MILKDROP_PRESET_VERSION=201
PSVERSION=2
PSVERSION_WARP=2
PSVERSION_COMP=2
[preset00]
fRating=2.000000
fGammaAdj=1.994
fDecay=0.970
fVideoEchoZoom=2.000
fVideoEchoAlpha=0.000
nVideoEchoOrientation=0
nWaveMode=0
bAdditiveWaves=0
bWaveDots=0
bWaveThick=0
bModWaveAlphaByVolume=0
bMaximizeWaveColor=1
bTexWrap=0
bDarkenCenter=0
bRedBlueStereo=0
bBrighten=0
bDarken=0
bSolarize=0
bInvert=0
fWaveAlpha=100.000
fWaveScale=0.312
fWaveSmoothing=0.450
fWaveParam=-0.500
fModWaveAlphaStart=0.710
fModWaveAlphaEnd=1.300
fWarpAnimSpeed=1.000
fWarpScale=2.853
fZoomExponent=1.00000
fShader=0.000
zoom=1.06400
rot=0.00000
cx=0.500
cy=0.500
dx=0.00000
dy=0.00000
warp=0.00000
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=12.800
nMotionVectorsY=9.000
mv_dx=0.000
mv_dy=0.000
mv_l=5.000
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=0.250
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=1.00000
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
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=1.00000
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
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
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=0
shapecode_0_sides=4
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=0.10000
shapecode_0_ang=0.00000
shapecode_0_tex_ang=0.00000
shapecode_0_tex_zoom=1.00000
shapecode_0_r=1.000
shapecode_0_g=0.000
shapecode_0_b=0.000
shapecode_0_a=1.000
shapecode_0_r2=0.000
shapecode_0_g2=1.000
shapecode_0_b2=0.000
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=0.100
shapecode_1_enabled=1
shapecode_1_sides=32
shapecode_1_additive=1
shapecode_1_thickOutline=1
shapecode_1_textured=0
shapecode_1_num_inst=33
shapecode_1_x=0.500
shapecode_1_y=0.500
shapecode_1_rad=0.10000
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=0.500
shapecode_1_b=0.000
shapecode_1_a=1.000
shapecode_1_r2=0.000
shapecode_1_g2=0.500
shapecode_1_b2=0.000
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=trans = rand(int(q30))/15+instance-instance;
shape_1_per_frame2=trans2 = rand(int(q30))/15+instance-instance;
shape_1_per_frame3=trans3 = rand(int(q30))/15+instance-instance;
shape_1_per_frame4=a = trans;
shape_1_per_frame5=
shape_1_per_frame6=x = .5 + int(rand(15))*0.01*bass_att*if(equal(int(rand(2)),1),1,-1)+instance-instance;
shape_1_per_frame7=y = .5 + int(rand(15))*0.01*bass_att*if(equal(int(rand(2)),1),1,-1)+instance-instance;
shape_1_per_frame8=rad = .09 + rand(int(q30))/15+instance-instance;
shape_1_per_frame9=r=rand(q30)*.1+instance-instance;
shape_1_per_frame10=g=rand(q30)*.1+instance-instance;
shape_1_per_frame11=b=rand(q30)*.1+instance-instance;
shape_1_per_frame12=r2=rand(q30)*.1+instance-instance;
shape_1_per_frame13=g2=rand(q30)*.1+instance-instance;
shape_1_per_frame14=b2=rand(q30)*.1+instance-instance;
shape_1_per_frame15=border_r=rand(q30)*.1+instance-instance;
shape_1_per_frame16=border_g=rand(q30)*.1+instance-instance;
shape_1_per_frame17=border_b=rand(q30)*.1+instance-instance;
shapecode_2_enabled=1
shapecode_2_sides=100
shapecode_2_additive=0
shapecode_2_thickOutline=0
shapecode_2_textured=1
shapecode_2_num_inst=7
shapecode_2_x=0.500
shapecode_2_y=0.500
shapecode_2_rad=0.03333
shapecode_2_ang=0.00000
shapecode_2_tex_ang=0.00000
shapecode_2_tex_zoom=1.00000
shapecode_2_r=0.000
shapecode_2_g=0.000
shapecode_2_b=0.000
shapecode_2_a=1.000
shapecode_2_r2=0.000
shapecode_2_g2=0.000
shapecode_2_b2=0.000
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=x = int(rand(100))*.01+instance-instance;
shape_2_per_frame2=y = int(rand(100))*.01+instance-instance;
shape_2_per_frame3=
shape_2_per_frame4=a =1;
shape_2_per_frame5=vol=bass+mid+treb;
shape_2_per_frame6=rad = int(rand(int(vol)))/7+instance-instance;
shapecode_3_enabled=1
shapecode_3_sides=3
shapecode_3_additive=0
shapecode_3_thickOutline=1
shapecode_3_textured=1
shapecode_3_num_inst=311
shapecode_3_x=0.500
shapecode_3_y=0.500
shapecode_3_rad=0.01000
shapecode_3_ang=0.00000
shapecode_3_tex_ang=0.62832
shapecode_3_tex_zoom=1.00000
shapecode_3_r=0.000
shapecode_3_g=0.000
shapecode_3_b=0.000
shapecode_3_a=1.000
shapecode_3_r2=0.000
shapecode_3_g2=0.000
shapecode_3_b2=0.000
shapecode_3_a2=0.000
shapecode_3_border_r=0.000
shapecode_3_border_g=0.000
shapecode_3_border_b=0.000
shapecode_3_border_a=0.000
shape_3_per_frame1=ma=ma+(above(bass,1)*3.1415*.01*bass);
shape_3_per_frame2=ma=ma-(above(treb,1)*3.1415*.01*treb);
shape_3_per_frame3=
shape_3_per_frame4=mx=mx+(.0002*cos(ma));
shape_3_per_frame5=my=my+(.0002*tan(ma));
shape_3_per_frame6=
shape_3_per_frame7=mx=if(above(mx,.9),(.9-mx),mx);
shape_3_per_frame8=my=if(above(my,.9),(.9-my),my);
shape_3_per_frame9=mx=if(below(mx,.1),(.9+mx),mx);
shape_3_per_frame10=my=if(below(my,.1),(.9+my),my);
shape_3_per_frame11=
shape_3_per_frame12=x=1-mx;
shape_3_per_frame13=y=1-my;
shape_3_per_frame14=
shape_3_per_frame15=ang=(sin(time*.35)+1)*3;
shape_3_per_frame16=//a=(above(bass+mid+treb,.8));
shape_3_per_frame17=pi23=4*asin(1)*.333333333;
shape_3_per_frame18=t1=bass+mid+treb;
per_frame_1=chng=sin(time*.5);
per_frame_2=cthr=.9999;
per_frame_3=mq21=if(above(chng,cthr),rand(3),mq21);
per_frame_4=mq22=if(above(chng,cthr),rand(3),mq22);
per_frame_5=mq23=if(above(chng,cthr),rand(3),mq23);
per_frame_6=mq24=if(above(chng,cthr),rand(2),mq24);
per_frame_7=mq25=if(above(chng,cthr),rand(2),mq25);
per_frame_8=mq26=if(above(chng,cthr),rand(2),mq26);
per_frame_9=mq27=if(above(chng,cthr),rand(1),mq27);
per_frame_10=mq28=if(above(chng,cthr),rand(1),mq28);
per_frame_11=mq29=if(above(chng,cthr),rand(1)*.3,mq29);
per_frame_12=mq31=if(above(chng,cthr),rand(1)*.3,mq31);
per_frame_13=monitor=chng;
per_frame_14=q21=mq21;q22=mq22;q23=mq23;q24=mq24;q25=mq25;q26=mq26;
per_frame_15=q27=mq27;q28=mq28;q29=mq29;q31=mq31;
per_frame_16=
per_frame_17=monitor=mq1;
per_frame_18=vol=bass+treb+mid;
per_frame_19=atime=atime+vol;
per_frame_20=q11=.4+sin(atime*.006        )*.4;
per_frame_21=q12=.4+cos(atime*.00613828348)*.4;
per_frame_22=q13=.4+sin(atime*.00598593455)*.4;
per_frame_23=monitor=q13;
per_frame_24=
per_frame_25=wave_r = wave_r + 0.400*( 0.60*sin(0.933*time) + 0.40*sin(1.045*time) );
per_frame_26=wave_g = wave_g + 0.400*( 0.60*sin(0.900*time) + 0.40*sin(0.956*time) );
per_frame_27=wave_b = wave_b + 0.400*( 0.60*sin(0.910*time) + 0.40*sin(0.920*time) );
per_frame_28=zoom = zoom + 0.013*( 0.60*sin(0.339*time) + 0.40*sin(0.276*time) );
per_frame_29=rot = rot + 0.040*( 0.60*sin(0.381*time) + 0.40*sin(0.579*time) );
per_frame_30=q30=bass+treb+mid;
per_pixel_1=zoom = zoom + (x*2-1)*(0.08+0.15*sin(time*0.321)) + (y*2-1)*(0.08+0.15*cos(time*0.321));
per_pixel_2=sx=sx-(zoom-1)*0.1;
per_pixel_3=sy=sy-(zoom-1)*0.1;
warp_1=`  
warp_2=` shader_body    
warp_3=`{   
warp_4=`     
warp_5=`       ret = tex2D( sampler_main, uv ).xyz;
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 - GetBlur2(uv))*.3;
warp_9=`float4 noise9 = tex3D(sampler_noisevol_hq, 
warp_10=`                      ((uv.xyy*q27
warp_11=`                       )*texsize.xyy*texsize_noisevol_hq.zww
warp_12=`                      ).xyz*
warp_13=`                      float3(1,1,0)*0.05 + 
warp_14=`                      time*float3(0,0,1)*q29
warp_15=`                     );
warp_16=`if(ret.x> q21*q13         && ret.x<= q24*q11        )ret.y += (noise9).x*.5; 
warp_17=`if(ret.y> q22*q11         && ret.y<= q25*q12        )ret.z += (noise9).y*.5; 
warp_18=`if(ret.z> q23*q12         && ret.z<= q26*q13        )ret.x += (noise9).z*.5; 
warp_19=`      ret *= 0.9;
warp_20=`      
warp_21=`      // add noise:
warp_22=`      float2 dither_uv = uv_orig*texsize.xy*texsize_noise_lq.zw * 0.4 + rand_frame.xy;
warp_23=`      ret += (tex2D(sampler_noise_lq, dither_uv).xyz-0.5)/956.0 * 112;
warp_24=`      
warp_25=`      
warp_26=`      //ret = lerp(ret, lum(ret), 0.2);
warp_27=`}     
comp_1=`    
comp_2=`shader_body
comp_3=`{    
comp_4=`    //ret = tex2D(sampler_main, (uv-0.5)*0.6+0.5).zzz;
comp_5=`    float crisp, blur;
comp_6=`    float2 uv2;
comp_7=`    ret = tex2d(sampler_main, uv);
comp_8=`    float shadow_offset = 0.0;
comp_9=`    float shadow_str = 1.15;
comp_10=`   
comp_11=`    uv2 = ((uv)-0.5)*0.4+0.5;
comp_12=`uv*=1.3;
comp_13=`float4 noise9 = tex3D(sampler_noisevol_hq, 
comp_14=`                      ((uv2.xyy*q28
comp_15=`                       )*texsize.xyy*texsize_noisevol_hq.zww
comp_16=`                      ).xyz*
comp_17=`                      float3(1,1,0)*0.05 + 
comp_18=`                      time*float3(0,0,1)*q31
comp_19=`                     );
comp_20=`if(ret.x> q26*q13         && ret.x<= q23*q11        )ret.z -= (noise9).x*.5; 
comp_21=`if(ret.y> q25*q11         && ret.y<= q22*q12        )ret.x -= (noise9).y*.5; 
comp_22=`if(ret.z> q24*q12         && ret.z<= q21*q13        )ret.y -= (noise9).z*.5; 
comp_23=`    crisp = tex2D(sampler_main, uv2).y;
comp_24=`      // add drop shadow:
comp_25=`      blur  = GetBlur1(uv2 + shadow_offset).y;
comp_26=`      ret *= (1-blur*shadow_str);
comp_27=`    ret = max(ret, crisp.xxx);
comp_28=`    
comp_29=`    uv2 = uv;
comp_30=`    //crisp = tex2D(sampler_main, uv2).x;
comp_31=`      // add drop shadow:
comp_32=`     // blur  = GetBlur1(uv2 + shadow_offset).x;
comp_33=`     // ret *= (1-blur*shadow_str);
comp_34=`    //ret = max(ret, crisp.xxx);    
comp_35=`ret=.7-ret;
comp_36=`}
