blob: 31c6ea1162b298a39414ea1441e2cc492694243d [file] [log] [blame]
MILKDROP_PRESET_VERSION=201
PSVERSION=2
PSVERSION_WARP=2
PSVERSION_COMP=2
[preset00]
fRating=5.0
fGammaAdj=1.9
fDecay=0.980
fVideoEchoZoom=1.169
fVideoEchoAlpha=0.0
nVideoEchoOrientation=0
nWaveMode=7
bAdditiveWaves=0
bWaveDots=0
bWaveThick=1
bModWaveAlphaByVolume=0
bMaximizeWaveColor=1
bTexWrap=1
bDarkenCenter=0
bRedBlueStereo=0
bBrighten=0
bDarken=0
bSolarize=0
bInvert=0
fWaveAlpha=0.433
fWaveScale=1.719
fWaveSmoothing=0.540
fWaveParam=0.0
fModWaveAlphaStart=1.030
fModWaveAlphaEnd=1.610
fWarpAnimSpeed=1.729
fWarpScale=2.108
fZoomExponent=4.02709
fShader=0.0
zoom=1.00901
rot=0.0
cx=0.5
cy=0.5
dx=0.0
dy=0.0
warp=0.06778
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_init_1=q10 = 0;
per_frame_init_2=my_rot = 0;
per_frame_init_3=my_zoom = 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=dx = dx + 0.003*( 0.60*sin(0.234*time) + 0.40*sin(0.277*time) );
per_frame_5=dy = dy + 0.003*( 0.60*sin(0.284*time) + 0.40*sin(0.247*time) );
per_frame_6=decay = decay - 0.01*equal(frame%6,0);
per_frame_7=dx = dx + dx_residual;
per_frame_8=dy = dy + dy_residual;
per_frame_9=bass_thresh = above(bass_att,bass_thresh)*2 + (1-above(bass_att,bass_thresh))*((bass_thresh-1.3)*0.96+1.3);
per_frame_10=dx_residual = equal(bass_thresh,2.13)*0.016*sin(time*7) + (1-equal(bass_thresh,2.13))*dx_residual;
per_frame_11=dy_residual = equal(bass_thresh,2.13)*0.012*sin(time*9) + (1-equal(bass_thresh,2.13))*dy_residual;
per_frame_12=wave_x = wave_x - dx_residual*7;
per_frame_13=wave_y = wave_y - dy_residual*7;
per_frame_14=wave_mystery = time*0.03;
per_frame_15=
per_frame_16=new_rot = rot + 0.020*( 0.60*sin(17.381*time) + 0.40*sin(11.579*time) );
per_frame_17=new_zoom = zoom + 0.01*( 0.60*sin(20.1934*time+3) + 0.40*sin(16.307*time+9) );
per_frame_18=new_warp = warp + 0.34*( 0.60*sin(13.5442*time) + 0.40*sin(22.543*time) );
per_frame_19=new_cx = cx + 0.310*( 0.60*sin(16.374*time) + 0.40*sin(26.294*time) );
per_frame_20=new_cy = cy + 0.310*( 0.60*sin(18.393*time) + 0.40*sin(37.223*time) );
per_frame_21=
per_frame_22=// this is a great way to respond to beats:
per_frame_23=// once you get one, let it decay at a constant rate!!
per_frame_24=rg = max(rg*0.77, 0.02 + 0.5*min(2,max(0,mid_att-1)*1.3));
per_frame_25=q9 = rg;
per_frame_26=
per_frame_27=
per_frame_28=
per_frame_29=// custom wave opacity modulation
per_frame_30=//beat = (bass+mid+treb) / (bass_att+mid_att+treb_att);
per_frame_31=beat = max(bass/bass_att, mid/mid_att);
per_frame_32=beat = max(beat, treb/treb_att);
per_frame_33= decay_rate = pow(0.9995, fps);
per_frame_34= beat = max( beat, prev_beat*decay_rate );
per_frame_35= wave_a = (beat - prev_beat - 0.1)*24;
per_frame_36= is_beat = above(wave_a, 0.5);
per_frame_37= rot = (1-is_beat)*my_rot + (is_beat)*new_rot;
per_frame_38= zoom = (1-is_beat)*my_zoom + (is_beat)*new_zoom;
per_frame_39= warp = (1-is_beat)*my_warp + (is_beat)*new_warp;
per_frame_40= cx = (1-is_beat)*my_cx + (is_beat)*new_cx;
per_frame_41= cy = (1-is_beat)*my_cy + (is_beat)*new_cy;
per_frame_42=prev_beat = beat;
per_frame_43=my_rot = rot;
per_frame_44=my_zoom = zoom;
per_frame_45=my_warp = warp;
per_frame_46=my_cx = cx;
per_frame_47=my_cy = cy;
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 b0 = ret.xyz;
warp_9=` float3 b1 = GetBlur1(uv).xyz;
warp_10=` float3 b2 = GetBlur2(uv).xyz;
warp_11=` //float b3 = GetBlur3(uv).xyz;
warp_12=` float3 dc = b0-b1;
warp_13=` dc = lerp(dc, (b2-b1)*2, rad);
warp_14=`
warp_15=` ret.xyz += dc*0.3;
warp_16=` ret.xyz *= 0.9;
warp_17=` ret = lerp(ret, 0.5, 0.03);
warp_18=`
warp_19=`
warp_20=` // add noise:
warp_21=` float2 dither_uv = uv_orig*texsize.xy*texsize_noise_lq.zw * 1 + rand_frame.xy;
warp_22=` ret.xyz += (tex2D(sampler_noise_lq, dither_uv).xyz-0.5)/256.0 * 122
warp_23=` //* saturate(treb_att-1);
warp_24=` *0.16;
warp_25=`
warp_26=` // desaturate over time, to keep the globs white
warp_27=` //ret.xyz = lerp(ret.xyz, lum(ret.xyz), 0.2);
warp_28=` ret.xyz = lerp(ret.xyz, ret.zxy, 0.02);
warp_29=`}
comp_1=`shader_body
comp_2=`{
comp_3=` ret = tex2D(sampler_main, uv).xyz;
comp_4=`
comp_5=` ret *= hue_shader*1.15;
comp_6=`
comp_7=`}
comp_8=`
comp_9=`