File: Geiss - Skin Dots 9.milk

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projectm 2.1.0+dfsg-4
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file content (252 lines) | stat: -rwxr-xr-x 6,547 bytes parent folder | download | duplicates (4)
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MILKDROP_PRESET_VERSION=201
PSVERSION=2
PSVERSION_WARP=2
PSVERSION_COMP=2
[preset00]
fRating=4.000000
fGammaAdj=1.000000
fDecay=1.000000
fVideoEchoZoom=2.000000
fVideoEchoAlpha=0.000000
nVideoEchoOrientation=0
nWaveMode=7
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=0.207218
fWaveScale=0.397108
fWaveSmoothing=0.000000
fWaveParam=0.240000
fModWaveAlphaStart=0.750000
fModWaveAlphaEnd=1.170000
fWarpAnimSpeed=0.451118
fWarpScale=3.039840
fZoomExponent=2.958210
fShader=0.000000
zoom=1.009710
rot=0.000000
cx=0.500000
cy=0.500000
dx=0.000000
dy=0.000000
warp=0.131259
sx=1.000000
sy=1.000000
wave_r=1.000000
wave_g=0.999999
wave_b=1.000000
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=64.000000
nMotionVectorsY=48.000000
mv_dx=0.000000
mv_dy=0.000000
mv_l=0.000000
mv_r=0.350000
mv_g=0.350000
mv_b=0.350000
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 + 0.350*( 0.60*sin(0.980*time) + 0.40*sin(1.047*time) );
per_frame_2=wave_g = wave_g + 0.350*( 0.60*sin(0.835*time) + 0.40*sin(1.081*time) );
per_frame_3=wave_b = wave_b + 0.350*( 0.60*sin(0.814*time) + 0.40*sin(1.011*time) );
per_frame_4=cx = cx + 0.110*( 0.60*sin(0.374*time) + 0.40*sin(0.294*time) );
per_frame_5=cy = cy + 0.110*( 0.60*sin(0.393*time) + 0.40*sin(0.223*time) );
per_frame_6=decay = decay - 0.01*equal(frame%20,0);
per_frame_7=//zoom = 1;
per_frame_8=//warp = 0;
per_frame_9=zoom = zoom + 0.2*(0.01*cos(time*0.317+1) + 0.01*cos(time*0.1132+4));
per_frame_10=rot  = rot  + 0.5*(0.01*cos(time*0.214+3) + 0.01*cos(time*0.2732+2));
per_frame_11=wave_mystery = time*0.05;
per_frame_12=//zoom = zoom + (max(1, bass_att)-1)*0.01;
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 - GetBlur1(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 * 0.1;// + rand_frame.xy;
warp_13=`   ret += (tex2D(sampler_noise_lq, dither_uv).xyz-0.5)/256.0 * 28;
warp_14=`
warp_15=`   // desaturate over time, to keep the globs white
warp_16=`   ret = lerp(ret, lum(ret), 0.04);
warp_17=`}
comp_1=`shader_body
comp_2=`{
comp_3=`    ret = tex2D(sampler_main, uv).xyz*1 +
comp_4=`              GetBlur1(uv)*0;
comp_5=`}