecode_1_sep=0
  107. wavecode_1_bSpectrum=0
  108. wavecode_1_bUseDots=0
  109. wavecode_1_bDrawThick=1
  110. wavecode_1_bAdditive=0
  111. wavecode_1_scaling=1.00000
  112. wavecode_1_smoothing=0.50000
  113. wavecode_1_r=1.000
  114. wavecode_1_g=1.000
  115. wavecode_1_b=1.000
  116. wavecode_1_a=1.000
  117. wave_1_per_frame1=r=q1; g=q2; b=q3;
  118. wave_1_per_point1=ma=ma+(above(bass,1)*3.1415*.05*bass);
  119. wave_1_per_point2=ma=ma-(above(mid,1)*3.1415*.05*mid);
  120. wave_1_per_point3=
  121. wave_1_per_point4=mx=mx+(.0001*cos(ma));
  122. wave_1_per_point5=my=my+(.0001*sin(ma));
  123. wave_1_per_point6=
  124. wave_1_per_point7=mx=if(above(mx,.9),(.9-mx),mx);
  125. wave_1_per_point8=my=if(above(my,.9),(.9-my),my);
  126. wave_1_per_point9=mx=if(below(mx,.1),(.9+mx),mx);
  127. wave_1_per_point10=my=if(below(my,.1),(.9+my),my);
  128. wave_1_per_point11=
  129. wave_1_per_point12=x=mx;
  130. wave_1_per_point13=y=my;
  131. wave_1_per_point14=
  132. wave_1_per_point15=a=(above(bass+mid+treb,.1));
  133. wavecode_2_enabled=1
  134. wavecode_2_samples=512
  135. wavecode_2_sep=0
  136. wavecode_2_bSpectrum=0
  137. wavecode_2_bUseDots=0
  138. wavecode_2_bDrawThick=1
  139. wavecode_2_bAdditive=0
  140. wavecode_2_scaling=1.00000
  141. wavecode_2_smoothing=0.50000
  142. wavecode_2_r=1.000
  143. wavecode_2_g=1.000
  144. wavecode_2_b=1.000
  145. wavecode_2_a=1.000
  146. wave_2_per_frame1=r=q1; g=q2; b=q3;
  147. wave_2_per_point1=ma=ma+(above(mid,1)*3.1415*.01*mid);
  148. wave_2_per_point2=ma=ma-(above(treb,1)*3.1415*.01*treb);
  149. wave_2_per_point3=
  150. wave_2_per_point4=mx=mx+(.0004*cos(ma));
  151. wave_2_per_point5=my=my+(.0004*sin(ma));
  152. wave_2_per_point6=
  153. wave_2_per_point7=mx=if(above(mx,.9),(.9-mx),mx);
  154. wave_2_per_point8=my=if(above(my,.9),(.9-my),my);
  155. wave_2_per_point9=mx=if(below(mx,.1),(.9+mx),mx);
  156. wave_2_per_point10=my=if(below(my,.1),(.9+my),my);
  157. wave_2_per_point11=
  158. wave_2_per_point12=x=mx;
  159. wave_2_per_point13=y=my;
  160. wave_2_per_point14=
  161. wave_2_per_point15=a=(above(bass+mid+treb,.3));
  162. wavecode_3_enabled=1
  163. wavecode_3_samples=512
  164. wavecode_3_sep=0
  165. wavecode_3_bSpectrum=0
  166. wavecode_3_bUseDots=0
  167. wavecode_3_bDrawThick=1
  168. wavecode_3_bAdditive=0
  169. wavecode_3_scaling=1.00000
  170. wavecode_3_smoothing=0.50000
  171. wavecode_3_r=1.000
  172. wavecode_3_g=1.000
  173. wavecode_3_b=1.000
  174. wavecode_3_a=1.000
  175. wave_3_per_frame1=r=q1; g=q2; b=q3;
  176. wave_3_per_point1=ma=ma+(above(bass,.5)*3.1415*.02*bass);
  177. wave_3_per_point2=ma=ma-(above(treb,.5)*3.1415*.02*treb);
  178. wave_3_per_point3=
  179. wave_3_per_point4=mx=mx+(.0008*cos(ma));
  180. wave_3_per_point5=my=my+(.0008*sin(ma));
  181. wave_3_per_point6=
  182. wave_3_per_point7=mx=if(above(mx,.9),(.9-mx),mx);
  183. wave_3_per_point8=my=if(above(my,.9),(.9-my),my);
  184. wave_3_per_point9=mx=if(below(mx,.1),(.9+mx),mx);
  185. wave_3_per_point10=my=if(below(my,.1),(.9+my),my);
  186. wave_3_per_point11=
  187. wave_3_per_point12=x=mx;
  188. wave_3_per_point13=y=my;
  189. wave_3_per_point14=
  190. wave_3_per_point15=a=(above(bass+mid+treb,.2));
  191. shapecode_0_enabled=0
  192. shapecode_0_sides=4
  193. shapecode_0_additive=0
  194. shapecode_0_thickOutline=0
  195. shapecode_0_textured=1
  196. shapecode_0_num_inst=1
  197. shapecode_0_x=0.500
  198. shapecode_0_y=0.500
  199. shapecode_0_rad=1.79142
  200. shapecode_0_ang=0.00000
  201. shapecode_0_tex_ang=0.62832
  202. shapecode_0_tex_zoom=1.00000
  203. shapecode_0_r=1.000
  204. shapecode_0_g=1.000
  205. shapecode_0_b=1.000
  206. shapecode_0_a=0.000
  207. shapecode_0_r2=0.000
  208. shapecode_0_g2=0.000
  209. shapecode_0_b2=0.000
  210. shapecode_0_a2=1.000
  211. shapecode_0_border_r=1.000
  212. shapecode_0_border_g=1.000
  213. shapecode_0_border_b=1.000
  214. shapecode_0_border_a=0.000
  215. shapecode_1_enabled=0
  216. shapecode_1_sides=4
  217. shapecode_1_additive=0
  218. shapecode_1_thickOutline=0
  219. shapecode_1_textured=0
  220. shapecode_1_num_inst=1
  221. shapecode_1_x=0.500
  222. shapecode_1_y=0.500
  223. shapecode_1_rad=0.10000
  224. shapecode_1_ang=0.00000
  225. shapecode_1_tex_ang=0.00000
  226. shapecode_1_tex_zoom=1.00000
  227. shapecode_1_r=1.000
  228. shapecode_1_g=0.000
  229. shapecode_1_b=0.000
  230. shapecode_1_a=1.000
  231. shapecode_1_r2=0.000
  232. shapecode_1_g2=1.000
  233. shapecode_1_b2=0.000
  234. shapecode_1_a2=0.000
  235. shapecode_1_border_r=1.000
  236. shapecode_1_border_g=1.000
  237. shapecode_1_border_b=1.000
  238. shapecode_1_border_a=0.100
  239. shapecode_2_enabled=0
  240. shapecode_2_sides=4
  241. shapecode_2_additive=0
  242. shapecode_2_thickOutline=0
  243. shapecode_2_textured=0
  244. shapecode_2_num_inst=1
  245. shapecode_2_x=0.500
  246. shapecode_2_y=0.500
  247. shapecode_2_rad=0.10000
  248. shapecode_2_ang=0.00000
  249. shapecode_2_tex_ang=0.00000
  250. shapecode_2_tex_zoom=1.00000
  251. shapecode_2_r=1.000
  252. shapecode_2_g=0.000
  253. shapecode_2_b=0.000
  254. shapecode_2_a=1.000
  255. shapecode_2_r2=0.000
  256. shapecode_2_g2=1.000
  257. shapecode_2_b2=0.000
  258. shapecode_2_a2=0.000
  259. shapecode_2_border_r=1.000
  260. shapecode_2_border_g=1.000
  261. shapecode_2_border_b=1.000
  262. shapecode_2_border_a=0.100
  263. shapecode_3_enabled=0
  264. shapecode_3_sides=4
  265. shapecode_3_additive=0
  266. shapecode_3_thickOutline=0
  267. shapecode_3_textured=0
  268. shapecode_3_num_inst=1
  269. shapecode_3_x=0.500
  270. shapecode_3_y=0.500
  271. shapecode_3_rad=0.10000
  272. shapecode_3_ang=0.00000
  273. shapecode_3_tex_ang=0.00000
  274. shapecode_3_tex_zoom=1.00000
  275. shapecode_3_r=1.000
  276. shapecode_3_g=0.000
  277. shapecode_3_b=0.000
  278. shapecode_3_a=1.000
  279. shapecode_3_r2=0.000
  280. shapecode_3_g2=1.000
  281. shapecode_3_b2=0.000
  282. shapecode_3_a2=0.000
  283. shapecode_3_border_r=1.000
  284. shapecode_3_border_g=1.000
  285. shapecode_3_border_b=1.000
  286. shapecode_3_border_a=0.100
  287. per_frame_1=q1 = 0.95*q2+0.4*sin(time*1.13);
  288. per_frame_2=q3 = 0.95*q1+0.4*sin(time*1.23);
  289. per_frame_3=q2 = 0.95*q3+0.4*sin(time*1.33);
  290. warp_1=`#define MyGet GetPixel //GetBlur1
  291. warp_2=`shader_body
  292. warp_3=`{
  293. warp_4=` // GROW EFFECT - bright pixels spread radially outward.
  294. warp_5=` // BE CAREFUL - this can really thrash the texture cache! (SLOW)
  295. warp_6=` float grad_rad = 2.5; //TWEAK
  296. warp_7=` float str = 2.0; //TWEAK
  297. warp_8=` float3 d = float3(texsize.zw, 0) * grad_rad;
  298. warp_9=` float4 lums = 0;
  299. warp_10=` lums.x = lum( MyGet(uv + texsize.zw*d.xz) );
  300. warp_11=` lums.y = lum( MyGet(uv - texsize.zw*d.xz) );
  301. warp_12=` lums.z = lum( MyGet(uv + texsize.zw*d.zy) );
  302. warp_13=` lums.w = lum( MyGet(uv - texsize.zw*d.zy) );
  303. warp_14=` float2 grad = float2(lums.x-lums.y, lums.z-lums.w)*str*1000/grad_rad;
  304. warp_15=` grad = (saturate(grad*0.5+0.5)*2-1)*1.4;
  305. warp_16=`
  306. warp_17=` // sample previous frame
  307. warp_18=` ret = tex2D( sampler_fc_main, uv + grad*texsize.zw ).xyz;
  308. warp_19=`
  309. warp_20=`float2 uv_echo = (uv - 0.5)*float2(-1,-1) + 0.5;
  310. warp_21=`
  311. warp_22=` float4 lums2 = 0;
  312. warp_23=` lums2.x = lum( MyGet(uv_echo + texsize.zw*d.xz) );
  313. warp_24=` lums2.y = lum( MyGet(uv_echo - texsize.zw*d.xz) );
  314. warp_25=` lums2.z = lum( MyGet(uv_echo + texsize.zw*d.zy) );
  315. warp_26=` lums2.w = lum( MyGet(uv_echo - texsize.zw*d.zy) );
  316. warp_27=` float2 grad2 = float2(lums2.x-lums2.y, lums2.z-lums2.w)*str*1000/grad_rad;
  317. warp_28=` grad2 = (saturate(grad2*0.5+0.5)*2-1)*1.4;
  318. warp_29=`
  319. warp_30=`float3 ret2 = tex2D(sampler_fc_main, uv_echo + grad2*texsize.zw).xyz;
  320. warp_31=`
  321. warp_32=`ret = lerp(ret,ret2,0.50);
  322. warp_33=`
  323. warp_34=` // darken (decay) over time
  324. warp_35=` ret *= 0.95; //or try: ret -= 0.004;
  325. warp_36=`}
  326. comp_1=`shader_body
  327. comp_2=`{
  328. comp_3=` uv *= 0.5;
  329. comp_4=` ret = tex2D(sampler_main, uv).xyz;
  330. comp_5=` ret = max(ret, tex2D(sampler_main,uv + float2(0.5,0)).xyz);
  331. comp_6=` ret = max(ret, tex2D(sampler_main,uv + float2(0,0.5)).xyz);
  332. comp_7=` ret = max(ret, tex2D(sampler_main,uv + float2(0.5,0.5)).xyz);
  333. comp_8=` ret *= 1.666;
  334. comp_9=`
  335. comp_10=`}
  336. comp_11=`
  337. comp_12=`