blob: a68833f2e95a2f5b786f6fc625dd8cb771130837 [file] [log] [blame]
MILKDROP_PRESET_VERSION=201
PSVERSION=2
PSVERSION_WARP=2
PSVERSION_COMP=2
[preset00]
fRating=5.000000
fGammaAdj=1.000000
fDecay=1.000000
fVideoEchoZoom=2.000000
fVideoEchoAlpha=0.000000
nVideoEchoOrientation=0
nWaveMode=6
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=0.220342
fWaveScale=1.141157
fWaveSmoothing=0.522000
fWaveParam=0.400000
fModWaveAlphaStart=0.830000
fModWaveAlphaEnd=1.310000
fWarpAnimSpeed=1.000000
fWarpScale=3.138000
fZoomExponent=1.000000
fShader=0.000000
zoom=1.053000
rot=0.000000
cx=0.500000
cy=0.500000
dx=0.000000
dy=0.000000
warp=0.263000
sx=1.000000
sy=1.000000
wave_r=0.500000
wave_g=0.500000
wave_b=0.500000
wave_x=0.500000
wave_y=0.500000
ob_size=0.010000
ob_r=0.000000
ob_g=0.000000
ob_b=0.000000
ob_a=0.000000
ib_size=0.010000
ib_r=0.250000
ib_g=0.250000
ib_b=0.250000
ib_a=0.000000
nMotionVectorsX=12.000000
nMotionVectorsY=9.000000
mv_dx=0.000000
mv_dy=0.000000
mv_l=0.900000
mv_r=1.000000
mv_g=1.000000
mv_b=1.000000
mv_a=0.000000
b1n=0.000000
b2n=0.000000
b3n=0.000000
b1x=1.000000
b2x=1.000000
b3x=1.000000
b1ed=0.250000
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=1.000000
wavecode_0_smoothing=0.500000
wavecode_0_r=1.000000
wavecode_0_g=1.000000
wavecode_0_b=1.000000
wavecode_0_a=1.000000
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=1.000000
wavecode_1_smoothing=0.500000
wavecode_1_r=1.000000
wavecode_1_g=1.000000
wavecode_1_b=1.000000
wavecode_1_a=1.000000
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=1.000000
wavecode_2_smoothing=0.500000
wavecode_2_r=1.000000
wavecode_2_g=1.000000
wavecode_2_b=1.000000
wavecode_2_a=1.000000
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=1.000000
wavecode_3_smoothing=0.500000
wavecode_3_r=1.000000
wavecode_3_g=1.000000
wavecode_3_b=1.000000
wavecode_3_a=1.000000
shapecode_0_enabled=0
shapecode_0_sides=4
shapecode_0_additive=0
shapecode_0_thickOutline=0
shapecode_0_textured=0
shapecode_0_x=0.500000
shapecode_0_y=0.500000
shapecode_0_rad=0.100000
shapecode_0_ang=0.000000
shapecode_0_tex_ang=0.000000
shapecode_0_tex_zoom=1.000000
shapecode_0_r=1.000000
shapecode_0_g=0.000000
shapecode_0_b=0.000000
shapecode_0_a=1.000000
shapecode_0_r2=0.000000
shapecode_0_g2=1.000000
shapecode_0_b2=0.000000
shapecode_0_a2=0.000000
shapecode_0_border_r=1.000000
shapecode_0_border_g=1.000000
shapecode_0_border_b=1.000000
shapecode_0_border_a=0.100000
shapecode_1_enabled=0
shapecode_1_sides=4
shapecode_1_additive=0
shapecode_1_thickOutline=0
shapecode_1_textured=0
shapecode_1_x=0.500000
shapecode_1_y=0.500000
shapecode_1_rad=0.100000
shapecode_1_ang=0.000000
shapecode_1_tex_ang=0.000000
shapecode_1_tex_zoom=1.000000
shapecode_1_r=1.000000
shapecode_1_g=0.000000
shapecode_1_b=0.000000
shapecode_1_a=1.000000
shapecode_1_r2=0.000000
shapecode_1_g2=1.000000
shapecode_1_b2=0.000000
shapecode_1_a2=0.000000
shapecode_1_border_r=1.000000
shapecode_1_border_g=1.000000
shapecode_1_border_b=1.000000
shapecode_1_border_a=0.100000
shapecode_2_enabled=0
shapecode_2_sides=4
shapecode_2_additive=0
shapecode_2_thickOutline=0
shapecode_2_textured=0
shapecode_2_x=0.500000
shapecode_2_y=0.500000
shapecode_2_rad=0.100000
shapecode_2_ang=0.000000
shapecode_2_tex_ang=0.000000
shapecode_2_tex_zoom=1.000000
shapecode_2_r=1.000000
shapecode_2_g=0.000000
shapecode_2_b=0.000000
shapecode_2_a=1.000000
shapecode_2_r2=0.000000
shapecode_2_g2=1.000000
shapecode_2_b2=0.000000
shapecode_2_a2=0.000000
shapecode_2_border_r=1.000000
shapecode_2_border_g=1.000000
shapecode_2_border_b=1.000000
shapecode_2_border_a=0.100000
shapecode_3_enabled=0
shapecode_3_sides=4
shapecode_3_additive=0
shapecode_3_thickOutline=0
shapecode_3_textured=0
shapecode_3_x=0.500000
shapecode_3_y=0.500000
shapecode_3_rad=0.100000
shapecode_3_ang=0.000000
shapecode_3_tex_ang=0.000000
shapecode_3_tex_zoom=1.000000
shapecode_3_r=1.000000
shapecode_3_g=0.000000
shapecode_3_b=0.000000
shapecode_3_a=1.000000
shapecode_3_r2=0.000000
shapecode_3_g2=1.000000
shapecode_3_b2=0.000000
shapecode_3_a2=0.000000
shapecode_3_border_r=1.000000
shapecode_3_border_g=1.000000
shapecode_3_border_b=1.000000
shapecode_3_border_a=0.100000
per_frame_1=wave_r = wave_r + 0.650*( 0.60*sin(1.437*time) + 0.40*sin(0.970*time) );
per_frame_2=wave_g = wave_g + 0.650*( 0.60*sin(1.344*time) + 0.40*sin(0.841*time) );
per_frame_3=wave_b = wave_b + 0.650*( 0.60*sin(1.251*time) + 0.40*sin(1.055*time) );
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 + 0.010*( 0.60*sin(0.234*time) + 0.40*sin(0.277*time) );
per_frame_8=dy = dy + 0.010*( 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)*0.016*sin(time*7) + (1-equal(bass_thresh,2))*dx_residual;
per_frame_14=dy_residual = equal(bass_thresh,2)*0.012*sin(time*9) + (1-equal(bass_thresh,2))*dy_residual;
warp_1=`shader_body
warp_2=`{
warp_3=` // sample previous frame
warp_4=` ret = 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=` ret += (ret - GetBlur2(uv))*0.3;
warp_9=` ret *= 0.9;
warp_10=`
warp_11=` // add noise:
warp_12=` float2 dither_uv = uv_orig*texsize.xy*texsize_noise_lq.zw * 0.4 + rand_frame.xy;
warp_13=` ret += (tex2D(sampler_noise_lq, dither_uv).xyz-0.5)/256.0 * 112;
warp_14=`
warp_15=` // desaturate over time, to keep the globs white
warp_16=` ret = lerp(ret, lum(ret), 0.2);
warp_17=`}
comp_1=`shader_body
comp_2=`{
comp_3=` float lum = tex2D(sampler_main, uv).z;
comp_4=` ret = lerp(float3(0.3,0.2,0.4), float3(1.0,0.8,0.2), lum.xxx);
comp_5=` ret -= (0.5-abs(lum-0.5))*2;
comp_6=` ret *= 1.333; // a little bit of overbright
comp_7=`}