File: Geiss%20-%20Myriad%20Spirals%20%28Relief%20Mix%29.milk

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projectm 2.1.0%2Bdfsg-1
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file content (320 lines) | stat: -rwxr-xr-x 9,124 bytes parent folder | download | duplicates (8)
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MILKDROP_PRESET_VERSION=201
PSVERSION=2
PSVERSION_WARP=2
PSVERSION_COMP=2
[preset00]
fRating=4.000000
fGammaAdj=1.9
fDecay=0.980
fVideoEchoZoom=1.169
fVideoEchoAlpha=0.0
nVideoEchoOrientation=0
nWaveMode=6
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=1.910
fWaveSmoothing=0.0
fWaveParam=-0.080
fModWaveAlphaStart=1.030
fModWaveAlphaEnd=1.610
fWarpAnimSpeed=1.729
fWarpScale=2.108
fZoomExponent=1.64463
fShader=0.0
zoom=1.01901
rot=0.0
cx=0.5
cy=0.5
dx=0.0
dy=0.0
warp=0.45599
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=1.0
ob_g=0.5
ob_b=0.250
ob_a=0.160
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=1
shapecode_0_sides=30
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=0.49138
shapecode_0_ang=0.0
shapecode_0_tex_ang=0.0
shapecode_0_tex_zoom=1.0
shapecode_0_r=0.7
shapecode_0_g=0.7
shapecode_0_b=1.0
shapecode_0_a=0.170
shapecode_0_r2=0.0
shapecode_0_g2=0.2
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=0.0
shape_0_per_frame1=rad = rad + 0.02*cos(time*3);
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_init_4=s = 0.5;
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*37.03;
per_frame_15=
per_frame_16=new_rot = rot + 0.013*( 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=new_s = rand(100)*0.01;
per_frame_22=
per_frame_23=// this is a great way to respond to beats:
per_frame_24=// once you get one, let it decay at a constant rate!!
per_frame_25=rg = max(rg*0.77, 0.02 + 0.5*min(2,max(0,mid_att-1)*1.3));
per_frame_26=q9 = rg;
per_frame_27=
per_frame_28=// custom beat detection code: (fps-independent; quiet songs don't freak out)
per_frame_29=min_att    = 2.5;               // lower # = quieter songs can declare beats
per_frame_30=decay_to   = 0.8;               // lower # = more hasty to declare a beat
per_frame_31=decay_rate = pow(0.9990, fps);  // lower # = more hasty to declare a beat
per_frame_32=beat =           bass/max(min_att,bass_att);
per_frame_33=beat = max(beat, mid /max(min_att,mid_att ));
per_frame_34=beat = max(beat, treb/max(min_att,treb_att));
per_frame_35=beat = max( beat, (prev_beat-decay_to)*decay_rate + decay_to );
per_frame_36=beat_level     = (beat - prev_beat - 0.07)*24;
per_frame_37=is_beat = above(beat_level, 0.5);
per_frame_38=prev_beat = beat;
per_frame_39=  // put your beat responses HERE:
per_frame_40=  wave_a = beat_level;
per_frame_41=  rot = (1-is_beat)*my_rot + (is_beat)*new_rot;
per_frame_42=  zoom = (1-is_beat)*my_zoom + (is_beat)*new_zoom;
per_frame_43=  warp = (1-is_beat)*my_warp + (is_beat)*new_warp;
per_frame_44=  cx = (1-is_beat)*my_cx + (is_beat)*new_cx;
per_frame_45=  cy = (1-is_beat)*my_cy + (is_beat)*new_cy;
per_frame_46=  s = (1-is_beat)*my_s + (is_beat)*new_s;
per_frame_47=my_rot = rot;
per_frame_48=my_zoom = zoom;
per_frame_49=my_warp = warp;
per_frame_50=my_cx = cx;
per_frame_51=my_cy = cy;
per_frame_52=my_s = s;
per_frame_53=
per_frame_54=q11 = s;
per_pixel_1=zoom = zoom + cos(ang*7)*0.02;
warp_1=`shader_body
warp_2=`{
warp_3=`    float s = 0.01 + 0.4*pow(q11, 2);     // should be < about 1
warp_4=`    float2 nz = tex3D( sampler_noisevol_hq, float3(uv_orig.xy*4*texsize.xy/850.0*s,time*0.1) );
warp_5=`
warp_6=`    float2 zz = uv_orig.xy * texsize.xy * 6 * 0.1 * s + nz*9;
warp_7=`    uv.xy += float2(cos(zz.y),cos(zz.x))*texsize.zw * 1.7 / s;
warp_8=`
warp_9=`    // sample previous frame
warp_10=`    ret.xyz = tex2D( sampler_main, uv ).xyz;
warp_11=`
warp_12=`    ret.xyz *= 0.99;
warp_13=`
warp_14=`      // add noise:
warp_15=`      float2 dither_uv = uv_orig*texsize.xy*texsize_noise_lq.zw * 1 + rand_frame.xy;
warp_16=`      ret.xyz += (tex2D(sampler_noise_lq, dither_uv).xyz-0.5)/256.0 * 122 
warp_17=`                    //* saturate(treb_att-1);
warp_18=`                    *0.16;
warp_19=`
warp_20=`    // color rotate & desaturate over time, to keep the globs white
warp_21=`    ret.xyz = lerp(ret.xyz, ret.zxy, 0.2);
warp_22=`}
comp_1=`shader_body
comp_2=`{
comp_3=`    ret = tex2D(sampler_main, uv).xyz;    
comp_4=`
comp_5=`    float3 d = float3(texsize.zw, 0)*1.3;
comp_6=`    float b1 = lum(GetBlur1(uv + d.xz));
comp_7=`    float b2 = lum(GetBlur1(uv - d.xz));
comp_8=`    float b3 = lum(GetBlur1(uv + d.zy));
comp_9=`    float b4 = lum(GetBlur1(uv - d.zy));
comp_10=`
comp_11=`    ret *= 0.5; 
comp_12=`    ret += (b1-b2)*3*float3(1,0.7,0.3);
comp_13=`    ret += (b3-b4)*3*float3(0.2,0.5,0.7);
comp_14=`
comp_15=`    ret *= 1.5;
comp_16=`}