martin - sunset over the river.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=5.000000
  7. fGammaAdj=1.000000
  8. fDecay=0.000000
  9. fVideoEchoZoom=0.000000
  10. fVideoEchoAlpha=0.000000
  11. nVideoEchoOrientation=3
  12. nWaveMode=1
  13. bAdditiveWaves=1
  14. bWaveDots=0
  15. bWaveThick=1
  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=0.000000
  26. fWaveScale=0.000000
  27. fWaveSmoothing=0.000000
  28. fWaveParam=0.000000
  29. fModWaveAlphaStart=0.000000
  30. fModWaveAlphaEnd=1.000000
  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=0.000000
  46. wave_b=0.000000
  47. wave_x=0.000000
  48. wave_y=0.000000
  49. ob_size=0.000000
  50. ob_r=0.000000
  51. ob_g=0.000000
  52. ob_b=0.200000
  53. ob_a=1.000000
  54. ib_size=0.000000
  55. ib_r=0.000000
  56. ib_g=0.000000
  57. ib_b=0.250000
  58. ib_a=1.000000
  59. nMotionVectorsX=31.000000
  60. nMotionVectorsY=24.000000
  61. mv_dx=0.000000
  62. mv_dy=0.000000
  63. mv_l=0.000000
  64. mv_r=0.000000
  65. mv_g=0.000000
  66. mv_b=0.000000
  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=1
  76. wavecode_0_samples=187
  77. wavecode_0_sep=9
  78. wavecode_0_bSpectrum=0
  79. wavecode_0_bUseDots=1
  80. wavecode_0_bDrawThick=0
  81. wavecode_0_bAdditive=1
  82. wavecode_0_scaling=0.000000
  83. wavecode_0_smoothing=0.000000
  84. wavecode_0_r=0.000000
  85. wavecode_0_g=1.000000
  86. wavecode_0_b=0.000000
  87. wavecode_0_a=1.000000
  88. wave_0_per_frame1=t1 = 1;
  89. wave_0_per_frame2=t3 = sin(time/2);
  90. wave_0_per_frame3=t3 = max (t3,0);
  91. wave_0_per_frame4=t3 = 4.9*min(t3,.2);
  92. wave_0_per_frame5=
  93. wave_0_per_point1=t1 = (t1*67+37)%4096;
  94. wave_0_per_point2=t2 = t1/4096;
  95. wave_0_per_point3=
  96. wave_0_per_point4=k1 = (100*sample+time*2)%2;
  97. wave_0_per_point5=k2 = (100*sample+time*5)%2;
  98. wave_0_per_point6=
  99. wave_0_per_point7=x = .49 + .48*sin(sample*31+t2*time/27);
  100. wave_0_per_point8=y = 0 + .2*t2 + .2*sin(sample*131+t2*time/7);
  101. wave_0_per_point9=
  102. wave_0_per_point10=
  103. wave_0_per_point11=
  104. wave_0_per_point12=a = 1;
  105. wave_0_per_point13=r = .07;
  106. wave_0_per_point14=
  107. wavecode_1_enabled=1
  108. wavecode_1_samples=512
  109. wavecode_1_sep=0
  110. wavecode_1_bSpectrum=0
  111. wavecode_1_bUseDots=0
  112. wavecode_1_bDrawThick=0
  113. wavecode_1_bAdditive=0
  114. wavecode_1_scaling=0.000000
  115. wavecode_1_smoothing=0.000000
  116. wavecode_1_r=1.000000
  117. wavecode_1_g=1.000000
  118. wavecode_1_b=1.000000
  119. wavecode_1_a=0.000000
  120. wave_1_per_frame1=t1 = 1; t2 = 7;
  121. wave_1_per_point1=r = .31;
  122. wave_1_per_point2=b = 0;
  123. wave_1_per_point3=g = .0;
  124. wave_1_per_point4=
  125. wave_1_per_point5=a = 1;
  126. wave_1_per_point6=//g = 1;b=1;
  127. wave_1_per_point7=
  128. wave_1_per_point8=t1 = (t1*67 + 37)%4096;
  129. wave_1_per_point9=px = (t1-2047)/4096;
  130. wave_1_per_point10=
  131. wave_1_per_point11=t2 = (t2*67 + 37)%4096;
  132. wave_1_per_point12=py = (t2-0)/4096;
  133. wave_1_per_point13=
  134. wave_1_per_point14=
  135. wave_1_per_point15=k1 = (sample*100)%8;
  136. wave_1_per_point16=
  137. wave_1_per_point17=y = py/3.5 + .0;
  138. wave_1_per_point18=a = below(y,.2);
  139. wave_1_per_point19=
  140. wave_1_per_point20=x = .5 + .4*sin(sample*26) ;
  141. wave_1_per_point21=
  142. wavecode_2_enabled=1
  143. wavecode_2_samples=100
  144. wavecode_2_sep=0
  145. wavecode_2_bSpectrum=0
  146. wavecode_2_bUseDots=0
  147. wavecode_2_bDrawThick=0
  148. wavecode_2_bAdditive=0
  149. wavecode_2_scaling=0.000000
  150. wavecode_2_smoothing=0.000000
  151. wavecode_2_r=1.000000
  152. wavecode_2_g=1.000000
  153. wavecode_2_b=1.000000
  154. wavecode_2_a=0.000000
  155. wave_2_per_frame1=
  156. wave_2_per_frame2=t1 = sin(time*3);
  157. wave_2_per_frame3=t2 = cos(time*3);
  158. wave_2_per_frame4=
  159. wave_2_per_frame5=t3 = sin(time/3);
  160. wave_2_per_frame6=t4 = cos(time/3);
  161. wave_2_per_frame7=
  162. wave_2_per_frame8=t5 = cos(time/4)/2;
  163. wave_2_per_frame9=
  164. wave_2_per_frame10=//give him a break
  165. wave_2_per_frame11=//bird = 1;
  166. wave_2_per_frame12=
  167. wave_2_per_frame13=ground = below(t5,-.9);
  168. wave_2_per_frame14=trig = below(rand(100),1);
  169. wave_2_per_frame15=trig = trig * bnot(ground) * bnot(bird);
  170. wave_2_per_frame16=bird = bird * bnot(ground);
  171. wave_2_per_frame17=
  172. wave_2_per_frame18=bird = bnot(bird)*trig;
  173. wave_2_per_frame19=
  174. wave_2_per_frame20=t6 = bird;
  175. wave_2_per_point1=
  176. wave_2_per_point2=r = 1; g = 0; b = 0;
  177. wave_2_per_point3=k1 = below(sample,.5);
  178. wave_2_per_point4=
  179. wave_2_per_point5=dx = .01*k1*sin(sample*50);
  180. wave_2_per_point6=
  181. wave_2_per_point7=
  182. wave_2_per_point8=f1 = sqr(dx);
  183. wave_2_per_point9=
  184. wave_2_per_point10=dy = 40*f1*t1 + t2/150;
  185. wave_2_per_point11=dy = dy+ (1-k1) * .002*sin(sample*50);
  186. wave_2_per_point12=
  187. wave_2_per_point13=x = dx + .5 + .1*t3;
  188. wave_2_per_point14=
  189. wave_2_per_point15=dy = dy + .2*dx*t4;
  190. wave_2_per_point16=
  191. wave_2_per_point17=y0 = t5;
  192. wave_2_per_point18=y = dy+ .5 + y0/8;
  193. wave_2_per_point19=
  194. wave_2_per_point20=a = .04;
  195. wave_2_per_point21=
  196. wave_2_per_point22=
  197. wavecode_3_enabled=0
  198. wavecode_3_samples=512
  199. wavecode_3_sep=0
  200. wavecode_3_bSpectrum=1
  201. wavecode_3_bUseDots=1
  202. wavecode_3_bDrawThick=0
  203. wavecode_3_bAdditive=0
  204. wavecode_3_scaling=1.000000
  205. wavecode_3_smoothing=0.000000
  206. wavecode_3_r=1.000000
  207. wavecode_3_g=1.000000
  208. wavecode_3_b=1.000000
  209. wavecode_3_a=1.000000
  210. shapecode_0_enabled=1
  211. shapecode_0_sides=4
  212. shapecode_0_additive=0
  213. shapecode_0_thickOutline=0
  214. shapecode_0_textured=1
  215. shapecode_0_x=0.000000
  216. shapecode_0_y=0.130000
  217. shapecode_0_rad=0.591236
  218. shapecode_0_ang=0.628319
  219. shapecode_0_tex_ang=0.628319
  220. shapecode_0_tex_zoom=0.591233
  221. shapecode_0_r=1.000000
  222. shapecode_0_g=0.000000
  223. shapecode_0_b=0.000000
  224. shapecode_0_a=1.000000
  225. shapecode_0_r2=1.000000
  226. shapecode_0_g2=0.000000
  227. shapecode_0_b2=0.000000
  228. shapecode_0_a2=0.000000
  229. shapecode_0_border_r=0.000000
  230. shapecode_0_border_g=0.000000
  231. shapecode_0_border_b=0.000000
  232. shapecode_0_border_a=0.000000
  233. shapecode_1_enabled=0
  234. shapecode_1_sides=4
  235. shapecode_1_additive=0
  236. shapecode_1_thickOutline=0
  237. shapecode_1_textured=1
  238. shapecode_1_x=0.000000
  239. shapecode_1_y=0.000000
  240. shapecode_1_rad=0.000000
  241. shapecode_1_ang=0.000000
  242. shapecode_1_tex_ang=0.000000
  243. shapecode_1_tex_zoom=0.000000
  244. shapecode_1_r=1.000000
  245. shapecode_1_g=1.000000
  246. shapecode_1_b=1.000000
  247. shapecode_1_a=0.000000
  248. shapecode_1_r2=1.000000
  249. shapecode_1_g2=1.000000
  250. shapecode_1_b2=1.000000
  251. shapecode_1_a2=0.000000
  252. shapecode_1_border_r=0.000000
  253. shapecode_1_border_g=0.000000
  254. shapecode_1_border_b=0.000000
  255. shapecode_1_border_a=0.000000
  256. shapecode_2_enabled=0
  257. shapecode_2_sides=14
  258. shapecode_2_additive=1
  259. shapecode_2_thickOutline=0
  260. shapecode_2_textured=1
  261. shapecode_2_x=0.000000
  262. shapecode_2_y=0.000000
  263. shapecode_2_rad=1.000000
  264. shapecode_2_ang=0.000000
  265. shapecode_2_tex_ang=0.000000
  266. shapecode_2_tex_zoom=0.000000
  267. shapecode_2_r=0.000000
  268. shapecode_2_g=0.000000
  269. shapecode_2_b=0.000000
  270. shapecode_2_a=0.000000
  271. shapecode_2_r2=0.000000
  272. shapecode_2_g2=0.000000
  273. shapecode_2_b2=0.000000
  274. shapecode_2_a2=0.000000
  275. shapecode_2_border_r=0.000000
  276. shapecode_2_border_g=0.000000
  277. shapecode_2_border_b=0.000000
  278. shapecode_2_border_a=0.000000
  279. shape_2_per_frame1=x = .5+.3*cos(time/78);
  280. shape_2_per_frame2=y = .5+.3*sin(time/78);
  281. shape_2_per_frame3=
  282. shape_2_per_frame4=tex_zoom = .2 / (sin(time/31)+1.1)
  283. shape_2_per_frame5=
  284. shape_2_per_frame6=
  285. shapecode_3_enabled=0
  286. shapecode_3_sides=63
  287. shapecode_3_additive=1
  288. shapecode_3_thickOutline=0
  289. shapecode_3_textured=1
  290. shapecode_3_x=0.000000
  291. shapecode_3_y=0.000000
  292. shapecode_3_rad=0.000000
  293. shapecode_3_ang=0.000000
  294. shapecode_3_tex_ang=0.000000
  295. shapecode_3_tex_zoom=0.000000
  296. shapecode_3_r=0.000000
  297. shapecode_3_g=0.000000
  298. shapecode_3_b=0.000000
  299. shapecode_3_a=0.000000
  300. shapecode_3_r2=1.000000
  301. shapecode_3_g2=1.000000
  302. shapecode_3_b2=1.000000
  303. shapecode_3_a2=0.000000
  304. shapecode_3_border_r=0.000000
  305. shapecode_3_border_g=0.000000
  306. shapecode_3_border_b=0.000000
  307. shapecode_3_border_a=0.000000
  308. shape_3_per_frame1=x = .5+.3*cos(time/59);
  309. shape_3_per_frame2=y = .5+.3 *sin(time/59);
  310. per_frame_1=dec_med = pow (0.8, 30/fps);
  311. per_frame_2=dec_slow = pow (0.9, 30/fps);
  312. per_frame_3=beat = max (max (bass, mid), treb);
  313. per_frame_4=avg = avg*dec_slow + beat*(1-dec_slow);
  314. per_frame_5=is_beat = above(beat, .5+avg+peak) * above (time, t0+.2);
  315. per_frame_6=t0 = is_beat*time + (1-is_beat)*t0;
  316. per_frame_7=peak = is_beat * beat + (1-is_beat)*peak*dec_med;
  317. per_frame_8=index = (index + is_beat) %16;
  318. per_frame_9=index2 = (index2 + is_beat*bnot(index))%5;
  319. per_frame_10=monitor = index2;
  320. per_frame_11=
  321. per_frame_12=q20 = avg;
  322. per_frame_13=q21 = beat;
  323. per_frame_14=q22 = peak;
  324. per_frame_15=q23 = index;
  325. per_frame_16=q24 = is_beat;
  326. per_frame_17=q26 = bass + mid + treb;
  327. per_frame_18=
  328. per_frame_19=sb = sb*dec_med + q21*(1-dec_med);
  329. per_frame_20=q29 = sb;
  330. per_frame_21=
  331. per_frame_22=k1 = is_beat*bnot(index)*bnot(index2);
  332. per_frame_23=p1 = (index2-2);
  333. per_frame_24=
  334. per_frame_25=p2 = dec_med * p2+ (1-dec_med)*p1;
  335. per_frame_26=p3 = dec_med * p3+ (1-dec_med)*p2;
  336. per_frame_27=q5 = cos(p3*3.14/2);
  337. per_frame_28=
  338. per_frame_29=rott = rott + .003*30/fps*p3;
  339. per_frame_30=
  340. per_frame_31=q1 = cos(rott);
  341. per_frame_32=q2 = sin(rott);
  342. per_frame_33=q3 = -q2;
  343. per_frame_34=q4 = q1;
  344. per_frame_35=
  345. per_frame_36=movx = movx + .002*30/fps;
  346. per_frame_37=q28 = movx;
  347. per_frame_38=
  348. per_frame_39=q15 = (1+sin(time/23))*.15;
  349. per_frame_40=q29 = 4*(.5+sin(time/17));
  350. per_frame_41=q30 = 5/(1.2+sin(time/50));
  351. per_frame_42=q31 = sin(time/38)/3;
  352. per_frame_43=q32 = 2+sin(time/18);
  353. per_frame_44=
  354. per_frame_45=warp = .06;
  355. per_frame_46=zoom = .998;
  356. per_frame_47=
  357. warp_1=`float3 ret1, tree;
  358. warp_2=`float mask1;
  359. warp_3=`
  360. warp_4=`shader_body {
  361. warp_5=`float corr = texsize.xy*texsize_noise_hq.zw * 0.05;
  362. warp_6=`float2 uv1 = float2(uv.x-0.5,uv.y-0.5);
  363. warp_7=`
  364. warp_8=`float2 uv3 = uv1;
  365. warp_9=`float dist = 100 ;
  366. warp_10=`
  367. warp_11=`uv3 = dist * uv1;
  368. warp_12=`
  369. warp_13=`float zu = lum(tex2D (sampler_noise_lq,uv)) ;
  370. warp_14=`float ky = saturate(-uv3.y/100+zu/4*cos(16*zu)+.23);
  371. warp_15=`
  372. warp_16=`float k1 = uv3.x;
  373. warp_17=`
  374. warp_18=`k1 = k1 - sign (k1)*24; //Verdoppelung
  375. warp_19=`k1 = k1 - sign (k1)*9; //Verdoppelung
  376. warp_20=`
  377. warp_21=`int n = 1 ;
  378. warp_22=`float delta = .1;
  379. warp_23=`while (n <= 5)
  380. warp_24=`{
  381. warp_25=` k1 += (k1-12*n*sign(k1))*ky*ky;
  382. warp_26=` //Mult. mit n steuert "Breitenwuchs"
  383. warp_27=` ky = saturate (ky - delta);
  384. warp_28=` //delta ist vertikaler Verzweig. abstand
  385. warp_29=` n++;
  386. warp_30=`}
  387. warp_31=`
  388. warp_32=`k1 = clamp(k1,-1.6,1.6);
  389. warp_33=`
  390. warp_34=`tree = float3 (.1,0,0) * (cos(k1));
  391. warp_35=`
  392. warp_36=`
  393. warp_37=`ret = GetPixel(frac(uv))*.5 +tree;
  394. warp_38=`
  395. warp_39=`}
  396. comp_1=`float3 ret1, neu, neu2, glow, sky, water;
  397. comp_2=`float2 uv1,uv2,uv3,uv4,uv5,rs;
  398. comp_3=`float y0, k,m,n,zoom,dist,dist2,inten,mask,z1,z2,horiz;
  399. comp_4=`float2x2 dir;
  400. comp_5=`int i, anz;
  401. comp_6=`
  402. comp_7=`shader_body
  403. comp_8=`{
  404. comp_9=`y0 = .1;
  405. comp_10=`uv -= 0.5;
  406. comp_11=`uv *= aspect.xy;
  407. comp_12=`uv.x = uv.x / (1+0*y0*uv.y); //Perspektive
  408. comp_13=`ret1 = 0; anz = 3; n = 1;
  409. comp_14=`
  410. comp_15=`//Wasser
  411. comp_16=`z1 = clamp(1/(uv.y-y0),-0,200);
  412. comp_17=`rs = float2(uv.x *z1+ time/1 , z1)/44;
  413. comp_18=`water = lum(tex2D(sampler_noise_lq,rs))-.5;
  414. comp_19=`water *= saturate(16*(uv.y - y0));
  415. comp_20=`float refl = (water)/16;
  416. comp_21=`
  417. comp_22=`//Wolken
  418. comp_23=`uv4 = float2 (uv.x+q31,abs(uv.y-y0)-abs(q31/2)); //pos. Sonne
  419. comp_24=`z2 = clamp(1/(abs(uv.y-y0)),-0,200);
  420. comp_25=`uv4.y += refl*0;
  421. comp_26=`rs = float2(uv4.x * z2, z2)/16 +refl;
  422. comp_27=`float3 clouds = lum(tex2D (sampler_noise_hq,rs+.0*time));
  423. comp_28=`clouds *= saturate(.6-2*(uv.y-y0)) * 0.5/(.04+length(uv4)) ;
  424. comp_29=`clouds *= float3 (1,.6, q32/z2);
  425. comp_30=`
  426. comp_31=`//Berge
  427. comp_32=`uv5 = uv+ float2(q28/4,0) + refl;
  428. comp_33=`horiz = abs(uv5.y-y0)
  429. comp_34=`*(1+tex2D (sampler_noise_lq,float2(uv5.x*8,uv5.y*4)).r)
  430. comp_35=`*(1+tex2D (sampler_noise_hq,uv5.x/4).x);
  431. comp_36=`horiz = saturate(1-q30*horiz);
  432. comp_37=`
  433. comp_38=`for (n=1;n<=anz;n++) {
  434. comp_39=` dist = .8-.4*frac(1.0*n/anz-.2);
  435. comp_40=`
  436. comp_41=` uv2.y = uv.y;
  437. comp_42=` uv2.x = uv.x + n*.65;
  438. comp_43=` uv2 = 1.5*dist*(uv2)-y0-.4; //Blickpunkt vert.
  439. comp_44=`
  440. comp_45=` uv3 = frac(uv2+q28*float2(1,0.0)) ;
  441. comp_46=` neu = tex2D (sampler_main, uv3);
  442. comp_47=` ret1 = ret1 + neu;
  443. comp_48=`//n++;
  444. comp_49=`}
  445. comp_50=`
  446. comp_51=`
  447. comp_52=`ret = (.1*(.5+water) + .2/q30) *float3 (0,.5,.6)
  448. comp_53=`+ saturate(clouds*(1-4*horiz))
  449. comp_54=`+ horiz*float3(1,1,1)*.06;
  450. comp_55=`ret *= saturate(1- ret1.r*8) ;
  451. comp_56=`}