MILKDROP_PRESET_VERSION=201 PSVERSION=2 PSVERSION_WARP=2 PSVERSION_COMP=2 [preset00] fRating=3.000000 fGammaAdj=1.9 fDecay=0.980 fVideoEchoZoom=1.169 fVideoEchoAlpha=0.0 nVideoEchoOrientation=0 nWaveMode=7 bAdditiveWaves=0 bWaveDots=0 bWaveThick=0 bModWaveAlphaByVolume=1 bMaximizeWaveColor=1 bTexWrap=1 bDarkenCenter=0 bRedBlueStereo=0 bBrighten=0 bDarken=0 bSolarize=0 bInvert=0 fWaveAlpha=0.0 fWaveScale=1.015 fWaveSmoothing=0.522 fWaveParam=0.0 fModWaveAlphaStart=0.830 fModWaveAlphaEnd=1.310 fWarpAnimSpeed=30.965 fWarpScale=2.572 fZoomExponent=1.0 fShader=0.0 zoom=1.00901 rot=0.0 cx=0.5 cy=0.5 dx=0.0 dy=0.0 warp=0.00054 sx=1.0 sy=1.0 wave_r=0.5 wave_g=0.5 wave_b=0.5 wave_x=0.5 wave_y=0.5 ob_size=0.010 ob_r=0.0 ob_g=0.0 ob_b=0.0 ob_a=0.0 ib_size=0.010 ib_r=0.250 ib_g=0.250 ib_b=0.250 ib_a=0.0 nMotionVectorsX=12.0 nMotionVectorsY=9.0 mv_dx=0.0 mv_dy=0.0 mv_l=0.9 mv_r=1.0 mv_g=1.0 mv_b=1.0 mv_a=0.0 b1n=0.0 b2n=0.0 b3n=0.0 b1x=1.0 b2x=1.0 b3x=1.0 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=1.0 wavecode_0_smoothing=0.5 wavecode_0_r=1.0 wavecode_0_g=1.0 wavecode_0_b=1.0 wavecode_0_a=1.0 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=1.0 wavecode_1_smoothing=0.5 wavecode_1_r=1.0 wavecode_1_g=1.0 wavecode_1_b=1.0 wavecode_1_a=1.0 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=1.0 wavecode_2_smoothing=0.5 wavecode_2_r=1.0 wavecode_2_g=1.0 wavecode_2_b=1.0 wavecode_2_a=1.0 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=1.0 wavecode_3_smoothing=0.5 wavecode_3_r=1.0 wavecode_3_g=1.0 wavecode_3_b=1.0 wavecode_3_a=1.0 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=0.5 shapecode_0_y=0.5 shapecode_0_rad=0.1 shapecode_0_ang=0.0 shapecode_0_tex_ang=0.0 shapecode_0_tex_zoom=1.0 shapecode_0_r=1.0 shapecode_0_g=0.0 shapecode_0_b=0.0 shapecode_0_a=1.0 shapecode_0_r2=0.0 shapecode_0_g2=1.0 shapecode_0_b2=0.0 shapecode_0_a2=0.0 shapecode_0_border_r=1.0 shapecode_0_border_g=1.0 shapecode_0_border_b=1.0 shapecode_0_border_a=0.1 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=0.5 shapecode_1_y=0.5 shapecode_1_rad=0.1 shapecode_1_ang=0.0 shapecode_1_tex_ang=0.0 shapecode_1_tex_zoom=1.0 shapecode_1_r=1.0 shapecode_1_g=0.0 shapecode_1_b=0.0 shapecode_1_a=1.0 shapecode_1_r2=0.0 shapecode_1_g2=1.0 shapecode_1_b2=0.0 shapecode_1_a2=0.0 shapecode_1_border_r=1.0 shapecode_1_border_g=1.0 shapecode_1_border_b=1.0 shapecode_1_border_a=0.1 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=0.5 shapecode_2_y=0.5 shapecode_2_rad=0.1 shapecode_2_ang=0.0 shapecode_2_tex_ang=0.0 shapecode_2_tex_zoom=1.0 shapecode_2_r=1.0 shapecode_2_g=0.0 shapecode_2_b=0.0 shapecode_2_a=1.0 shapecode_2_r2=0.0 shapecode_2_g2=1.0 shapecode_2_b2=0.0 shapecode_2_a2=0.0 shapecode_2_border_r=1.0 shapecode_2_border_g=1.0 shapecode_2_border_b=1.0 shapecode_2_border_a=0.1 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=0.5 shapecode_3_y=0.5 shapecode_3_rad=0.1 shapecode_3_ang=0.0 shapecode_3_tex_ang=0.0 shapecode_3_tex_zoom=1.0 shapecode_3_r=1.0 shapecode_3_g=0.0 shapecode_3_b=0.0 shapecode_3_a=1.0 shapecode_3_r2=0.0 shapecode_3_g2=1.0 shapecode_3_b2=0.0 shapecode_3_a2=0.0 shapecode_3_border_r=1.0 shapecode_3_border_g=1.0 shapecode_3_border_b=1.0 shapecode_3_border_a=0.1 per_frame_1=wave_r = 0.85 + 0.25*sin(0.437*time+1); per_frame_2=wave_g = 0.85 + 0.25*sin(0.544*time+2); per_frame_3=wave_b = 0.85 + 0.25*sin(0.751*time+3); per_frame_4=rot = rot + 0.010*( 0.60*sin(0.381*time) + 0.40*sin(0.579*time) ); per_frame_5=cx = cx + 0.210*( 0.60*sin(0.374*time) + 0.40*sin(0.294*time) ); per_frame_6=cy = cy + 0.210*( 0.60*sin(0.393*time) + 0.40*sin(0.223*time) ); per_frame_7=dx = dx + 0.003*( 0.60*sin(0.234*time) + 0.40*sin(0.277*time) ); per_frame_8=dy = dy + 0.003*( 0.60*sin(0.284*time) + 0.40*sin(0.247*time) ); per_frame_9=decay = decay - 0.01*equal(frame%6,0); per_frame_10=dx = dx + dx_residual; per_frame_11=dy = dy + dy_residual; per_frame_12=bass_thresh = above(bass_att,bass_thresh)*2 + (1-above(bass_att,bass_thresh))*((bass_thresh-1.3)*0.96+1.3); per_frame_13=dx_residual = equal(bass_thresh,2.13)*0.016*sin(time*7) + (1-equal(bass_thresh,2.13))*dx_residual; per_frame_14=dy_residual = equal(bass_thresh,2.13)*0.012*sin(time*9) + (1-equal(bass_thresh,2.13))*dy_residual; per_frame_15=wave_x = wave_x - dx_residual*7; per_frame_16=wave_y = wave_y - dy_residual*7; per_frame_17=wave_mystery = time*0.03; per_frame_18= per_frame_19=//zoom = zoom + 0.005*( 0.60*sin(0.1934*time+3) + 0.40*sin(0.307*time+9) ); per_frame_20=//zoom = zoom + max(0,bass_att-1.1)*0.2; per_frame_21=//warp = warp + max(0,treb_att-1.1)*1.0; per_frame_22= per_frame_23=// this is a great way to respond to beats: per_frame_24=// once you get one, let it decay at a constant rate!! per_frame_25=rg = max(rg*0.77, 0.02 + 0.5*min(2,max(0,mid_att-1)*1.3)); per_frame_26=q9 = rg; per_frame_27= per_frame_28=zoom = zoom + q9*0.1; warp_1=`shader_body warp_2=`{ warp_3=` // sample previous frame warp_4=` ret.xyz = tex2D( sampler_main, uv ).xyz; warp_5=` warp_6=` // take the difference between the crisp and blurred images, warp_7=` // then add it back into the image. Creates spots and stripes over time. warp_8=` float3 b = lerp(GetBlur2(uv),GetBlur1(uv),uv_orig.x);//GetBlur2(uv); warp_9=` ret.xyz += (ret.xyz - b)*0.3 - (((bass+treb+mid-0.5)*.333)*.02); warp_10=` ret.xyz *= 0.95; warp_11=` warp_12=` // add noise: warp_13=` float2 dither_uv = uv_orig*texsize.xy*texsize_noise_lq.zw * 0.4 + rand_frame.xy; warp_14=` ret.xyz += (tex2D(sampler_noise_lq, dither_uv).xyz-0.5)/256.0 * 122 * saturate(treb_att-1); warp_15=` warp_16=` // desaturate over time, to keep the globs white warp_17=` ret.xyz = lerp(ret.xyz, lum(ret.xyz), 0.2); warp_18=`} comp_1=`shader_body comp_2=`{ comp_3=` ret = tex2D(sampler_main, uv).xyz; comp_4=` ret += GetBlur1(uv)*0.4; comp_5=` comp_6=` // palettize: comp_7=` ret = pow(ret, float3(0.5, 0.8, 1.7)); comp_8=` ret = pow(ret, float3(1.7-(bass*.5), 1.7-(treb*.5), 1.7-(mid*.5))); comp_9=` comp_10=` //ret.xyz *= 2; // a little bit of overbright comp_11=`} comp_12=` comp_13=`