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Source code for milkdrop is supposed to be here http://sourceforge.net/projects/milkdrop/ but I can't find it. That is probably just as well as it is DX, not OpenGL.
My initial ideas of doing a "simple" conversion are "out the window". This is a much more involved bit of programming than I thought it was originally and would change the core of shadertone significantly.
Some per-pixel bits of visualization examples would port over pretty easily, but there are vertex-shader meshes & other geometry rendered that shadertone currently does not do at all.
Will keep this open, but this points towards a long-term direction of shadertone (if we want to go there...), not a near-term goal.
Putting this into the "wontfix" category. I'm just not that motivated to make this happen--it is a lot of work to do this and it might be different enough from what shadertone does now to be worthy of its own project.
If anyone else is motivated enough to take a run at this, just let me know...
See https://twitter.com/ghoseb/status/329970404947009536
Check out http://ghostco.de/milkdrop_pack/ for an example to add.
Also check out https://github.com/gattis/milkshake
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