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martin - liquid gold.milk 10 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=2
  13. bAdditiveWaves=0
  14. bWaveDots=0
  15. bWaveThick=0
  16. bModWaveAlphaByVolume=1
  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=20.944651
  27. fWaveSmoothing=0.000000
  28. fWaveParam=0.080000
  29. fModWaveAlphaStart=0.000000
  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=0.000000
  45. wave_g=0.990000
  46. wave_b=1.000000
  47. wave_x=0.500000
  48. wave_y=0.500000
  49. ob_size=0.015000
  50. ob_r=0.000000
  51. ob_g=0.000000
  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=120
  78. wavecode_0_bSpectrum=0
  79. wavecode_0_bUseDots=0
  80. wavecode_0_bDrawThick=0
  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=0.600000
  88. wave_0_per_frame1=t2 = t2 + bass_att;
  89. wave_0_per_point1=k1 = (sample*100)%8;
  90. wave_0_per_point2=k2 = bnot (k1);
  91. wave_0_per_point3=xi = value1*k2 + xi*(1-k2);
  92. wave_0_per_point4=yi = value2*(1-k2) + yi*k2;
  93. wave_0_per_point5=
  94. wave_0_per_point6=dx = dx*.99 + xi;
  95. wave_0_per_point7=dy = dy*.99 + yi;
  96. wave_0_per_point8=
  97. wave_0_per_point9=x = .5 + xi/2;
  98. wave_0_per_point10=y = .5 + yi/2;
  99. wave_0_per_point11=
  100. wave_0_per_point12=a = q22/8;
  101. wave_0_per_point13=a = min(a,.4);
  102. wavecode_1_enabled=0
  103. wavecode_1_samples=512
  104. wavecode_1_sep=0
  105. wavecode_1_bSpectrum=0
  106. wavecode_1_bUseDots=0
  107. wavecode_1_bDrawThick=1
  108. wavecode_1_bAdditive=0
  109. wavecode_1_scaling=0.891519
  110. wavecode_1_smoothing=0.820000
  111. wavecode_1_r=1.000000
  112. wavecode_1_g=1.000000
  113. wavecode_1_b=1.000000
  114. wavecode_1_a=0.020000
  115. wave_1_per_frame1=tm = time*.1;
  116. wave_1_per_frame2=t1 = t1*sin(tm*t4) + (1-t1)*sin(tm*t7);
  117. wave_1_per_frame3=t2 = t2*sin(tm*t5) + (1-t2)*sin(tm*t8);
  118. wave_1_per_frame4=t3 = t3*sin(tm*t6) + (1-t3)*sin(tm*1);
  119. wave_1_per_frame5=
  120. wave_1_per_frame6=tic = min(time - tin,1);
  121. wave_1_per_frame7=tin = time;
  122. wave_1_per_frame8=
  123. wave_1_per_frame9=tva = (tic*q1*.5);
  124. wave_1_per_frame10=tvb = (tic*q2*.5);
  125. wave_1_per_frame11=tvc = (tic*q3*.5);
  126. wave_1_per_frame12=
  127. wave_1_per_frame13=q1 = tva;
  128. wave_1_per_frame14=q2 = tvb;
  129. wave_1_per_frame15=q3 = tvc;
  130. wave_1_per_frame16=
  131. wave_1_per_frame17=sz = .5;
  132. wave_1_per_frame18=len = q4;
  133. wave_1_per_frame19=t4 = len;
  134. wavecode_2_enabled=0
  135. wavecode_2_samples=512
  136. wavecode_2_sep=0
  137. wavecode_2_bSpectrum=0
  138. wavecode_2_bUseDots=0
  139. wavecode_2_bDrawThick=1
  140. wavecode_2_bAdditive=0
  141. wavecode_2_scaling=0.891519
  142. wavecode_2_smoothing=0.820000
  143. wavecode_2_r=0.000000
  144. wavecode_2_g=0.200000
  145. wavecode_2_b=0.000000
  146. wavecode_2_a=1.000000
  147. wave_2_per_frame1=tm = time*.1;
  148. wave_2_per_frame2=t1 = t1*sin(tm*t4) + (1-t1)*sin(tm*t7);
  149. wave_2_per_frame3=t2 = t2*sin(tm*t5) + (1-t2)*sin(tm*t8);
  150. wave_2_per_frame4=t3 = t3*sin(tm*t6) + (1-t3)*sin(tm*1);
  151. wave_2_per_frame5=
  152. wave_2_per_frame6=tic = min(time - tin,1);
  153. wave_2_per_frame7=tin = time;
  154. wave_2_per_frame8=
  155. wave_2_per_frame9=tva = (tic*q1*.5);
  156. wave_2_per_frame10=tvb = (tic*q2*.5);
  157. wave_2_per_frame11=tvc = (tic*q3*.5);
  158. wave_2_per_frame12=
  159. wave_2_per_frame13=q1 = tva;
  160. wave_2_per_frame14=q2 = tvb;
  161. wave_2_per_frame15=q3 = tvc;
  162. wave_2_per_frame16=
  163. wave_2_per_frame17=sz = .5;
  164. wave_2_per_frame18=len = 1;
  165. wave_2_per_frame19=t4 = len;
  166. wavecode_3_enabled=0
  167. wavecode_3_samples=512
  168. wavecode_3_sep=0
  169. wavecode_3_bSpectrum=1
  170. wavecode_3_bUseDots=1
  171. wavecode_3_bDrawThick=0
  172. wavecode_3_bAdditive=0
  173. wavecode_3_scaling=1.000000
  174. wavecode_3_smoothing=0.500000
  175. wavecode_3_r=1.000000
  176. wavecode_3_g=1.000000
  177. wavecode_3_b=1.000000
  178. wavecode_3_a=1.000000
  179. shapecode_0_enabled=1
  180. shapecode_0_sides=53
  181. shapecode_0_additive=0
  182. shapecode_0_thickOutline=0
  183. shapecode_0_textured=0
  184. shapecode_0_x=0.500000
  185. shapecode_0_y=0.500000
  186. shapecode_0_rad=0.054080
  187. shapecode_0_ang=0.000000
  188. shapecode_0_tex_ang=1.005310
  189. shapecode_0_tex_zoom=1.531168
  190. shapecode_0_r=0.200000
  191. shapecode_0_g=0.700000
  192. shapecode_0_b=0.000000
  193. shapecode_0_a=1.000000
  194. shapecode_0_r2=0.000000
  195. shapecode_0_g2=0.000000
  196. shapecode_0_b2=0.000000
  197. shapecode_0_a2=1.000000
  198. shapecode_0_border_r=1.000000
  199. shapecode_0_border_g=1.000000
  200. shapecode_0_border_b=0.000000
  201. shapecode_0_border_a=0.000000
  202. shape_0_per_frame1=
  203. shape_0_per_frame2=x = .5; y = .5;
  204. shape_0_per_frame3=a = q24;
  205. shape_0_per_frame4=a2 = 0;
  206. shape_0_per_frame5=//a = 1;
  207. shapecode_1_enabled=0
  208. shapecode_1_sides=4
  209. shapecode_1_additive=0
  210. shapecode_1_thickOutline=1
  211. shapecode_1_textured=1
  212. shapecode_1_x=0.700000
  213. shapecode_1_y=0.500000
  214. shapecode_1_rad=0.161220
  215. shapecode_1_ang=0.000000
  216. shapecode_1_tex_ang=0.000000
  217. shapecode_1_tex_zoom=0.993053
  218. shapecode_1_r=1.000000
  219. shapecode_1_g=0.000000
  220. shapecode_1_b=1.000000
  221. shapecode_1_a=1.000000
  222. shapecode_1_r2=1.000000
  223. shapecode_1_g2=1.000000
  224. shapecode_1_b2=0.000000
  225. shapecode_1_a2=1.000000
  226. shapecode_1_border_r=0.500000
  227. shapecode_1_border_g=0.500000
  228. shapecode_1_border_b=0.000000
  229. shapecode_1_border_a=0.050000
  230. shape_1_per_frame1=textured = 1;
  231. shape_1_per_frame2=
  232. shape_1_per_frame3=
  233. shape_1_per_frame4=
  234. shape_1_per_frame5=x1 = (1-q24)*x1 + q24*(.3+rand(100)/200);
  235. shape_1_per_frame6=y1 = (1-q24)*y1 + q24*(.3+rand(100)/200);;
  236. shape_1_per_frame7=
  237. shape_1_per_frame8=x = x1;
  238. shape_1_per_frame9=y = y1;
  239. shape_1_per_frame10=ang = 3*time;
  240. shapecode_2_enabled=0
  241. shapecode_2_sides=44
  242. shapecode_2_additive=0
  243. shapecode_2_thickOutline=0
  244. shapecode_2_textured=0
  245. shapecode_2_x=0.503000
  246. shapecode_2_y=0.500000
  247. shapecode_2_rad=0.038857
  248. shapecode_2_ang=0.000000
  249. shapecode_2_tex_ang=0.000000
  250. shapecode_2_tex_zoom=0.609857
  251. shapecode_2_r=1.000000
  252. shapecode_2_g=0.100000
  253. shapecode_2_b=0.000000
  254. shapecode_2_a=0.900000
  255. shapecode_2_r2=1.000000
  256. shapecode_2_g2=1.000000
  257. shapecode_2_b2=1.000000
  258. shapecode_2_a2=0.000000
  259. shapecode_2_border_r=1.000000
  260. shapecode_2_border_g=1.000000
  261. shapecode_2_border_b=1.000000
  262. shapecode_2_border_a=0.000000
  263. shape_2_per_frame1=x = .5+.5*(rand(100)-50)/100;
  264. shape_2_per_frame2=y = .5+.5*(rand(100)-50)/100;
  265. shape_2_per_frame3=
  266. shape_2_per_frame4=r = rand(4)/3;
  267. shape_2_per_frame5=g = rand(4)/3;
  268. shape_2_per_frame6=b = rand(4)/3;
  269. shape_2_per_frame7=
  270. shape_2_per_frame8=
  271. shape_2_per_frame9=is_beat = above(time, t0+.05);
  272. shape_2_per_frame10=t0 = is_beat*time + (1-is_beat)*t0;
  273. shape_2_per_frame11=
  274. shape_2_per_frame12=
  275. shape_2_per_frame13=a = min(q21 ,.9) * is_beat;
  276. shape_2_per_frame14=rad = a*a/3 ;
  277. shape_2_per_frame15=
  278. shapecode_3_enabled=0
  279. shapecode_3_sides=63
  280. shapecode_3_additive=0
  281. shapecode_3_thickOutline=0
  282. shapecode_3_textured=1
  283. shapecode_3_x=0.500000
  284. shapecode_3_y=1.000000
  285. shapecode_3_rad=0.548217
  286. shapecode_3_ang=0.000000
  287. shapecode_3_tex_ang=0.000000
  288. shapecode_3_tex_zoom=0.499805
  289. shapecode_3_r=1.000000
  290. shapecode_3_g=1.000000
  291. shapecode_3_b=1.000000
  292. shapecode_3_a=1.000000
  293. shapecode_3_r2=1.000000
  294. shapecode_3_g2=1.000000
  295. shapecode_3_b2=1.000000
  296. shapecode_3_a2=0.000000
  297. shapecode_3_border_r=0.500000
  298. shapecode_3_border_g=0.500000
  299. shapecode_3_border_b=0.500000
  300. shapecode_3_border_a=0.000000
  301. per_frame_1=dec_med = pow (0.7, 30/fps);
  302. per_frame_2=dec_slow = pow (0.99, 30/fps);
  303. per_frame_3=beat = max (max (bass, mid), treb);
  304. per_frame_4=avg = avg*dec_slow + beat*(1-dec_slow);
  305. per_frame_5=is_beat = above(beat, .5+avg+peak) * above (time, t0+.2);
  306. per_frame_6=t0 = is_beat*time + (1-is_beat)*t0;
  307. per_frame_7=peak = is_beat * beat + (1-is_beat)*peak*dec_med;
  308. per_frame_8=index = (index + is_beat) %4;
  309. per_frame_9=index2 = (index2 + is_beat*bnot(index))%2;
  310. per_frame_10=
  311. per_frame_11=q20 = avg;
  312. per_frame_12=q21 = beat;
  313. per_frame_13=q22 = peak;
  314. per_frame_14=q23 = index;
  315. per_frame_15=q24 = is_beat;
  316. per_frame_16=q26 = bass_att + mid_att + treb_att;
  317. per_frame_17=q27 = index +1;
  318. per_frame_18=q28 = index2;
  319. per_frame_19=
  320. per_frame_20=
  321. per_frame_21=
  322. per_frame_22=k1 = is_
  323. per_frame_23=beat*equal(index%2,0);
  324. per_frame_24=p1 = k1*(p1+1) + (1-k1)*p1;
  325. per_frame_25=p2 = dec_med * p2+ (1-dec_med)*p1;
  326. per_frame_26=rott = p2 * 3.1416/4;
  327. per_frame_27=
  328. per_frame_28=q1 = cos(rott);
  329. per_frame_29=q2 = sin(rott);
  330. per_frame_30=q3 = -q2;
  331. per_frame_31=q4 = q1;
  332. per_frame_32=
  333. per_frame_33=alt = alt * .2 + q26*.8;
  334. per_frame_34=q26 = q26 - alt;
  335. per_frame_35=
  336. per_frame_36=step = step + 100*max(q26-0.01,0) + q24 ;
  337. per_frame_37=q30 = step;
  338. per_frame_38=
  339. per_frame_39=p4 = dec_med*p4 + (1-dec_med)*q27;
  340. per_frame_40=q31 = p4;
  341. per_frame_41=
  342. per_frame_42=//zoom = 1 + .05*q1;
  343. per_frame_43=//rot = -0.01 * (index);
  344. per_frame_44=zoom = 1;
  345. per_frame_45=rot = .003;
  346. per_frame_46=
  347. warp_1=`sampler sampler_worms;
  348. warp_2=`float3 color, mus;
  349. warp_3=`float dx,dy;
  350. warp_4=`shader_body {
  351. warp_5=`
  352. warp_6=`float2 uv1 = (uv_orig-.5) * aspect.xy;
  353. warp_7=`
  354. warp_8=`float2 uv6 = uv1;
  355. warp_9=`float z = q30 +.5*q27*length(uv1);
  356. warp_10=`float2 d = normalize(uv1);
  357. warp_11=`
  358. warp_12=`float2 rs = clamp(tan(z)*d,-8,8);
  359. warp_13=`rs = mul(rs+.1,float2x2(_qa));
  360. warp_14=`
  361. warp_15=`if (q28 ==1) {rs *= cos(uv1.yx*11) ;}
  362. warp_16=`
  363. warp_17=`uv += rs/30;
  364. warp_18=`
  365. warp_19=`
  366. warp_20=`uv6 = (uv-.5);
  367. warp_21=`uv6 = mul(uv6,float2x2(_qa));
  368. warp_22=`
  369. warp_23=`mus = .2/(sqrt(uv6.y-.1*q27));
  370. warp_24=`mus = abs(mus);
  371. warp_25=`mus *= float3 (1,.8,.5);
  372. warp_26=`
  373. warp_27=`
  374. warp_28=`
  375. warp_29=`
  376. warp_30=`
  377. warp_31=`float3 blur = GetBlur1(frac(uv));
  378. warp_32=`
  379. warp_33=`float3 crisp= tex2D(sampler_main,uv);
  380. warp_34=`
  381. warp_35=`float3 ret1 = crisp - blur*.05 + .06*mus;
  382. warp_36=`ret = ret1 * .98 - .01;
  383. warp_37=`
  384. warp_38=`
  385. warp_39=`}
  386. comp_1=`shader_body
  387. comp_2=`{
  388. comp_3=`
  389. comp_4=`//uv = (uv-.5) * aspect.xy + .5;
  390. comp_5=`
  391. comp_6=`
  392. comp_7=`float2 hor = float2 (texsize.z,0)*2;
  393. comp_8=`float2 ver = float2 (0,texsize.w)*2;
  394. comp_9=`float dx = GetBlur1 (uv-hor) - GetBlur1 (uv+hor);
  395. comp_10=`float dy = GetBlur1 (uv-ver) - GetBlur1 (uv+ver);
  396. comp_11=`float2 dz = float2 (dx,dy)*0.5;
  397. comp_12=`
  398. comp_13=`
  399. comp_14=`
  400. comp_15=`float3 crisp = tex2D(sampler_main, uv + dz) *
  401. comp_16=` tex2D(sampler_main, 1-uv - dz);
  402. comp_17=`float3 blur = GetBlur1(frac(uv + dz));
  403. comp_18=`
  404. comp_19=`float2 uv1 = uv-.5 + dz/4;
  405. comp_20=`float2 uv2 = uv1*0+.2*float2 (cos(uv1*4+time));;
  406. comp_21=`float3 dots = saturate(.01/(length(uv2))) * float3 (1,1,1);
  407. comp_22=`
  408. comp_23=`
  409. comp_24=`ret = (crisp + blur*2) + q21*dots * (1-blur);
  410. comp_25=`ret *= .7 ;
  411. comp_26=`}