MILKDROP_PRESET_VERSION=201 PSVERSION=3 PSVERSION_WARP=3 PSVERSION_COMP=3 [preset00] fRating=4.000000 fGammaAdj=1.000 fDecay=0.940 fVideoEchoZoom=1.000 fVideoEchoAlpha=0.500 nVideoEchoOrientation=3 nWaveMode=7 bAdditiveWaves=1 bWaveDots=0 bWaveThick=0 bModWaveAlphaByVolume=1 bMaximizeWaveColor=0 bTexWrap=1 bDarkenCenter=0 bRedBlueStereo=0 bBrighten=0 bDarken=0 bSolarize=0 bInvert=0 fWaveAlpha=0.001 fWaveScale=1.286 fWaveSmoothing=0.630 fWaveParam=0.000 fModWaveAlphaStart=0.710 fModWaveAlphaEnd=1.300 fWarpAnimSpeed=1.459 fWarpScale=2.007 fZoomExponent=1.00000 fShader=0.000 zoom=0.99990 rot=0.00000 cx=0.500 cy=0.500 dx=0.00000 dy=0.00000 warp=0.01000 sx=0.99990 sy=1.00000 wave_r=0.650 wave_g=0.650 wave_b=0.650 wave_x=0.500 wave_y=0.500 ob_size=0.010 ob_r=1.000 ob_g=1.000 ob_b=1.000 ob_a=0.000 ib_size=0.260 ib_r=0.250 ib_g=0.250 ib_b=0.250 ib_a=0.000 nMotionVectorsX=64.000 nMotionVectorsY=20.160 mv_dx=0.000 mv_dy=0.000 mv_l=0.400 mv_r=1.000 mv_g=0.400 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=1 wavecode_0_samples=512 wavecode_0_sep=0 wavecode_0_bSpectrum=0 wavecode_0_bUseDots=1 wavecode_0_bDrawThick=1 wavecode_0_bAdditive=1 wavecode_0_scaling=1.12682 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 wave_0_init1=mx=.5; wave_0_init2=my=.4; wave_0_init3=md=3; wave_0_per_point1=oldmd=md; wave_0_per_point2=md=(md+rand(4))%4; wave_0_per_point3=md=if(equal(md,oldmd),(md+1)%4,md); wave_0_per_point4= wave_0_per_point5=mx=mx+(equal(md,0)*.002*bass); wave_0_per_point6=mx=mx-(equal(md,1)*.002*bass); wave_0_per_point7=my=my+(equal(md,2)*.002*treb); wave_0_per_point8=my=my-(equal(md,3)*.002*treb); wave_0_per_point9= wave_0_per_point10=mx=if(above(mx,.9),.5,mx); wave_0_per_point11=mx=if(below(mx,.1),.5,mx); wave_0_per_point12=my=if(above(my,.9),.5,my); wave_0_per_point13=my=if(below(my,.1),.5,my); wave_0_per_point14= wave_0_per_point15=x=mx; wave_0_per_point16=y=my; wave_0_per_point17=a=cos(tan(treb + bass*.1)); wavecode_1_enabled=1 wavecode_1_samples=512 wavecode_1_sep=0 wavecode_1_bSpectrum=0 wavecode_1_bUseDots=1 wavecode_1_bDrawThick=1 wavecode_1_bAdditive=1 wavecode_1_scaling=1.12682 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 wave_1_init1=mx=.5; wave_1_init2=my=.4; wave_1_init3=md=3; wave_1_per_point1=oldmd=md; wave_1_per_point2=md=(md+rand(4))%4; wave_1_per_point3=md=if(equal(md,oldmd),(md+1)%4,md); wave_1_per_point4= wave_1_per_point5=mx=mx+(equal(md,0)*.002*bass); wave_1_per_point6=mx=mx-(equal(md,1)*.002*bass); wave_1_per_point7=my=my+(equal(md,2)*.002*treb); wave_1_per_point8=my=my-(equal(md,3)*.002*treb); wave_1_per_point9= wave_1_per_point10=mx=if(above(mx,.9),.5,mx); wave_1_per_point11=mx=if(below(mx,.1),.5,mx); wave_1_per_point12=my=if(above(my,.9),.5,my); wave_1_per_point13=my=if(below(my,.1),.5,my); wave_1_per_point14= wave_1_per_point15=x=mx; wave_1_per_point16=y=my; wave_1_per_point17=a=cos(tan(treb + bass*.1)); wavecode_2_enabled=1 wavecode_2_samples=512 wavecode_2_sep=0 wavecode_2_bSpectrum=0 wavecode_2_bUseDots=1 wavecode_2_bDrawThick=1 wavecode_2_bAdditive=1 wavecode_2_scaling=1.12682 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 wave_2_init1=mx=.5; wave_2_init2=my=.4; wave_2_init3=md=3; wave_2_per_point1=oldmd=md; wave_2_per_point2=md=(md+rand(4))%4; wave_2_per_point3=md=if(equal(md,oldmd),(md+1)%4,md); wave_2_per_point4= wave_2_per_point5=mx=mx+(equal(md,0)*.002*bass); wave_2_per_point6=mx=mx-(equal(md,1)*.002*bass); wave_2_per_point7=my=my+(equal(md,2)*.002*treb); wave_2_per_point8=my=my-(equal(md,3)*.002*treb); wave_2_per_point9= wave_2_per_point10=mx=if(above(mx,.9),.5,mx); wave_2_per_point11=mx=if(below(mx,.1),.5,mx); wave_2_per_point12=my=if(above(my,.9),.5,my); wave_2_per_point13=my=if(below(my,.1),.5,my); wave_2_per_point14= wave_2_per_point15=x=mx; wave_2_per_point16=y=my; wave_2_per_point17=a=cos(tan(treb + bass*.1)); wavecode_3_enabled=1 wavecode_3_samples=512 wavecode_3_sep=0 wavecode_3_bSpectrum=0 wavecode_3_bUseDots=1 wavecode_3_bDrawThick=1 wavecode_3_bAdditive=1 wavecode_3_scaling=1.12682 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 wave_3_init1=mx=.5; wave_3_init2=my=.4; wave_3_init3=md=3; wave_3_per_point1=oldmd=md; wave_3_per_point2=md=(md+rand(4))%4; wave_3_per_point3=md=if(equal(md,oldmd),(md+1)%4,md); wave_3_per_point4= wave_3_per_point5=mx=mx+(equal(md,0)*.002*bass); wave_3_per_point6=mx=mx-(equal(md,1)*.002*bass); wave_3_per_point7=my=my+(equal(md,2)*.002*treb); wave_3_per_point8=my=my-(equal(md,3)*.002*treb); wave_3_per_point9= wave_3_per_point10=mx=if(above(mx,.9),.5,mx); wave_3_per_point11=mx=if(below(mx,.1),.5,mx); wave_3_per_point12=my=if(above(my,.9),.5,my); wave_3_per_point13=my=if(below(my,.1),.5,my); wave_3_per_point14= wave_3_per_point15=x=mx; wave_3_per_point16=y=my; wave_3_per_point17=a=cos(tan(treb + bass*.1)); shapecode_0_enabled=0 shapecode_0_sides=4 shapecode_0_additive=0 shapecode_0_thickOutline=0 shapecode_0_textured=1 shapecode_0_num_inst=1 shapecode_0_x=0.500 shapecode_0_y=0.500 shapecode_0_rad=1.20321 shapecode_0_ang=0.00000 shapecode_0_tex_ang=0.00000 shapecode_0_tex_zoom=1.22019 shapecode_0_r=1.000 shapecode_0_g=0.000 shapecode_0_b=0.000 shapecode_0_a=0.000 shapecode_0_r2=0.000 shapecode_0_g2=1.000 shapecode_0_b2=0.000 shapecode_0_a2=0.500 shapecode_0_border_r=1.000 shapecode_0_border_g=1.000 shapecode_0_border_b=1.000 shapecode_0_border_a=0.000 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=dec_med = pow (0.9, 30/fps); per_frame_2=dec_slow = pow (0.99, 30/fps); per_frame_3=beat = max (max (bass, mid), treb); per_frame_4=avg = avg*dec_slow + beat*(1-dec_slow); per_frame_5=is_beat = above(beat, .4+avg+peak) * above (time, t0+.2); per_frame_6=t0 = is_beat*time + (1-is_beat)*t0; per_frame_7=peak = is_beat * beat + (1-is_beat)*peak*dec_med; per_frame_8=index = (index + is_beat) %12; per_frame_9=index2 = (index2 + is_beat*bnot(index))%4; per_frame_10=index3 = (index3 + is_beat*bnot(index)*bnot(index2))%3; per_frame_11= per_frame_12=q20 = avg; per_frame_13=q21 = beat; per_frame_14=q22 = peak; per_frame_15=q23 = index; per_frame_16=q24 = is_beat; per_frame_17=q26 = bass + mid + treb; per_frame_18=q27 = index + 1; per_frame_19=q28 = index2; per_frame_20= per_frame_21=k1 = is_beat*equal(index%2,0); per_frame_22=p1 = k1*(p1+1) + (1-k1)*p1; per_frame_23=p2 = dec_med * p2+ (1-dec_med)*p1; per_frame_24=rott = p2 * 3.1416/4; per_frame_25=q1 = cos(rott); per_frame_26=q2 = sin(rott); per_frame_27=q3 = -q2; per_frame_28=q4 = q1; per_frame_29= per_frame_30=drot = (index%4-2) * 30/fps; per_frame_31=p3 = p3*dec_slow + (1-dec_slow)*30/fps * drot; per_frame_32=q30 = p3 ; per_frame_33= per_frame_34=stag = (q27+index2*1); per_frame_35=stag = max(stag,1); per_frame_36=p4 = dec_med*p4 + (1-dec_med)*stag; per_frame_37=q31 = p4; per_frame_38= per_frame_39=zoom = 1 + .05*q1; per_frame_40=rot = -0.007 * index; per_frame_41= per_frame_42=q32 = pow(0.996, 30/fps); //fade per_frame_43= per_frame_44=monitor = index2; warp_1=`shader_body warp_2=`{ warp_3=` float2 scale = float2(1280,1024)*texsize.zw; // 1280x1024 : the resolution i modelled this shader with warp_4=` float1 d = 0.005; warp_5=` float1 dx = ( GetBlur2(uv + float2(d,0)) - GetBlur2(uv-float2(d,0)) ).x*scale.x; warp_6=` float1 dy = ( GetBlur2(uv + float2(0,d)) - GetBlur2(uv-float2(0,d)) ).x*scale.y; warp_7=` float1 dxb = ( GetBlur2(uv + float2(d,0)) - GetBlur2(uv-float2(d,0)) ).x*scale.x; warp_8=` float1 dyb = ( GetBlur2(uv + float2(0,d)) - GetBlur2(uv-float2(0,d)) ).x*scale.y; warp_9=` float2 my_uv = uv - float2(dx,dy)*0.01 + float2(dxb,dyb)*0.003; warp_10=` warp_11=` warp_12=` warp_13=` float2 v = 0.01; warp_14=` ret.x = tex2D( sampler_fw_main, my_uv -floor(my_uv)*0).x; warp_15=` warp_16=` warp_17=` ret.x += (ret.x - GetBlur3(uv).x)*.1; warp_18=` ret.x += 0.004; warp_19=` warp_20=` warp_21=`//-------------------------------- warp_22=` warp_23=` my_uv = uv + float2(dy,-dx)*0.05*(1.2-GetBlur3(uv).y); warp_24=` warp_25=` warp_26=` warp_27=` v = 0.01; warp_28=` ret.z = tex2D( sampler_fw_main, my_uv).z; warp_29=` warp_30=` ret.z += (ret.z - GetBlur1(uv).z)*length(my_uv-uv)*180/length(scale); warp_31=` ret.z *= 0.8; warp_32=` ret.z += 0.004; warp_33=` warp_34=` warp_35=` warp_36=`//-------------------------------- warp_37=` warp_38=` d = 0.01; warp_39=` my_uv = float2(-dy,dx)*0.045; warp_40=` warp_41=` dx = ( GetBlur2(uv + float2(d,0)) - GetBlur2(uv-float2(d,0)) ).y*scale.x; warp_42=` dy = ( GetBlur2(uv + float2(0,d)) - GetBlur2(uv-float2(0,d)) ).y*scale.y; warp_43=` my_uv += uv - float2(dx,dy)*0.03; warp_44=` warp_45=` warp_46=` warp_47=` v = 0.01; warp_48=` ret.y =tex2D( sampler_fw_main, my_uv).y; warp_49=` warp_50=` warp_51=` ret.y += (ret.y - GetBlur3(my_uv).y)*0.2 + 0.0; warp_52=` ret = lerp(ret, tex2D(sampler_main,uv_orig), 0.2); //motionblur warp_53=` warp_54=`//ret = 0; warp_55=`} comp_1=`sampler sampler_manyfish; comp_2=`shader_body comp_3=`{ comp_4=` float2 d = texsize.zw*2; comp_5=` float3 dx = ( GetBlur1(uv+float2(0,1)*d)-GetBlur1(uv-float2(1,0)*d) ); comp_6=` float3 dy = ( GetBlur1(uv+float2(0,1)*d)-GetBlur1(uv-float2(0,1)*d) ); comp_7=` comp_8=` float2 uv_dz = uv + float2(dy.z,-dx.z)*texsize.zw*64; comp_9=` float2 uv_dy = uv - float2(dy.z,-dx.z)*texsize.zw*32; comp_10=` comp_11=`ret = GetPixel(uv).y*.92; comp_12=`ret = lerp(float3(0.2,0.02,0.6),float3(0.6,0.6,0),GetBlur3(uv_dz).y*8); comp_13=`ret = lerp(ret,float3(1,1,2),GetBlur1(uv_dz).y*6); comp_14=`ret = lerp(ret,float3(0,0,0),GetPixel(uv_dz).y*2); comp_15=` comp_16=`ret = lerp(ret,float3(0,1,0),GetBlur2(uv).z*1.2); comp_17=`//ret = lerp(ret,float3(-.02,-4,2),GetPixel(uv).z); comp_18=` comp_19=`ret = lerp(ret,float3(1.4,0,0),GetBlur1(uv_dy).x*2); comp_20=`ret = lerp(ret,0,GetPixel(uv_dy).x*2); comp_21=` comp_22=`} comp_23=`