MILKDROP_PRESET_VERSION=201
PSVERSION=2
PSVERSION_WARP=2
PSVERSION_COMP=2
[preset00]
fRating=2.500000
fGammaAdj=1.900
fDecay=0.980
fVideoEchoZoom=1.169
fVideoEchoAlpha=0.000
nVideoEchoOrientation=0
nWaveMode=2
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=0.001
fWaveScale=0.012
fWaveSmoothing=0.900
fWaveParam=0.000
fModWaveAlphaStart=0.750
fModWaveAlphaEnd=0.950
fWarpAnimSpeed=1.000
fWarpScale=1.000
fZoomExponent=1.00000
fShader=0.000
zoom=1.00000
rot=0.00000
cx=0.500
cy=0.500
dx=0.00001
dy=0.00001
warp=0.01000
sx=1.00000
sy=1.00000
wave_r=0.500
wave_g=0.400
wave_b=0.300
wave_x=0.500
wave_y=0.500
ob_size=0.000
ob_r=0.000
ob_g=0.000
ob_b=0.000
ob_a=1.000
ib_size=0.000
ib_r=0.000
ib_g=0.000
ib_b=0.000
ib_a=0.000
nMotionVectorsX=64.000
nMotionVectorsY=48.000
mv_dx=0.000
mv_dy=0.000
mv_l=1.000
mv_r=0.390
mv_g=0.440
mv_b=0.900
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=1
wavecode_0_samples=512
wavecode_0_sep=0
wavecode_0_bSpectrum=0
wavecode_0_bUseDots=0
wavecode_0_bDrawThick=0
wavecode_0_bAdditive=1
wavecode_0_scaling=1.00000
wavecode_0_smoothing=0.50000
wavecode_0_r=0.300
wavecode_0_g=0.700
wavecode_0_b=1.000
wavecode_0_a=1.000
wave_0_per_point1=n=sample*6.283;
wave_0_per_point2=
wave_0_per_point3=flip=flip+1;
wave_0_per_point4=flip=flip*below(flip,2);
wave_0_per_point5=
wave_0_per_point6=phase=sin(n*3)*sin(n*7.9)*sin(n*16.7)*sin(n*63.5)*6;
wave_0_per_point7=
wave_0_per_point8=xp=sin(n+phase)*flip;
wave_0_per_point9=yp=cos(n+phase)*flip;
wave_0_per_point10=zp=0;
wave_0_per_point11=
wave_0_per_point12=//rotate on y during draw
wave_0_per_point13=ang=n*2+phase*0.2;
wave_0_per_point14=xq=xp*sin(ang) + zp*cos(ang);
wave_0_per_point15=yq=yp;
wave_0_per_point16=zq=xp*cos(ang) - zp*sin(ang);
wave_0_per_point17=
wave_0_per_point18=//rotation;
wave_0_per_point19=ang=time*0.1;
wave_0_per_point20=xp=xq*sin(ang) + zq*cos(ang);
wave_0_per_point21=yp=yq;
wave_0_per_point22=zp=xq*cos(ang) - zq*sin(ang);
wave_0_per_point23=
wave_0_per_point24=ang=time*0.17;
wave_0_per_point25=xq=xp;
wave_0_per_point26=yq=yp*sin(ang) + zp*cos(ang);
wave_0_per_point27=zq=yp*cos(ang) - zp*sin(ang);
wave_0_per_point28=
wave_0_per_point29=
wave_0_per_point30=//push into viewspace
wave_0_per_point31=zq=zq+3.1;
wave_0_per_point32=
wave_0_per_point33=
wave_0_per_point34=//project into screenspace
wave_0_per_point35=xs=xq/zq;
wave_0_per_point36=ys=yq/zq;
wave_0_per_point37=
wave_0_per_point38=
wave_0_per_point39=x=xs+0.5;
wave_0_per_point40=y=ys*1.3+0.5;
wave_0_per_point41=a=(1-flip)*0.05;
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=1
shapecode_0_sides=10
shapecode_0_additive=1
shapecode_0_thickOutline=0
shapecode_0_textured=1
shapecode_0_num_inst=1
shapecode_0_x=0.500
shapecode_0_y=0.500
shapecode_0_rad=0.41906
shapecode_0_ang=0.00000
shapecode_0_tex_ang=0.00000
shapecode_0_tex_zoom=1.25716
shapecode_0_r=0.800
shapecode_0_g=0.900
shapecode_0_b=1.000
shapecode_0_a=0.200
shapecode_0_r2=0.000
shapecode_0_g2=0.500
shapecode_0_b2=1.000
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=0.000
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=0.500
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=1.000
shapecode_1_g=0.000
shapecode_1_b=0.000
shapecode_1_a=1.000
shapecode_1_r2=0.000
shapecode_1_g2=1.000
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=0.100
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=0.500
shapecode_2_y=0.500
shapecode_2_rad=0.10000
shapecode_2_ang=0.00000
shapecode_2_tex_ang=0.00000
shapecode_2_tex_zoom=1.00000
shapecode_2_r=1.000
shapecode_2_g=0.000
shapecode_2_b=0.000
shapecode_2_a=1.000
shapecode_2_r2=0.000
shapecode_2_g2=1.000
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=0.100
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=0.500
shapecode_3_y=0.500
shapecode_3_rad=0.10000
shapecode_3_ang=0.00000
shapecode_3_tex_ang=0.00000
shapecode_3_tex_zoom=1.00000
shapecode_3_r=1.000
shapecode_3_g=0.000
shapecode_3_b=0.000
shapecode_3_a=1.000
shapecode_3_r2=0.000
shapecode_3_g2=1.000
shapecode_3_b2=0.000
shapecode_3_a2=0.000
shapecode_3_border_r=1.000
shapecode_3_border_g=1.000
shapecode_3_border_b=1.000
shapecode_3_border_a=0.100
per_frame_1=warp = 0;
per_frame_2=wave_r = wave_r + 0.25*cos(1.12*time) +
per_frame_3=0.2*(0.3*cos(1.28*time)+0.3*sin(2*time));
per_frame_4=wave_g = wave_g + 0.25*cos(1.142*time) +
per_frame_5=0.2*(0.3*cos(1.2*time)+0.32*sin(1.623*time));
per_frame_6=wave_b = wave_b + 0.25*cos(1.13*time) +
per_frame_7=0.2*(0.4*cos(1.9*time)+0.34*sin(1.5245*time));
per_frame_8=
per_frame_9=q1 = wave_r;
per_frame_10=q2 = wave_g;
per_frame_11=q3 = wave_b;
per_pixel_1=thresh = above(bass_att,thresh)*2+(1-above(bass_att,thresh))*((thresh-1.3)*0.96+1.3);
per_pixel_2=dx_r = equal(thresh,2)*0.15*sin(5*time)+(1-equal(thresh,2))*dx_r;
per_pixel_3=dy_r = equal(thresh,2)*0.15*sin(6*time)+(1-equal(thresh,2))*dy_r;
per_pixel_4=
per_pixel_5=
per_pixel_6=rot = rot + 0.2*abs(dx_r*7*((2*rad-cos(12*ang))*sin(2-rad)*abs(1.2*dx_r)));
per_pixel_7=zoom = zoom + 0.2*abs(8*dy_r*abs(dx_r*sin(2*sin(2*rad)*tan(6*rad))));
per_pixel_8=zoom = zoom + 4*dx_r*(rad-x*(3.5*cos(sin(3-rad*3*cos(2*y-bass_att))))*(0.5-rad));
warp_1=`// to access a texture on disk: make a sampler.  This example loads "noise_lq.{tga/jpg/etc}".
warp_2=`
warp_3=`     // auto-binds; .xy = (w,h); .zw = (1/w,1/h)
warp_4=`
warp_5=`shader_body 
warp_6=`{
warp_7=`    uv.x += 0.02 * (tex2D( sampler_noise_lq, 
warp_8=`                         uv*0.050*texsize_noise_lq.zw*texsize.xy*2
warp_9=`                         + float2(roam_cos.x,roam_sin.x)*0.1 ).y*2-1)*aspect.x;
warp_10=`    uv.x += 0.04 * (tex2D( sampler_noise_lq, 
warp_11=`                         uv*0.025*texsize_noise_lq.zw*texsize.xy*0.5
warp_12=`                         + float2(roam_sin.y,-roam_cos.y)*0.03  ).z*2-1)*aspect.x;
warp_13=`
warp_14=`    ret = tex2D( sampler_main, uv ).xyz;
warp_15=`
warp_16=`    // darken over time
warp_17=`    // cool idea: different falloff rates for the 3 colors-
warp_18=`    ret *= float3(0.99,0.98,0.97);
warp_19=`
warp_20=`    // ERROR DIFFUSION DITHER - looks great
warp_21=`    float2 dither_uv = uv_orig*texsize.xy*texsize_noise_lq.zw + rand_frame.xy;
warp_22=`    ret.xyz += (tex2D(sampler_noise_lq, dither_uv).x-0.5)/256.0*2; 
warp_23=`}
comp_1=`shader_body
comp_2=`{
comp_3=`    ret = tex2D(sampler_main, uv).xyz;
comp_4=`    ret = (ret-0.5)*3 + 0.5;
comp_5=`}
comp_6=`
comp_7=`
