MILKDROP_PRESET_VERSION=201 PSVERSION=2 PSVERSION_WARP=0 PSVERSION_COMP=2 [preset00] fRating=5.000000 fGammaAdj=1.000 fDecay=0.940 fVideoEchoZoom=0.498 fVideoEchoAlpha=0.000 nVideoEchoOrientation=2 nWaveMode=6 bAdditiveWaves=0 bWaveDots=0 bWaveThick=1 bModWaveAlphaByVolume=0 bMaximizeWaveColor=1 bTexWrap=0 bDarkenCenter=0 bRedBlueStereo=0 bBrighten=1 bDarken=0 bSolarize=0 bInvert=0 fWaveAlpha=100.000 fWaveScale=0.880 fWaveSmoothing=0.000 fWaveParam=0.000 fModWaveAlphaStart=0.710 fModWaveAlphaEnd=1.300 fWarpAnimSpeed=0.010 fWarpScale=1.766 fZoomExponent=1.00016 fShader=0.000 zoom=1.00000 rot=0.00000 cx=0.500 cy=0.500 dx=0.00001 dy=0.00001 warp=0.01000 sx=1.00000 sy=1.00000 wave_r=0.500 wave_g=0.500 wave_b=0.500 wave_x=0.500 wave_y=0.500 ob_size=0.005 ob_r=0.000 ob_g=0.000 ob_b=0.000 ob_a=1.000 ib_size=0.005 ib_r=0.000 ib_g=0.000 ib_b=0.000 ib_a=0.100 nMotionVectorsX=19.200 nMotionVectorsY=14.400 mv_dx=0.000 mv_dy=0.000 mv_l=0.050 mv_r=1.000 mv_g=1.000 mv_b=1.000 mv_a=0.000 b1n=0.000 b2n=0.000 b3n=0.000 b1x=1.000 b2x=1.000 b3x=1.000 b1ed=0.250 wavecode_0_enabled=0 wavecode_0_samples=512 wavecode_0_sep=0 wavecode_0_bSpectrum=0 wavecode_0_bUseDots=0 wavecode_0_bDrawThick=0 wavecode_0_bAdditive=0 wavecode_0_scaling=1.00000 wavecode_0_smoothing=0.50000 wavecode_0_r=1.000 wavecode_0_g=1.000 wavecode_0_b=1.000 wavecode_0_a=1.000 wavecode_1_enabled=0 wavecode_1_samples=512 wavecode_1_sep=0 wavecode_1_bSpectrum=0 wavecode_1_bUseDots=0 wavecode_1_bDrawThick=0 wavecode_1_bAdditive=0 wavecode_1_scaling=1.00000 wavecode_1_smoothing=0.50000 wavecode_1_r=1.000 wavecode_1_g=1.000 wavecode_1_b=1.000 wavecode_1_a=1.000 wavecode_2_enabled=0 wavecode_2_samples=512 wavecode_2_sep=0 wavecode_2_bSpectrum=0 wavecode_2_bUseDots=0 wavecode_2_bDrawThick=0 wavecode_2_bAdditive=0 wavecode_2_scaling=1.00000 wavecode_2_smoothing=0.50000 wavecode_2_r=1.000 wavecode_2_g=1.000 wavecode_2_b=1.000 wavecode_2_a=1.000 wavecode_3_enabled=0 wavecode_3_samples=512 wavecode_3_sep=0 wavecode_3_bSpectrum=0 wavecode_3_bUseDots=0 wavecode_3_bDrawThick=0 wavecode_3_bAdditive=0 wavecode_3_scaling=1.00000 wavecode_3_smoothing=0.50000 wavecode_3_r=1.000 wavecode_3_g=1.000 wavecode_3_b=1.000 wavecode_3_a=1.000 shapecode_0_enabled=0 shapecode_0_sides=4 shapecode_0_additive=0 shapecode_0_thickOutline=0 shapecode_0_textured=0 shapecode_0_num_inst=1 shapecode_0_x=0.500 shapecode_0_y=0.500 shapecode_0_rad=0.10000 shapecode_0_ang=0.00000 shapecode_0_tex_ang=0.00000 shapecode_0_tex_zoom=1.00000 shapecode_0_r=1.000 shapecode_0_g=0.000 shapecode_0_b=0.000 shapecode_0_a=1.000 shapecode_0_r2=0.000 shapecode_0_g2=1.000 shapecode_0_b2=0.000 shapecode_0_a2=0.000 shapecode_0_border_r=1.000 shapecode_0_border_g=1.000 shapecode_0_border_b=1.000 shapecode_0_border_a=0.100 shapecode_1_enabled=0 shapecode_1_sides=4 shapecode_1_additive=0 shapecode_1_thickOutline=0 shapecode_1_textured=0 shapecode_1_num_inst=1 shapecode_1_x=0.500 shapecode_1_y=0.500 shapecode_1_rad=0.10000 shapecode_1_ang=0.00000 shapecode_1_tex_ang=0.00000 shapecode_1_tex_zoom=1.00000 shapecode_1_r=1.000 shapecode_1_g=0.000 shapecode_1_b=0.000 shapecode_1_a=1.000 shapecode_1_r2=0.000 shapecode_1_g2=1.000 shapecode_1_b2=0.000 shapecode_1_a2=0.000 shapecode_1_border_r=1.000 shapecode_1_border_g=1.000 shapecode_1_border_b=1.000 shapecode_1_border_a=0.100 shapecode_2_enabled=0 shapecode_2_sides=4 shapecode_2_additive=0 shapecode_2_thickOutline=0 shapecode_2_textured=0 shapecode_2_num_inst=1 shapecode_2_x=0.500 shapecode_2_y=0.500 shapecode_2_rad=0.10000 shapecode_2_ang=0.00000 shapecode_2_tex_ang=0.00000 shapecode_2_tex_zoom=1.00000 shapecode_2_r=1.000 shapecode_2_g=0.000 shapecode_2_b=0.000 shapecode_2_a=1.000 shapecode_2_r2=0.000 shapecode_2_g2=1.000 shapecode_2_b2=0.000 shapecode_2_a2=0.000 shapecode_2_border_r=1.000 shapecode_2_border_g=1.000 shapecode_2_border_b=1.000 shapecode_2_border_a=0.100 shapecode_3_enabled=0 shapecode_3_sides=4 shapecode_3_additive=0 shapecode_3_thickOutline=0 shapecode_3_textured=0 shapecode_3_num_inst=1 shapecode_3_x=0.500 shapecode_3_y=0.500 shapecode_3_rad=0.10000 shapecode_3_ang=0.00000 shapecode_3_tex_ang=0.00000 shapecode_3_tex_zoom=1.00000 shapecode_3_r=1.000 shapecode_3_g=0.000 shapecode_3_b=0.000 shapecode_3_a=1.000 shapecode_3_r2=0.000 shapecode_3_g2=1.000 shapecode_3_b2=0.000 shapecode_3_a2=0.000 shapecode_3_border_r=1.000 shapecode_3_border_g=1.000 shapecode_3_border_b=1.000 shapecode_3_border_a=0.100 per_frame_1=wave_r = wave_r + 0.35*sin(1.14*time) + 0.16*sin(1.5*time); per_frame_2=wave_g = wave_g + 0.36*sin(1.27*time) + 0.15*sin(1.11*time); per_frame_3=wave_b = wave_b + 0.37*sin(1.284*time) + 0.15*sin(1.3*time); per_frame_4=warp = 0; per_frame_5= per_frame_6=ob_r = wave_g; per_frame_7=ob_b = wave_r; per_frame_8=ob_g = wave_b; per_frame_9=ib_r = wave_r; per_frame_10=ib_b = wave_g; per_frame_11=ib_g = wave_r; per_frame_12= per_frame_13=//before inversion per_frame_14=scale = 4; per_frame_15=angle = time*.2; per_frame_16=translation_x = 0; per_frame_17=translation_y = 0.2; per_frame_18= per_frame_19=//complex inverted per_frame_20=iscale = 6; per_frame_21=iangle = sin(time*0.1337)*0.3; per_frame_22=itranslation_u = 0; per_frame_23=itranslation_v = 0.2; per_frame_24= per_frame_25= per_frame_26=// the möbius transformation per_frame_27=// z -> (az+b)/(cz-d); where a,b,c,d are complex numbers and z will be the uv-vector per_frame_28=// (az+b)/(cz-d) = a/c + mu/(cz+d), with mu = (bc-ad)/c per_frame_29=// so a/c and mu can be calculated outside of the shader per_frame_30= per_frame_31=a_r = cos(angle)*scale; per_frame_32=a_i = sin(angle)*scale; per_frame_33=b_r = translation_x; per_frame_34=b_i = translation_y; per_frame_35= per_frame_36=c_r = -cos(iangle)*iscale; per_frame_37=c_i = -sin(iangle)*iscale; per_frame_38=d_r = itranslation_u; per_frame_39=d_i = itranslation_v; per_frame_40= per_frame_41=// c^(-1) per_frame_42=c_inv_r = c_r/(c_r*c_r+c_i*c_i); per_frame_43=c_inv_i = c_i/(c_r*c_r+c_i*c_i); per_frame_44= per_frame_45=// a*c^(-1) per_frame_46=ac_r = (a_r*c_inv_r - a_i*c_inv_i); per_frame_47=ac_i = (a_r*c_inv_i - a_i*c_inv_r); per_frame_48= per_frame_49=// (bc-ad) per_frame_50=bcad_r = (b_r*c_r - b_i*c_i)-(a_r*d_r-a_i*d_i); per_frame_51=bcad_i = (b_r*c_i - b_i*c_r)-(a_r*d_i-a_i*d_r); per_frame_52= per_frame_53=// mu*c^(-1) per_frame_54=mu_r = bcad_r*c_inv_r - bcad_i*c_inv_i; per_frame_55=mu_i = bcad_r*c_inv_i - bcad_i*c_inv_r; per_frame_56= per_frame_57=q1 = ac_r; per_frame_58=q2 = ac_i; per_frame_59=q3 = mu_r; per_frame_60=q4 = mu_i; per_frame_61= per_frame_62=q5 = c_r; per_frame_63=q6 = c_i; per_frame_64=q7 = d_r; per_frame_65=q8 = d_i; per_pixel_1=dy = dy + if(below(abs(q1-x),0.01),if(below(y,q2),max(0.02-abs(q1-x),0),0.001),0.001); per_pixel_2=cx = 8.13988973*sqr(warp - x); per_pixel_3=cx=if(below(cx,-1.0), -1.0, cx); per_pixel_4=cx=if(above(cx,2.0), 2.0, cx); per_pixel_5=dy=if(below(dy,-1), -1, dy); per_pixel_6=dy=if(above(dy,1.0), 1.0, dy); per_pixel_7=num = 8; per_pixel_8=pi = 3.141592654; per_pixel_9=radi = (y-.5)*.75; per_pixel_10=radi = (y-.5); per_pixel_11=radi = pow(radi*radi + (x-.5)*(x-.5),.5); per_pixel_12= per_pixel_13=an = ang + pi + time; per_pixel_14=an = an - pi*2*int(an/(pi*2)); per_pixel_15= per_pixel_16=mod = .1; per_pixel_17= per_pixel_18=seg = ang + pi; per_pixel_19=seg = seg/(pi*2)*num; per_pixel_20=seg = int(seg); per_pixel_21=seg = seg - equal(seg,num); per_pixel_22= per_pixel_23=anga = (ang + pi) - (pi*2/num)*seg; per_pixel_24=anga = if(equal(seg%2,0),(pi*2/num) - anga,anga); per_pixel_25=//anga = anga + pi/6; // num = 6 per_pixel_26=anga = anga + pi/4; // num = 8 per_pixel_27=//anga = anga + .85; // num = 10 per_pixel_28= per_pixel_29= per_pixel_30=ox = .5 - radi*sin(anga); per_pixel_31=oy = .5 + radi*cos(anga); per_pixel_32= per_pixel_33=//rot = if(equal(seg,0),rot,0); per_pixel_34= per_pixel_35=dx = equal(seg,3)*(x-ox); per_pixel_36=dy = equal(seg,3)*(y-oy); per_pixel_37= per_pixel_38=dx = above(seg,0)*(x-ox); per_pixel_39=dy = above(seg,0)*(y-oy); per_pixel_40= per_pixel_41=//dx = equal(seg,1)*(x - .5)*2; per_pixel_42=dx=dx+0.003*sin((y*2-1)*64)+0.001*sin((y*2-1)*96); per_pixel_43=dy=dy+0.004*cos((x*2-1)*64)+0.002*cos((x*2-1)*96); per_pixel_44= comp_1=`shader_body comp_2=`{ comp_3=` comp_4=`float2 ac = float2(q1,q2); comp_5=`float2 mu = float2(q3,q4); comp_6=`float2 c = float2(q5,q6); comp_7=`float2 d = float2(q7,q8); comp_8=` comp_9=`float2 z = (uv-0.5)*aspect.xy; comp_10=` comp_11=`// (c*z + d) comp_12=`float2 czd = float2(z.x*c.x-z.y*c.y,z.x*c.y-z.y*c.x) + d; comp_13=`// mu/(cz+d) comp_14=`float2 moebius = float2( mu.x*czd.x + mu.y*czd.y , mu.y*czd.x-mu.x*czd.y )/(czd.x*czd.x+czd.y*czd.y) + ac; comp_15=` comp_16=`moebius = 0.5 + (1.0 - abs( frac( moebius * 0.5 ) * 2 - 1.0 )-0.5)*0.99; comp_17=` comp_18=`uv = moebius; comp_19=` ret = 0; comp_20=` ret += tex2D(sampler_main, uv ).xyz*4; comp_21=` ret -= GetBlur1(uv)*3; comp_22=` comp_23=` // little bit of noise: comp_24=` ret *= 1 + 0.12*(tex2D(sampler_noise_lq, rand_frame.xy comp_25=` + uv*texsize.xy*texsize_noise_lq.zw).xxx*2-1); comp_26=` comp_27=` // palettize: comp_28=` ret = pow(ret, float3(0.5, 0.5, 0.7)); comp_29=` comp_30=` ret = (ret-0.1)*1.1; comp_31=` comp_32=` comp_33=`}