MILKDROP_PRESET_VERSION=201
PSVERSION=2
PSVERSION_WARP=2
PSVERSION_COMP=2
[preset00]
fRating=3.000000
fGammaAdj=1.140000
fDecay=0.899000
fVideoEchoZoom=1.000000
fVideoEchoAlpha=0.000000
nVideoEchoOrientation=0
nWaveMode=3
bAdditiveWaves=0
bWaveDots=1
bWaveThick=0
bModWaveAlphaByVolume=0
bMaximizeWaveColor=0
bTexWrap=1
bDarkenCenter=0
bRedBlueStereo=0
bBrighten=0
bDarken=0
bSolarize=0
bInvert=0
fWaveAlpha=0.001000
fWaveScale=0.012000
fWaveSmoothing=0.900000
fWaveParam=0.000000
fModWaveAlphaStart=0.750000
fModWaveAlphaEnd=0.950000
fWarpAnimSpeed=1.000000
fWarpScale=1.000000
fZoomExponent=0.880200
fShader=1.000000
zoom=0.999800
rot=0.000000
cx=0.500000
cy=0.500000
dx=0.000000
dy=0.000000
warp=0.010000
sx=0.999900
sy=0.999800
wave_r=0.500000
wave_g=0.400000
wave_b=0.300000
wave_x=0.500000
wave_y=0.500000
ob_size=0.000000
ob_r=0.800000
ob_g=0.800000
ob_b=0.800000
ob_a=0.000000
ib_size=0.000000
ib_r=0.000000
ib_g=0.300000
ib_b=0.000000
ib_a=0.000000
nMotionVectorsX=3.000000
nMotionVectorsY=2.000000
mv_dx=0.020000
mv_dy=-0.020000
mv_l=0.150000
mv_r=0.490000
mv_g=0.480000
mv_b=0.300000
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=1
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=0.800000
wavecode_0_b=0.100000
wavecode_0_a=1.000000
wave_0_per_point1=n=sample*6.28;
wave_0_per_point2=xp=sin(n*32)*.03;
wave_0_per_point3=yp=cos(n*32)*.03;
wave_0_per_point4=zp=0;
wave_0_per_point5=
wave_0_per_point6=scale=sin(n*32*3)*0.5+0.5;
wave_0_per_point7=scale=scale*(sin(n*3)*0.5+0.5);
wave_0_per_point8=scale=scale*bass_att*bass_att*0.5;
wave_0_per_point9=xp=xp*(1+scale);
wave_0_per_point10=yp=yp*(1+scale);
wave_0_per_point11=
wave_0_per_point12=//rotate on y during waveform draw
wave_0_per_point13=ang=n;
wave_0_per_point14=xr=xp*sin(ang) + zp*cos(ang);
wave_0_per_point15=yr=yp;
wave_0_per_point16=zr=xp*cos(ang) - zp*sin(ang);
wave_0_per_point17=xr=xr+0.11;
wave_0_per_point18=
wave_0_per_point19=//orbit rotation
wave_0_per_point20=ang=q1*4;
wave_0_per_point21=xp=xr*sin(ang) + zr*cos(ang);
wave_0_per_point22=yp=yr;
wave_0_per_point23=zp=xr*cos(ang) - zr*sin(ang);
wave_0_per_point24=
wave_0_per_point25=
wave_0_per_point26=
wave_0_per_point27=
wave_0_per_point28=zp=zp-0.3;
wave_0_per_point29=
wave_0_per_point30=
wave_0_per_point31=//rotate on x axis
wave_0_per_point32=ang=q1*0.4;
wave_0_per_point33=xq=xp;
wave_0_per_point34=yq=yp*sin(ang) + zp*cos(ang);
wave_0_per_point35=zq=yp*cos(ang) - zp*sin(ang);
wave_0_per_point36=
wave_0_per_point37=//rotate on y axis
wave_0_per_point38=ang=q1*1.1;
wave_0_per_point39=xp=xq*sin(ang) + zq*cos(ang);
wave_0_per_point40=yp=yq;
wave_0_per_point41=zp=xq*cos(ang) - zq*sin(ang);
wave_0_per_point42=
wave_0_per_point43=
wave_0_per_point44=//push forward into viewspace
wave_0_per_point45=zp=zp+1.1;
wave_0_per_point46=
wave_0_per_point47=//project into screenspace
wave_0_per_point48=xs=xp/zp;
wave_0_per_point49=ys=yp/zp;
wave_0_per_point50=
wave_0_per_point51=flip=if(above(sample,0.5) , -1 , 1 );
wave_0_per_point52=
wave_0_per_point53=x=xs*flip+.5;
wave_0_per_point54=y=ys*1.3+.5;
wave_0_per_point55=
wave_0_per_point56=r=sin(time)*0.5+0.5;
wave_0_per_point57=g=sin(time+2.1)*0.5+0.5;
wave_0_per_point58=b=sin(time+4.2)*0.5+0.5
wave_0_per_point59=
wavecode_1_enabled=1
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
wave_1_per_point1=n=sample*6.28;
wave_1_per_point2=xp=sin(n*32)*.03;
wave_1_per_point3=yp=cos(n*32)*.03;
wave_1_per_point4=zp=0;
wave_1_per_point5=
wave_1_per_point6=scale=sin(n*32*4)*0.5+0.5;
wave_1_per_point7=scale=scale*(sin(n*4)*0.5+0.5);
wave_1_per_point8=scale=scale*mid_att*mid_att*0.5;
wave_1_per_point9=xp=xp*(1+scale);
wave_1_per_point10=yp=yp*(1+scale);
wave_1_per_point11=
wave_1_per_point12=//rotate on y during waveform draw
wave_1_per_point13=ang=n;
wave_1_per_point14=xr=xp*sin(ang) + zp*cos(ang);
wave_1_per_point15=yr=yp;
wave_1_per_point16=zr=xp*cos(ang) - zp*sin(ang);
wave_1_per_point17=xr=xr+0.11;
wave_1_per_point18=
wave_1_per_point19=//orbit rotation
wave_1_per_point20=ang=q2*4;
wave_1_per_point21=xp=xr*sin(ang) + zr*cos(ang);
wave_1_per_point22=yp=yr;
wave_1_per_point23=zp=xr*cos(ang) - zr*sin(ang);
wave_1_per_point24=
wave_1_per_point25=
wave_1_per_point26=
wave_1_per_point27=
wave_1_per_point28=zp=zp-0.3;
wave_1_per_point29=
wave_1_per_point30=
wave_1_per_point31=//rotate on x axis
wave_1_per_point32=ang=q2*0.5;
wave_1_per_point33=xq=xp;
wave_1_per_point34=yq=yp*sin(ang) + zp*cos(ang);
wave_1_per_point35=zq=yp*cos(ang) - zp*sin(ang);
wave_1_per_point36=
wave_1_per_point37=//rotate on y axis
wave_1_per_point38=ang=q2*1.0;
wave_1_per_point39=xp=xq*sin(ang) + zq*cos(ang);
wave_1_per_point40=yp=yq;
wave_1_per_point41=zp=xq*cos(ang) - zq*sin(ang);
wave_1_per_point42=
wave_1_per_point43=
wave_1_per_point44=//push forward into viewspace
wave_1_per_point45=zp=zp+1.1;
wave_1_per_point46=
wave_1_per_point47=//project into screenspace
wave_1_per_point48=xs=xp/zp;
wave_1_per_point49=ys=yp/zp;
wave_1_per_point50=
wave_1_per_point51=
wave_1_per_point52=flip=if(above(sample,0.5) , -1 , 1 );
wave_1_per_point53=
wave_1_per_point54=x=xs*flip+.5;
wave_1_per_point55=y=ys*1.3+.5;
wave_1_per_point56=
wave_1_per_point57=b=sin(time)*0.5+0.5;
wave_1_per_point58=r=sin(time+2.1)*0.5+0.5;
wave_1_per_point59=g=sin(time+4.2)*0.5+0.5
wave_1_per_point60=
wavecode_2_enabled=1
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
wave_2_per_point1=n=sample*6.28;
wave_2_per_point2=xp=sin(n*32)*.03;
wave_2_per_point3=yp=cos(n*32)*.03;
wave_2_per_point4=zp=0;
wave_2_per_point5=
wave_2_per_point6=scale=sin(n*32*6)*0.5+0.5;
wave_2_per_point7=scale=scale*(sin(n*6)*0.5+0.5);
wave_2_per_point8=scale=scale*treb_att*treb_att*0.5;
wave_2_per_point9=xp=xp*(1+scale);
wave_2_per_point10=yp=yp*(1+scale);
wave_2_per_point11=
wave_2_per_point12=//rotate on y during waveform draw
wave_2_per_point13=ang=n;
wave_2_per_point14=xr=xp*sin(ang) + zp*cos(ang);
wave_2_per_point15=yr=yp;
wave_2_per_point16=zr=xp*cos(ang) - zp*sin(ang);
wave_2_per_point17=xr=xr+0.11;
wave_2_per_point18=
wave_2_per_point19=//orbit rotation
wave_2_per_point20=ang=q3*4;
wave_2_per_point21=xp=xr*sin(ang) + zr*cos(ang);
wave_2_per_point22=yp=yr;
wave_2_per_point23=zp=xr*cos(ang) - zr*sin(ang);
wave_2_per_point24=
wave_2_per_point25=
wave_2_per_point26=
wave_2_per_point27=
wave_2_per_point28=zp=zp-0.3;
wave_2_per_point29=
wave_2_per_point30=
wave_2_per_point31=//rotate on x axis
wave_2_per_point32=ang=q3*0.6;
wave_2_per_point33=xq=xp;
wave_2_per_point34=yq=yp*sin(ang) + zp*cos(ang);
wave_2_per_point35=zq=yp*cos(ang) - zp*sin(ang);
wave_2_per_point36=
wave_2_per_point37=//rotate on y axis
wave_2_per_point38=ang=q3*0.92+1;
wave_2_per_point39=xp=xq*sin(ang) + zq*cos(ang);
wave_2_per_point40=yp=yq;
wave_2_per_point41=zp=xq*cos(ang) - zq*sin(ang);
wave_2_per_point42=
wave_2_per_point43=
wave_2_per_point44=//push forward into viewspace
wave_2_per_point45=zp=zp+1.1;
wave_2_per_point46=
wave_2_per_point47=//project into screenspace
wave_2_per_point48=xs=xp/zp;
wave_2_per_point49=ys=yp/zp;
wave_2_per_point50=
wave_2_per_point51=flip=if(above(sample,0.5) , -1 , 1 );
wave_2_per_point52=
wave_2_per_point53=x=xs*flip+.5;
wave_2_per_point54=y=ys*1.3+.5;
wave_2_per_point55=
wave_2_per_point56=g=sin(time)*0.5+0.5;
wave_2_per_point57=b=sin(time+2.1)*0.5+0.5;
wave_2_per_point58=r=sin(time+4.2)*0.5+0.5
wavecode_3_enabled=0
wavecode_3_samples=512
wavecode_3_sep=0
wavecode_3_bSpectrum=0
wavecode_3_bUseDots=1
wavecode_3_bDrawThick=0
wavecode_3_bAdditive=1
wavecode_3_scaling=1.000000
wavecode_3_smoothing=0.500000
wavecode_3_r=0.300000
wavecode_3_g=0.700000
wavecode_3_b=1.000000
wavecode_3_a=1.000000
wave_3_per_point1=n=sample*6.28;
wave_3_per_point2=ends=sin(sample*3.1415);
wave_3_per_point3=xp=value1*4*ends;
wave_3_per_point4=yp=value2*4*ends;
wave_3_per_point5=zp=-0.23 + sample*0.3;
wave_3_per_point6=
wave_3_per_point7=//rotate on x axis
wave_3_per_point8=ang=time*0.5;
wave_3_per_point9=xq=xp;
wave_3_per_point10=yq=yp*sin(ang) + zp*cos(ang);
wave_3_per_point11=zq=yp*cos(ang) - zp*sin(ang);
wave_3_per_point12=
wave_3_per_point13=//rotate on y axis
wave_3_per_point14=ang=time;
wave_3_per_point15=xp=xq*sin(ang) + zq*cos(ang);
wave_3_per_point16=yp=yq;
wave_3_per_point17=zp=xq*cos(ang) - zq*sin(ang);
wave_3_per_point18=
wave_3_per_point19=
wave_3_per_point20=//push forward into viewspace
wave_3_per_point21=zp=zp+1.1;
wave_3_per_point22=
wave_3_per_point23=//project into screenspace
wave_3_per_point24=xs=xp/zp;
wave_3_per_point25=ys=yp/zp;
wave_3_per_point26=
wave_3_per_point27=
wave_3_per_point28=x=xs+.5;
wave_3_per_point29=y=ys*1.3+.5;
wave_3_per_point30=
wave_3_per_point31=a=max(treb-1,0)*2
shapecode_0_enabled=1
shapecode_0_sides=4
shapecode_0_additive=0
shapecode_0_thickOutline=0
shapecode_0_textured=1
shapecode_0_x=0.500000
shapecode_0_y=0.500000
shapecode_0_rad=1.329100
shapecode_0_ang=0.942480
shapecode_0_tex_ang=0.000000
shapecode_0_tex_zoom=0.727300
shapecode_0_r=1.000000
shapecode_0_g=1.000000
shapecode_0_b=1.000000
shapecode_0_a=1.000000
shapecode_0_r2=1.000000
shapecode_0_g2=1.000000
shapecode_0_b2=1.000000
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=0.000000
shape_0_per_frame1=//ang=sin(time)*0.01
shapecode_1_enabled=1
shapecode_1_sides=3
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=0.500000
shapecode_1_a=0.100000
shapecode_1_r2=0.000000
shapecode_1_g2=1.000000
shapecode_1_b2=1.000000
shapecode_1_a2=0.100000
shapecode_1_border_r=1.000000
shapecode_1_border_g=1.000000
shapecode_1_border_b=1.000000
shapecode_1_border_a=0.100000
shape_1_per_frame1=sides=bass_att*4;
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=// -------------------------------- Beat Detective v0.07 ----------------------------------
per_frame_2=sure=if(equal(sure,0),.6,sure);
per_frame_3=interval=if(equal(interval,0),40,interval);
per_frame_4=lastbeat=if(equal(lastbeat,0),frame-FPS,lastbeat);
per_frame_5=dbass=(bass-pbass)/FPS;
per_frame_6=beat=above(dbass,.6*maxdbass)*above(frame-lastbeat,FPS/3);
per_frame_7=sure=if(beat*below(abs(frame-(interval+lastbeat)),FPS/5),
per_frame_8=min(.095+sure,1),beat*(sure-.095)+(1-beat)*sure*.9996);
per_frame_9=sure=max(.5,sure);
per_frame_10=cheat=if(above(frame,lastbeat+interval+ int(FPS/10))*above(sure,.91),1,cheat);
per_frame_11=beat=if(cheat,1,beat);
per_frame_12=sure=if(cheat,.95*sure,sure);
per_frame_13=maxdbass=max(maxdbass*.999,dbass);
per_frame_14=maxdbass=max(.012,maxdbass);
per_frame_15=maxdbass=min(.02,maxdbass);
per_frame_16=interval=if(beat, frame-lastbeat,interval);
per_frame_17=lastbeat=if(beat,frame-cheat*int(FPS/10),lastbeat);
per_frame_18=cheat=0;
per_frame_19=pbass=bass;
per_frame_20=// ----------------------------------------------------------------------------------------------
per_frame_21=warp=0;
per_frame_22=zoom=1-(FPS/85)*.002;
per_frame_23=q8=beat;
per_frame_24=q7=1-2*sqrt((frame-lastbeat)/interval);  // normalized phase between beats
per_frame_25=q7=if(below(q7,-1),1,q7);
per_frame_26=q6=60*FPS/interval; // bpm
per_frame_27=decay=.955+.007*75/FPS;
per_frame_28=
per_frame_29=wx=(1-beat)*wx+beat*(-5+10*int(rand(1000))/1000);
per_frame_30=wx=(1-beat)*wx+beat*(wx+3*sign(wx));
per_frame_31=wy=(1-beat)*wy+beat*(-5+10*int(rand(1000))/1000);
per_frame_32=fx=(1-beat)*fx+beat*(-1+int(rand(5)));
per_frame_33=am=(1-beat)*am+beat*(1.5*int(rand(100))/100);
per_frame_34=am=(1-beat)*am+beat*(equal(fx,-1)*(.5+am)*sign(-wx)+above(fx,-1)*am);
per_frame_35=rotval=(1-beat)*rotval+beat*(.02*q6/140)*(-1+2*int(rand(100))/100);
per_frame_36=myrot=(1-beat)*(myrot+rotval)+beat*0;
per_frame_37=q1=wx;
per_frame_38=q2=wy;
per_frame_39=q3=fx;
per_frame_40=q4=am;
per_frame_41=q5=myrot;
warp_1=`shader_body
warp_2=`{
warp_3=`    // sample previous frame
warp_4=`    ret = tex2D( sampler_main, uv ).xyz;
warp_5=`
warp_6=`    // feather pen
warp_7=`    ret = max(ret, tex2D( sampler_main, (uv-0.5)*(1-3*length(texsize.zw)) + 0.5 ).xyz);
warp_8=`    ret = max(ret, tex2D( sampler_main, (uv-0.5)*(1+3*length(texsize.zw)) + 0.5 ).xyz);
warp_9=`
warp_10=`    // darken over time
warp_11=`    ret -= 0.02;
warp_12=`
warp_13=`    // add noise
warp_14=`    //float2 uv_noise = uv*texsize_noise_lq.zw*texsize.xy + rand_frame.xy;
warp_15=`    //ret += (tex2D(sampler_noise_lq, uv_noise)*2-1)*0.02;
warp_16=`}
comp_1=`shader_body
comp_2=`{
comp_3=`    float rad_lq = rad * length(texsize.xy)*0.5;
comp_4=`    float ang_lq = ang;
comp_5=`
comp_6=`    float2 uv2 = (uv - 0.5);
comp_7=`    float rad2 = rad_lq*0.8;
comp_8=`    float ang2 = ang_lq * M_INV_PI_2;
comp_9=`
comp_10=`        ang2 += time*0.015 - rad_lq*0.0002;
comp_11=`        float fins = 7;
comp_12=`          ang2 = frac(ang2*fins)/fins;
comp_13=`          ang2 = abs(ang2 - 0.5/fins);
comp_14=`
comp_15=`    ang2 *= M_PI_2;
comp_16=`    uv2 = 0.5 + rad2*float2(cos(ang2),sin(ang2))*texsize.zw;
comp_17=`
comp_18=`    ret = tex2D(sampler_main, uv2).xyz;
comp_19=`    ret *= 1.333; // a little bit of overbright
comp_20=`}
