blob: e0324cd4c7abcb5ba87cf709cdae123dec3b4952 [file] [log] [blame]
MILKDROP_PRESET_VERSION=201
PSVERSION=2
PSVERSION_WARP=2
PSVERSION_COMP=2
[preset00]
fRating=2.0
fGammaAdj=2.0
fDecay=0.990
fVideoEchoZoom=2.0
fVideoEchoAlpha=0.0
nVideoEchoOrientation=0
nWaveMode=7
bAdditiveWaves=1
bWaveDots=0
bWaveThick=0
bModWaveAlphaByVolume=0
bMaximizeWaveColor=1
bTexWrap=1
bDarkenCenter=0
bRedBlueStereo=0
bBrighten=0
bDarken=0
bSolarize=0
bInvert=0
fWaveAlpha=0.451
fWaveScale=1.111
fWaveSmoothing=0.0
fWaveParam=-0.160
fModWaveAlphaStart=0.850
fModWaveAlphaEnd=1.530
fWarpAnimSpeed=1.0
fWarpScale=1.0
fZoomExponent=1.0
fShader=0.0
zoom=1.05000
rot=0.0
cx=0.5
cy=0.5
dx=0.0
dy=0.0
warp=0.02001
sx=1.0
sy=1.0
wave_r=0.860
wave_g=0.610
wave_b=0.290
wave_x=0.5
wave_y=0.450
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=0.4
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=1
shapecode_0_sides=16
shapecode_0_additive=0
shapecode_0_thickOutline=0
shapecode_0_textured=0
shapecode_0_num_inst=5
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=1.0
shapecode_0_b=1.0
shapecode_0_a=1.0
shapecode_0_r2=0.5
shapecode_0_g2=0.7
shapecode_0_b2=0.9
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=0.0
shape_0_per_frame1=ang2 = instance/num_inst*6.28 + time + q16*6.28;
shape_0_per_frame2=rad2 = 0.1;
shape_0_per_frame3=x = 0.5 + rad2*cos(ang2)*q11;
shape_0_per_frame4=y = 0.5 + rad2*sin(ang2)*q12;
shape_0_per_frame5=a = a * q1;
shape_0_per_frame6=a2 = a2 * q1;
shape_0_per_frame7=
shape_0_per_frame8=rad = min(0.8, 0.04 + 0.04*q9) * q1;
shape_0_per_frame9=
shape_0_per_frame10=r = q15;
shape_0_per_frame11=g = q14;
shape_0_per_frame12=b = q13;
shapecode_1_enabled=0
shapecode_1_sides=32
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=1.0
shapecode_1_b=1.0
shapecode_1_a=1.0
shapecode_1_r2=0.5
shapecode_1_g2=0.5
shapecode_1_b2=0.9
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=0.0
shape_1_per_frame1=ang = 1.7;
shape_1_per_frame2=r = 0.1;
shape_1_per_frame3=x = 0.5 + r*cos(ang);
shape_1_per_frame4=y = 0.5 + r*sin(ang);
shape_1_per_frame5=a = a * q9;
shapecode_2_enabled=0
shapecode_2_sides=32
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=1.0
shapecode_2_b=1.0
shapecode_2_a=1.0
shapecode_2_r2=0.5
shapecode_2_g2=0.5
shapecode_2_b2=0.9
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=0.0
shape_2_per_frame1=ang = 4.84;
shape_2_per_frame2=r = 0.1;
shape_2_per_frame3=x = 0.5 + r*cos(ang);
shape_2_per_frame4=y = 0.5 + r*sin(ang);
shape_2_per_frame5=a = a * q9;
shapecode_3_enabled=0
shapecode_3_sides=32
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=1.0
shapecode_3_b=1.0
shapecode_3_a=1.0
shapecode_3_r2=0.5
shapecode_3_g2=0.5
shapecode_3_b2=0.9
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=0.0
shape_3_per_frame1=ang = 3.14;
shape_3_per_frame2=r = 0.1;
shape_3_per_frame3=x = 0.5 + r*cos(ang);
shape_3_per_frame4=y = 0.5 + r*sin(ang);
shape_3_per_frame5=a = a * q9;
per_frame_1=wave_r = wave_r + 0.200*( 0.60*sin(1.517*time) + 0.40*sin(1.580*time) );
per_frame_2=wave_g = wave_g + 0.200*( 0.60*sin(1.088*time) + 0.40*sin(1.076*time) );
per_frame_3=wave_b = wave_b + 0.200*( 0.60*sin(1.037*time) + 0.40*sin(0.922*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 + 0.110*( 0.60*sin(0.374*time) + 0.40*sin(0.294*time) );
per_frame_6=cy = cy + 0.110*( 0.60*sin(0.393*time) + 0.40*sin(0.223*time) );
per_frame_7=q1=cos(1.41*time);
per_frame_8=q2=time + 0.3*sin(time*1.47);
per_frame_9=
per_frame_10=// this is a great way to respond to beats:
per_frame_11=// once you get one, let it decay at a constant rate!!
per_frame_12=rg = max(rg*0.77, 0.02 + 0.5*min(2,max(0,mid_att-1)*1.3));
per_frame_13=q9 = rg * above(rg,rg2*2);
per_frame_14=rg2 = max(rg, rg2*0.8);
per_frame_15=
per_frame_16=//zoom = zoom + q9*0.1;
per_frame_17=monitor = q9;
per_frame_18=
per_frame_19=// for custom shape 1:
per_frame_20=q11 = aspectx;
per_frame_21=q12 = aspecty;
per_frame_22=q13 = wave_r;
per_frame_23=q14 = wave_g;
per_frame_24=q15 = wave_b;
per_frame_25=q16 = rand(100)*0.01;
per_frame_26=
per_frame_27=// custom beat detection code: (fps-independent; quiet songs don't freak out)
per_frame_28=decay_rate = pow(0.993, fps); // lower # = more hasty to declare a beat
per_frame_29=min_att = 2.5; // lower # = quieter songs can declare beats
per_frame_30=decay_to = 1.0; // lower # = more hasty to declare a beat
per_frame_31=beat = bass/max(min_att,bass_att);
per_frame_32=beat = max(beat, mid /max(min_att,mid_att ));
per_frame_33=beat = max(beat, treb/max(min_att,treb_att));
per_frame_34=beat = max( beat, (prev_beat-decay_to)*decay_rate + decay_to );
per_frame_35=beat_level = (beat - prev_beat - 0.0)*24;
per_frame_36=is_beat = above(beat_level, 0.5);
per_frame_37=prev_beat = beat;
per_frame_38= // put your beat responses HERE:
per_frame_39= //wave_a = beat_level + 1.95;
per_frame_40= q1 = is_beat; //drives shape #1
per_pixel_1=//rot=rot+0.05*sin(rad*13.5 + q2*1.3 + q*1.31);
per_pixel_2=//zoom=zoom+0.05*sin(ang*10.0 + rad*7.5 + q2*1.63 + q);
warp_1=`shader_body
warp_2=`{
warp_3=`
warp_4=` // sample previous frame
warp_5=` ret = tex2D( sampler_main, uv ).xyz;
warp_6=`
warp_7=` // darken (decay) over time
warp_8=` //ret = (ret - 0.0015)*0.988;
warp_9=` ret *= 0.8 + 0.17*saturate(rad*5);
warp_10=`}
comp_1=`shader_body
comp_2=`{
comp_3=` ret = tex2D(sampler_main, uv).xyz;
comp_4=` //ret += (GetBlur1(uv) - blur1_min)*2.5;
comp_5=` //ret = pow(ret, float3(0.9,0.5,1.3)) - 0.06;
comp_6=` ret *= 1.80; //gamma
comp_7=`
comp_8=`}