MILKDROP_PRESET_VERSION=201 PSVERSION=2 PSVERSION_WARP=2 PSVERSION_COMP=2 [preset00] fRating=5.000 fGammaAdj=1.000 fDecay=1.000 fVideoEchoZoom=2.000 fVideoEchoAlpha=0.000 nVideoEchoOrientation=0 nWaveMode=0 bAdditiveWaves=0 bWaveDots=0 bWaveThick=0 bModWaveAlphaByVolume=0 bMaximizeWaveColor=1 bTexWrap=1 bDarkenCenter=0 bRedBlueStereo=0 bBrighten=0 bDarken=0 bSolarize=0 bInvert=0 fWaveAlpha=0.001 fWaveScale=2.988 fWaveSmoothing=0.750 fWaveParam=0.000 fModWaveAlphaStart=0.750 fModWaveAlphaEnd=0.950 fWarpAnimSpeed=1.000 fWarpScale=1.000 fZoomExponent=1.00000 fShader=0.000 zoom=0.99010 rot=0.00000 cx=0.500 cy=0.500 dx=0.00000 dy=0.00000 warp=1.00000 sx=1.00000 sy=1.00000 wave_r=0.500 wave_g=0.500 wave_b=0.500 wave_x=0.500 wave_y=0.500 ob_size=0.010 ob_r=0.000 ob_g=0.000 ob_b=0.000 ob_a=0.000 ib_size=0.010 ib_r=0.250 ib_g=0.250 ib_b=0.250 ib_a=0.000 nMotionVectorsX=12.000 nMotionVectorsY=9.000 mv_dx=0.000 mv_dy=0.000 mv_l=0.900 mv_r=1.000 mv_g=1.000 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=0.000 wavecode_0_enabled=1 wavecode_0_samples=512 wavecode_0_sep=0 wavecode_0_bSpectrum=1 wavecode_0_bUseDots=1 wavecode_0_bDrawThick=1 wavecode_0_bAdditive=0 wavecode_0_scaling=0.12032 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_per_point1=y=.3+pow(value1*.01,.2); wave_0_per_point2=r=rand(10)*.1; wave_0_per_point3=g=rand(10)*.1; wave_0_per_point4=b=rand(10)*.1; wave_0_per_point5=x = if(equal(frame%2,0),.6 + -sample*.45,.4+sample*.45); wave_0_per_point6=x = if(above(sample,.2),x,-1); wavecode_1_enabled=1 wavecode_1_samples=512 wavecode_1_sep=0 wavecode_1_bSpectrum=1 wavecode_1_bUseDots=1 wavecode_1_bDrawThick=1 wavecode_1_bAdditive=0 wavecode_1_scaling=1.00000 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_per_point1=x = if(equal(frame%2,0),.6 + -sample*.45,.4+sample*.45); wave_1_per_point2=y=.5-pow(value2*.01,.2); wave_1_per_point3=r=rand(10)*.1; wave_1_per_point4=g=rand(10)*.1; wave_1_per_point5=b=rand(10)*.1; wave_1_per_point6=x = if(above(sample,.2),x,-1); 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=1.00000 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=t1 = 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=1.00000 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 shapecode_0_enabled=1 shapecode_0_sides=32 shapecode_0_additive=0 shapecode_0_thickOutline=0 shapecode_0_textured=0 shapecode_0_num_inst=1 shapecode_0_x=0.500 shapecode_0_y=0.500 shapecode_0_rad=0.18000 shapecode_0_ang=0.00000 shapecode_0_tex_ang=0.00000 shapecode_0_tex_zoom=1.00000 shapecode_0_r=0.000 shapecode_0_g=0.000 shapecode_0_b=0.600 shapecode_0_a=1.000 shapecode_0_r2=1.000 shapecode_0_g2=1.000 shapecode_0_b2=1.000 shapecode_0_a2=0.000 shapecode_0_border_r=1.000 shapecode_0_border_g=1.000 shapecode_0_border_b=1.000 shapecode_0_border_a=0.000 shape_0_per_frame1=x=.2+.02*sin(time*3); shape_0_per_frame2=y=.7+.02*sin(time*4);; shape_0_per_frame3=rad=rad+.23*sin(bass); shape_0_per_frame4=r2 = 1; shape_0_per_frame5=b2 = 1-.1*treb*above(bass,1); shape_0_per_frame6=g2 = 1-.1*treb*above(bass,1); shape_0_per_frame7=g = .2*mid*abs(sin(time*.9)); shapecode_1_enabled=1 shapecode_1_sides=32 shapecode_1_additive=0 shapecode_1_thickOutline=0 shapecode_1_textured=0 shapecode_1_num_inst=1 shapecode_1_x=0.500 shapecode_1_y=0.500 shapecode_1_rad=0.18000 shapecode_1_ang=0.00000 shapecode_1_tex_ang=0.00000 shapecode_1_tex_zoom=1.00000 shapecode_1_r=0.000 shapecode_1_g=0.000 shapecode_1_b=1.000 shapecode_1_a=1.000 shapecode_1_r2=1.000 shapecode_1_g2=1.000 shapecode_1_b2=1.000 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=0.000 shape_1_per_frame1=x=.8+.02*sin(time*3); shape_1_per_frame2=y=.7+.02*sin(time*4);; shape_1_per_frame3=rad=rad+.23*sin(treb); shape_1_per_frame4=r2 = 1; shape_1_per_frame5=b2 = 1-.1*treb*above(treb,1); shape_1_per_frame6=g2 = 1-.1*treb*above(treb,1); shape_1_per_frame7=g = .2*mid*abs(sin(time*.9)); shapecode_2_enabled=1 shapecode_2_sides=3 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=0.17000 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=0.700 shapecode_2_b=0.400 shapecode_2_a=1.000 shapecode_2_r2=1.000 shapecode_2_g2=0.600 shapecode_2_b2=0.400 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=0.000 shape_2_per_frame1=ang = 1.57+.2*sin(time*6); shape_2_per_frame2=rad=rad+.08*sin(time*3); shape_2_per_frame3=y = .63 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=warp = 0; per_frame_2= warp_1=`shader_body warp_2=`{ warp_3=` float2 d = texsize.zw * 8; // the distance of the 4 surrounding spots (N-E-S-W), where the gradient is calutated by warp_4=` // 4 - 12, has impact on the spreading speed warp_5=` // (wider distances may result in greater differences warp_6=` float3 dx = ( GetBlur1(uv + float2(1,0)*d) - GetBlur1(uv-float2(1,0)*d) ); // east-west gradient warp_7=` float3 dy = ( GetBlur1(uv + float2(0,1)*d) - GetBlur1(uv-float2(0,1)*d) ); // north-south gradient warp_8=` warp_9=` float2 dither_uv = uv_orig*texsize.xy*texsize_noise_lq.zw * 1.2 // makes the graininess of the fur warp_10=` // 0.5 (very raw) - 3 (fine leather) warp_11=` + rand_frame.xy; // needs to be set to keep an overall randomness warp_12=` warp_13=` float2 uv_bg = lerp(uv_orig,uv,0.4) // scaling the input motion vector down, useful for a lower layer warp_14=` + float2(dx.x,dy.x)*texsize.zw *2; // important: this is the spreading factor. warp_15=` // 1 to 8 are good values warp_16=` // (dependent on the distance the gradient is taken from) warp_17=` warp_18=` ret.x = GetPixel(uv_bg).x // we will process the value from the previous frame warp_19=` - (GetPixel(uv_bg).x - GetBlur3(uv_bg).x) * 0.02 // this part darkens the most contrasty parts only warp_20=` // try differnet blur levels too warp_21=` - 0.004 // overall fade to black warp_22=` // the play of the upper two factors makes the 3D impact warp_23=` +(tex2D(sampler_noise_lq, dither_uv).xyz-0.5) *0.12; // intensity of the hairs (0.04 - 0.4) warp_24=` warp_25=`} comp_1=` comp_2=` comp_3=` comp_4=` comp_5=`shader_body comp_6=`{ comp_7=` uv = 0.05 + 0.9*uv; comp_8=` ret = tex2D(sampler_main, uv).xyz; comp_9=` // SUPER GLOW EDGES - looks awesome w/octopus comp_10=` float3 avg_col = GetBlur2(uv); comp_11=` ret = abs(avg_col - ret)*6; comp_12=` ret *= .65; // a little bit of overbright comp_13=`}