martin - moonlight splash.milk 11 KB

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  1. MILKDROP_PRESET_VERSION=201
  2. PSVERSION=3
  3. PSVERSION_WARP=2
  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=6
  13. bAdditiveWaves=0
  14. bWaveDots=0
  15. bWaveThick=0
  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=1.740853
  27. fWaveSmoothing=0.810000
  28. fWaveParam=0.000000
  29. fModWaveAlphaStart=0.370000
  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=0.800000
  45. wave_g=0.590000
  46. wave_b=0.500000
  47. wave_x=0.500000
  48. wave_y=0.500000
  49. ob_size=0.000000
  50. ob_r=1.000000
  51. ob_g=0.000000
  52. ob_b=0.000000
  53. ob_a=1.000000
  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=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)%2;
  90. wave_0_per_point2=
  91. wave_0_per_point3=xi = value1*k1 + xi*(1-k1);
  92. wave_0_per_point4=yi = value2*(1-k1) + yi*k1;
  93. wave_0_per_point5=
  94. wave_0_per_point6=x = .5 + 5*xi;
  95. wave_0_per_point7=y = .5 + 5*yi;
  96. wave_0_per_point8=
  97. wave_0_per_point9=a = bass_att + mid_att + treb_att;
  98. wavecode_1_enabled=1
  99. wavecode_1_samples=512
  100. wavecode_1_sep=20
  101. wavecode_1_bSpectrum=1
  102. wavecode_1_bUseDots=1
  103. wavecode_1_bDrawThick=1
  104. wavecode_1_bAdditive=1
  105. wavecode_1_scaling=5.904606
  106. wavecode_1_smoothing=0.000000
  107. wavecode_1_r=1.000000
  108. wavecode_1_g=1.000000
  109. wavecode_1_b=1.000000
  110. wavecode_1_a=0.100000
  111. wave_1_per_point1=
  112. wave_1_per_point2=x = sample ;
  113. wave_1_per_point3=
  114. wave_1_per_point4=val = value1;
  115. wave_1_per_point5=y = val * (.25-(sample-.5)*(sample-.5)) + .5;
  116. wave_1_per_point6=
  117. wave_1_per_point7=r = .6; g = 1; b = 1;
  118. wave_1_per_point8=a=1;
  119. wavecode_2_enabled=0
  120. wavecode_2_samples=512
  121. wavecode_2_sep=0
  122. wavecode_2_bSpectrum=0
  123. wavecode_2_bUseDots=1
  124. wavecode_2_bDrawThick=1
  125. wavecode_2_bAdditive=1
  126. wavecode_2_scaling=0.099868
  127. wavecode_2_smoothing=0.400000
  128. wavecode_2_r=0.000000
  129. wavecode_2_g=1.000000
  130. wavecode_2_b=0.000000
  131. wavecode_2_a=0.320000
  132. wave_2_per_point1=
  133. wave_2_per_point2=x = sample;
  134. wave_2_per_point3=r = .0; b = .0; g = 1; a = .6;
  135. wave_2_per_point4=y = .5 + value1;
  136. wavecode_3_enabled=0
  137. wavecode_3_samples=512
  138. wavecode_3_sep=0
  139. wavecode_3_bSpectrum=1
  140. wavecode_3_bUseDots=1
  141. wavecode_3_bDrawThick=0
  142. wavecode_3_bAdditive=0
  143. wavecode_3_scaling=1.000000
  144. wavecode_3_smoothing=0.500000
  145. wavecode_3_r=1.000000
  146. wavecode_3_g=1.000000
  147. wavecode_3_b=1.000000
  148. wavecode_3_a=1.000000
  149. wave_3_per_point1=ra = .8;
  150. wave_3_per_point2=rb = .5;
  151. wave_3_per_point3=pib = 6.28318530718;
  152. wave_3_per_point4=
  153. wave_3_per_point5=
  154. wave_3_per_point6=tic = min(time-tin,.1);
  155. wave_3_per_point7=tin = if(equal(sample,0),time,tin);
  156. wave_3_per_point8=
  157. wave_3_per_point9=mod = 1.5 + .5*sin(time*.15);
  158. wave_3_per_point10=med = 1.5 + .5*sin(time*.134);
  159. wave_3_per_point11=med = 5;
  160. wave_3_per_point12=amod = 3;
  161. wave_3_per_point13=
  162. wave_3_per_point14=vr = rand(10001)*.0001;
  163. wave_3_per_point15=rb = rb + rand(10001)*.0001*.1;
  164. wave_3_per_point16=
  165. wave_3_per_point17=a = vr;
  166. wave_3_per_point18=
  167. wave_3_per_point19=sa = vr*pib*.5;
  168. wave_3_per_point20=sp = sa*mod + q1*1.3;
  169. wave_3_per_point21=sam = sa*med - q1*.219;
  170. wave_3_per_point22=
  171. wave_3_per_point23=ox = ra*sin(sam*pib);
  172. wave_3_per_point24=oy = ra*cos(sam*pib);
  173. wave_3_per_point25=ox = ox + rb*-cos(sp)*sin(sam*pib);
  174. wave_3_per_point26=oz = rb*-sin(sp);
  175. wave_3_per_point27=oy = oy + rb*-cos(sp)*cos(sam*pib);
  176. wave_3_per_point28=
  177. wave_3_per_point29=
  178. wave_3_per_point30=xang = time*.132;
  179. wave_3_per_point31=xang = q2;
  180. wave_3_per_point32=yang = time*.153;
  181. wave_3_per_point33=yang = q3;
  182. wave_3_per_point34=zang = time*.110;
  183. wave_3_per_point35=zang = q4;
  184. wave_3_per_point36=fov = 0.6 + 0.2*sin(time);
  185. wave_3_per_point37=fov = .5;
  186. wave_3_per_point38=
  187. wave_3_per_point39=mx = ox*cos(zang) - oy*sin(zang);
  188. wave_3_per_point40=my = ox*sin(zang) + oy*cos(zang);
  189. wave_3_per_point41=ox = mx;
  190. wave_3_per_point42=oy = my;
  191. wave_3_per_point43=mx = ox*cos(yang) + oz*sin(yang);
  192. wave_3_per_point44=mz = - ox*sin(yang) + oz*cos(yang);
  193. wave_3_per_point45=ox = mx;
  194. wave_3_per_point46=oz = mz;
  195. wave_3_per_point47=my = oy*cos(xang) - oz*sin(xang);
  196. wave_3_per_point48=mz = oy*sin(xang) + oz*cos(xang);
  197. wave_3_per_point49=oy = my;
  198. wave_3_per_point50=oz = mz;
  199. wave_3_per_point51=
  200. wave_3_per_point52=oz = oz - 2;
  201. wave_3_per_point53=x = ox*fov/oz + 0.5;
  202. wave_3_per_point54=x = (x-.5)*0.75 + 0.5;
  203. wave_3_per_point55=y = oy*fov/oz + 0.5;
  204. wave_3_per_point56=
  205. shapecode_0_enabled=0
  206. shapecode_0_sides=94
  207. shapecode_0_additive=0
  208. shapecode_0_thickOutline=0
  209. shapecode_0_textured=0
  210. shapecode_0_x=0.500000
  211. shapecode_0_y=0.500000
  212. shapecode_0_rad=0.265742
  213. shapecode_0_ang=2.324780
  214. shapecode_0_tex_ang=1.005310
  215. shapecode_0_tex_zoom=1.531168
  216. shapecode_0_r=0.500000
  217. shapecode_0_g=1.000000
  218. shapecode_0_b=0.900000
  219. shapecode_0_a=0.030000
  220. shapecode_0_r2=0.830000
  221. shapecode_0_g2=0.930000
  222. shapecode_0_b2=0.800000
  223. shapecode_0_a2=0.060000
  224. shapecode_0_border_r=1.000000
  225. shapecode_0_border_g=1.000000
  226. shapecode_0_border_b=0.000000
  227. shapecode_0_border_a=1.000000
  228. shapecode_1_enabled=0
  229. shapecode_1_sides=100
  230. shapecode_1_additive=0
  231. shapecode_1_thickOutline=0
  232. shapecode_1_textured=0
  233. shapecode_1_x=0.500000
  234. shapecode_1_y=0.500000
  235. shapecode_1_rad=1.264578
  236. shapecode_1_ang=0.000000
  237. shapecode_1_tex_ang=1.445100
  238. shapecode_1_tex_zoom=1.493308
  239. shapecode_1_r=0.700000
  240. shapecode_1_g=0.400000
  241. shapecode_1_b=0.000000
  242. shapecode_1_a=0.010000
  243. shapecode_1_r2=0.700000
  244. shapecode_1_g2=0.400000
  245. shapecode_1_b2=0.000000
  246. shapecode_1_a2=0.000000
  247. shapecode_1_border_r=0.500000
  248. shapecode_1_border_g=0.500000
  249. shapecode_1_border_b=0.500000
  250. shapecode_1_border_a=0.000000
  251. shapecode_2_enabled=0
  252. shapecode_2_sides=63
  253. shapecode_2_additive=0
  254. shapecode_2_thickOutline=0
  255. shapecode_2_textured=0
  256. shapecode_2_x=0.503000
  257. shapecode_2_y=0.500000
  258. shapecode_2_rad=0.156480
  259. shapecode_2_ang=0.000000
  260. shapecode_2_tex_ang=0.000000
  261. shapecode_2_tex_zoom=0.609857
  262. shapecode_2_r=1.000000
  263. shapecode_2_g=1.000000
  264. shapecode_2_b=1.000000
  265. shapecode_2_a=0.300000
  266. shapecode_2_r2=1.000000
  267. shapecode_2_g2=1.000000
  268. shapecode_2_b2=1.000000
  269. shapecode_2_a2=0.000000
  270. shapecode_2_border_r=0.500000
  271. shapecode_2_border_g=0.500000
  272. shapecode_2_border_b=0.500000
  273. shapecode_2_border_a=0.000000
  274. shapecode_3_enabled=0
  275. shapecode_3_sides=63
  276. shapecode_3_additive=0
  277. shapecode_3_thickOutline=0
  278. shapecode_3_textured=1
  279. shapecode_3_x=0.500000
  280. shapecode_3_y=1.000000
  281. shapecode_3_rad=0.548217
  282. shapecode_3_ang=0.000000
  283. shapecode_3_tex_ang=0.000000
  284. shapecode_3_tex_zoom=0.499805
  285. shapecode_3_r=1.000000
  286. shapecode_3_g=1.000000
  287. shapecode_3_b=1.000000
  288. shapecode_3_a=1.000000
  289. shapecode_3_r2=1.000000
  290. shapecode_3_g2=1.000000
  291. shapecode_3_b2=1.000000
  292. shapecode_3_a2=0.000000
  293. shapecode_3_border_r=0.500000
  294. shapecode_3_border_g=0.500000
  295. shapecode_3_border_b=0.500000
  296. shapecode_3_border_a=0.000000
  297. per_frame_1=dec_med = pow (0.9, 30/fps);
  298. per_frame_2=dec_slow = pow (0.94, 30/fps);
  299. per_frame_3=beat = max (max (bass, mid), treb);
  300. per_frame_4=avg = avg*dec_slow + beat*(1-dec_slow);
  301. per_frame_5=is_beat = above(beat, .5+avg+peak) * above (time, t0+.2);
  302. per_frame_6=t0 = is_beat*time + (1-is_beat)*t0;
  303. per_frame_7=peak = is_beat * beat + (1-is_beat)*peak*dec_med;
  304. per_frame_8=index = (index + is_beat) %8;
  305. per_frame_9=index2 = (index2 + is_beat*bnot(index))%2;
  306. per_frame_10=index3 = (index3 + is_beat*bnot(index)*bnot(index2))%3;
  307. per_frame_11=
  308. per_frame_12=monitor = index4;
  309. per_frame_13=
  310. per_frame_14=q20 = avg;
  311. per_frame_15=q21 = beat;
  312. per_frame_16=q22 = peak;
  313. per_frame_17=q23 = index;
  314. per_frame_18=q24 = is_beat;
  315. per_frame_19=vol = bass + mid + treb;
  316. per_frame_20=q26 = max (peak,10)/20;
  317. per_frame_21=
  318. per_frame_22=
  319. per_frame_23=k1 = is_beat*equal(index,0);
  320. per_frame_24=p1 = k1*(p1+1) + (1-k1)*p1;
  321. per_frame_25=p2 = dec_med * p2+ (1-dec_med)*p1;
  322. per_frame_26=p3 = dec_slow * p3+ (1-dec_slow)*p2;
  323. per_frame_27=
  324. per_frame_28=rott = p3 * 3.14159265359/4;
  325. per_frame_29=
  326. per_frame_30=q1 = cos(rott);
  327. per_frame_31=q2 = sin(rott);
  328. per_frame_32=q3 = -q2;
  329. per_frame_33=q4 = q1;
  330. per_frame_34=
  331. per_frame_35=q27 = 8-index;
  332. per_frame_36=q28 = index2;
  333. per_frame_37=
  334. per_frame_38=movez = movez + .02*30/fps;
  335. per_frame_39=q29 = movez*1;
  336. per_frame_40=
  337. per_frame_41=movex = movex + .004*30/fps*q1;
  338. per_frame_42=q30 = movex*1;
  339. per_frame_43=
  340. per_frame_44=
  341. per_frame_45=q5 = rott;
  342. per_frame_46=zoom = 1.0;
  343. per_pixel_1=rot = q22/4-1;
  344. per_pixel_2=rot = 0;
  345. per_pixel_3=zoom = 1 + .02 * (1-rad);
  346. per_pixel_4=dy = .001;
  347. per_pixel_5=warp = .4 * (1-rad);
  348. warp_1=`shader_body {
  349. warp_2=`float corr = texsize.xy*texsize_noise_lq.zw;
  350. warp_3=`float2 uv1 = float2(uv.x-0.5,uv.y-0.5);//*aspect.xy;
  351. warp_4=`
  352. warp_5=`float3 noiseVal =.0*(tex2D(sampler_noise_lq, uv*.3+.01*rand_frame));
  353. warp_6=`float3 Feedback = GetBlur1(1-uv);
  354. warp_7=`
  355. warp_8=`float2 zz = uv1 *texsize.xy *.01;
  356. warp_9=`zz =mul(zz,float2x2(_qa));
  357. warp_10=`zz = zz.yx;
  358. warp_11=`float2 h1 = cos(zz);
  359. warp_12=`
  360. warp_13=`uv += h1*texsize.zw * 12;
  361. warp_14=`
  362. warp_15=`float3 crisp = tex2D(sampler_main,uv);
  363. warp_16=`
  364. warp_17=`ret = crisp+noiseVal-.01;
  365. warp_18=`}
  366. comp_1=`float3 ret1, neu, dx, dy;
  367. comp_2=`float2 rs,rs2,uv1,uv2, uv3,uv4,dz;
  368. comp_3=`shader_body
  369. comp_4=`{
  370. comp_5=`float2 uv2;
  371. comp_6=`float ang2, c, s;
  372. comp_7=`uv -= 0.5;
  373. comp_8=`//uv *= aspect.xy;
  374. comp_9=`dz = 0;
  375. comp_10=`
  376. comp_11=`float2 hor = float2(texsize.z,0)/2;
  377. comp_12=`float2 ver = float2(0,texsize.w)/2;
  378. comp_13=`
  379. comp_14=`float dist = 1;
  380. comp_15=`float inten = 1;
  381. comp_16=`float mask = 0;
  382. comp_17=`ret1 = 0;
  383. comp_18=`int anz = 4;
  384. comp_19=`float n = 0;
  385. comp_20=`while (n <= anz) {
  386. comp_21=` dist = 1-frac(1.0/anz*n+time/2); //evtl sqrt !;
  387. comp_22=` inten = sqrt(dist)*(1-dist*dist)*2;
  388. comp_23=`
  389. comp_24=` uv3 = 2*uv*dist + .35 + float2(q30,0);
  390. comp_25=` neu = GetPixel(uv3);
  391. comp_26=` dz.x += inten*(GetPixel(uv3+hor)- GetPixel (uv3-hor));
  392. comp_27=` dz.y += inten*(GetPixel(uv3+ver)- GetPixel (uv3-ver));
  393. comp_28=` ret1 = max(ret1,neu*inten);
  394. comp_29=`n++;
  395. comp_30=`}
  396. comp_31=`
  397. comp_32=`
  398. comp_33=`//clouds
  399. comp_34=`uv += dz/2;
  400. comp_35=`uv4 = uv-float2 (0.2,-.1);
  401. comp_36=`float z = .5*clamp(1/(abs(uv.y)+.1),0,12);
  402. comp_37=`rs = float2(uv.x * z, z);
  403. comp_38=`float3 clouds = lum(tex2D (sampler_noise_hq,rs+.04*time));
  404. comp_39=`clouds *= saturate(1-12*uv.y) * 0.1/(.03+length(uv4));
  405. comp_40=`
  406. comp_41=`float3 sky = .1*float3 (0,0,saturate(1-3*uv.y));
  407. comp_42=`ret = .03*float3(0,1,1)+ sky;
  408. comp_43=`ret += clouds;
  409. comp_44=`
  410. comp_45=`
  411. comp_46=`ret += 0.1*ret1 + 0.2*q21*ret1 ;
  412. comp_47=`
  413. comp_48=`}