MILKDROP_PRESET_VERSION=201
PSVERSION=3
PSVERSION_WARP=2
PSVERSION_COMP=3
[preset00]
fRating=5.000
fGammaAdj=1.000
fDecay=1.000
fVideoEchoZoom=2.000
fVideoEchoAlpha=0.000
nVideoEchoOrientation=0
nWaveMode=2
bAdditiveWaves=1
bWaveDots=1
bWaveThick=0
bModWaveAlphaByVolume=0
bMaximizeWaveColor=1
bTexWrap=1
bDarkenCenter=1
bRedBlueStereo=0
bBrighten=0
bDarken=0
bSolarize=0
bInvert=0
fWaveAlpha=4.696
fWaveScale=1.497
fWaveSmoothing=0.880
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=0.700
wave_g=0.700
wave_b=0.700
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=12.000
nMotionVectorsY=9.000
mv_dx=0.000
mv_dy=0.000
mv_l=0.900
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=0.000
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=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=//per frame less reactive volume for all unused q vars, put before other q vars are set for cop out mashing
per_frame_2=vb = vb*0.95 + (1-vb)*pow(bass_att,2)*0.02;
per_frame_3=vvb = vvb*0.95 + (1-vvb)*vb*0.01;
per_frame_4=vm = vm*0.95 + (1-vm)*pow(mid_att,2)*0.02;
per_frame_5=vvm = vvm*0.95 + (1-vvm)*vm*0.01;
per_frame_6=vt = vt*0.95 + (1-vt)*pow(treb_att,2)*0.02;
per_frame_7=vvt = vvt*0.95 + (1-vvt)*vt*0.01;
per_frame_8=vvb = min(1,max(0,vvb));
per_frame_9=vvm = min(1,max(0,vvm));
per_frame_10=vvt = min(1,max(0,vvt));
per_frame_11=q1   = (vvb+vvm+vvt)*10;
per_frame_12=q2   = (vvb+vvm+vvt)*10;
per_frame_13=q3   = (vvb+vvm+vvt)*10;
per_frame_14=q4   = (vvb+vvm+vvt)*10;
per_frame_15=q5   = (vvb+vvm+vvt)*10;
per_frame_16=q6   = (vvb+vvm+vvt)*10;
per_frame_17=q7   = (vvb+vvm+vvt)*10;
per_frame_18=runbass=runbass+vvb;
per_frame_19=runmids=runmids+vvm ;
per_frame_20=runtreb=runtreb+vvt;
per_frame_21=pi23=4*asin(-1)*.33333333333333;
per_frame_22=atime=(runtreb+runmids+runbass)*.05;
per_frame_23=q8= (sin(atime-0*pi23)+1)*.5;
per_frame_24=q9= (sin(atime-1*pi23)+1)*.5;
per_frame_25=q10=(sin(atime-2*pi23)+1)*.5;
per_frame_26=
per_frame_27=q11  = (vvb+vvm+vvt)*10;
per_frame_28=q12  = (vvb+vvm+vvt)*10;
per_frame_29=q13  = (vvb+vvm+vvt)*10;
per_frame_30=q14  = (vvb+vvm+vvt)*10;
per_frame_31=q15  = (vvb+vvm+vvt)*10;
per_frame_32=q16  = (vvb+vvm+vvt)*10;
per_frame_33=q17  = (vvb+vvm+vvt)*10;
per_frame_34=q18  = (vvb+vvm+vvt)*10;
per_frame_35=q19  = (vvb+vvm+vvt)*10;
per_frame_36=q20  = (vvb+vvm+vvt)*10;
per_frame_37=q21  = (vvb+vvm+vvt)*10;
per_frame_38=q22  = (vvb+vvm+vvt)*10;
per_frame_39=q23  = (vvb+vvm+vvt)*10;
per_frame_40=q24  = (vvb+vvm+vvt)*10;
per_frame_41=q25  = (vvb+vvm+vvt)*10;
per_frame_42=q26  = (vvb+vvm+vvt)*10;
per_frame_43=q27  = (vvb+vvm+vvt)*10;
per_frame_44=q28  = (vvb+vvm+vvt)*10;
per_frame_45=q29  = (vvb+vvm+vvt)*10;
per_frame_46=q30  = (vvb+vvm+vvt)*10;
per_frame_47=q31  = (vvb+vvm+vvt)*10;
per_frame_48=q32  = (vvb+vvm+vvt)*10;
per_frame_49=
per_frame_50=wave_r = wave_r + 0.25*sin(1.4*time) + 0.25*sin(2.25*time);
per_frame_51=wave_g = wave_g + 0.25*sin(1.7*time) + 0.25*sin(2.11*time);
per_frame_52=wave_b = wave_b + 0.25*sin(1.84*time) + 0.25*sin(2.3*time);
per_frame_53=warp = 0;
per_frame_54=
per_frame_55=wave_y = wave_y + 0.25*sin(time);
per_frame_56=wave_x = wave_x + 0.25*cos(time);
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)*0.015*sin(5*time)+(1-equal(thresh,2))*dx_r;
per_pixel_3=dy_r = equal(thresh,2)*0.015*sin(6*time)+(1-equal(thresh,2))*dy_r;
per_pixel_4=
per_pixel_5=//rot = rot + 0.1*abs(sin(0.1*rad-(0.5*sin(4*time)-rad+0.3)*cos(0.6))*0.5-rad);
per_pixel_6=zoom = zoom + 0.01;
per_pixel_7=rot = rot + 5*above(x,0.45+0.35*sin(time))*below(x,0.55+0.35*sin(time));
per_pixel_8=rot = rot + 5*below(y,0.45+0.35*cos(0.9*time))*below(y,0.55+0.35*cos(0.9*time));
warp_1=`shader_body
warp_2=`{
warp_3=`    // PAINTERLY EFFECT:
warp_4=`    float2 uv2 = uv;
warp_5=`    const float mipbias = 0;
warp_6=`    float2 delta2 = texsize.zw*float2(1,1);
warp_7=`    float3 blurry_color = tex2D( sampler_main, uv2 + delta2 ).xyz;
warp_8=`    uv2.xy += (blurry_color.xy-0.37) * 0.01;
warp_9=`
warp_10=`    // sample previous frame
warp_11=`    ret = tex2D( sampler_main, uv2 ).xyz;
warp_12=`
warp_13=`    ret += (tex2D(sampler_noise_lq, uv_orig*4 + rand_frame.xy)*2-1)*0.02;
warp_14=`
warp_15=`    float ang2 = atan2(uv_orig.y-0.5,uv_orig.x-0.5);
warp_16=`    ret += (  cos(ang2*17 + time*12 + lum(ret)*0) )*0.15;
warp_17=`
warp_18=`    // darken over time
warp_19=`    //ret -= 0.004;    
warp_20=`}
comp_1=`float3 ret1, neu;
comp_2=`float2 rs,rs2,uv1;
comp_3=`shader_body
comp_4=`{
comp_5=`float2 uv2;
comp_6=`float ang2, c, s;
comp_7=`float dist = 1;
comp_8=`float inten = 1;
comp_9=`ret1 = 0;
comp_10=`int anz = 2;//# layers
comp_11=`float n = 0;
comp_12=`uv -= .5;
comp_13=`uv *= aspect.xy*1.9;    
comp_14=`while (n <= anz) {
comp_15=`    uv2=uv;
comp_16=`    if      (n%3==0) dist = 1-frac(1.0/anz*n+q30);
comp_17=`    else if (n%3==1) dist = 1-frac(1.0/anz*n+q31);
comp_18=`    else             dist = 1-frac(1.0/anz*n+q32);
comp_19=`    inten =  dist*(1-dist)*3;
comp_20=`    float2 uv3 = 0;
comp_21=`    if      (n%3==0) uv3 =  frac(1.5*uv2*dist+q18+float2(q15+dist/3,0));
comp_22=`    else if (n%3==1) uv3 =  frac(1.5*uv2*dist+q15+float2(q18+dist/3,0));
comp_23=`    else             uv3 =  frac(1.5*uv2*dist+q21+float2(q20+dist/3,0));
comp_24=`    uv3=abs(frac(uv3+.5)-.5) ;
comp_25=`    neu = GetPixel(uv3) -.7*GetBlur3(uv3*1.05);
comp_26=`    ret1 = max(ret1,neu*inten);
comp_27=`    n++;
comp_28=`}
comp_29=`rs2 = .3*sin(uv*4+q15) - lum(ret1);//sub lum(ret1) pretty much is the light distortion effect
comp_30=`float dots = (.05/length(rs2))*q26*.5;
comp_31=`ret = (q1+.5)*ret1 + dots*float3 (q8,q9,q10) ;
comp_32=`}
