MILKDROP_PRESET_VERSION=201
PSVERSION=3
PSVERSION_WARP=3
PSVERSION_COMP=3
[preset00]
fRating=2.000
fGammaAdj=1.560
fDecay=1.000
fVideoEchoZoom=0.362
fVideoEchoAlpha=0.000
nVideoEchoOrientation=1
nWaveMode=7
bAdditiveWaves=1
bWaveDots=0
bWaveThick=0
bModWaveAlphaByVolume=1
bMaximizeWaveColor=1
bTexWrap=1
bDarkenCenter=0
bRedBlueStereo=0
bBrighten=0
bDarken=1
bSolarize=0
bInvert=0
fWaveAlpha=0.100
fWaveScale=2.781
fWaveSmoothing=0.900
fWaveParam=0.000
fModWaveAlphaStart=0.000
fModWaveAlphaEnd=1.100
fWarpAnimSpeed=1.000
fWarpScale=0.267
fZoomExponent=1.00000
fShader=1.000
zoom=1.16000
rot=-0.04000
cx=0.500
cy=0.500
dx=0.00000
dy=0.00000
warp=0.00052
sx=1.00000
sy=1.00000
wave_r=0.650
wave_g=0.650
wave_b=1.000
wave_x=0.500
wave_y=0.500
ob_size=0.010
ob_r=1.000
ob_g=1.000
ob_b=1.000
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=64.000
nMotionVectorsY=48.000
mv_dx=0.000
mv_dy=0.000
mv_l=0.850
mv_r=0.500
mv_g=0.500
mv_b=0.500
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=1
shapecode_0_sides=3
shapecode_0_additive=0
shapecode_0_thickOutline=0
shapecode_0_textured=0
shapecode_0_num_inst=1
shapecode_0_x=0.370
shapecode_0_y=0.500
shapecode_0_rad=6.81129
shapecode_0_ang=3.64425
shapecode_0_tex_ang=0.00000
shapecode_0_tex_zoom=1.00000
shapecode_0_r=0.000
shapecode_0_g=0.000
shapecode_0_b=0.000
shapecode_0_a=0.500
shapecode_0_r2=0.000
shapecode_0_g2=0.000
shapecode_0_b2=0.000
shapecode_0_a2=0.500
shapecode_0_border_r=1.000
shapecode_0_border_g=1.000
shapecode_0_border_b=1.000
shapecode_0_border_a=1.000
shape_0_init1=t1 = rand(100)*0.01;
shape_0_init2=t2 = rand(100)*0.01;
shape_0_per_frame1=ang = q1*(0.303 + 0.01*t1);
shape_0_per_frame2=r = min(1,max(0,0+ 0.1*sin(time*0.417 + 1)));
shape_0_per_frame3=g = min(1,max(0,0 + 0.1*sin(time*0.391 + 2)));
shape_0_per_frame4=b = min(1,max(0,0 + 0.1*sin(time*0.432 + 4)));
shape_0_per_frame5=r2 = min(1,max(0,r2 + 0.02*sin(time*0.657 + 3)));
shape_0_per_frame6=g2 = min(1,max(0,g2 + 0.02*sin(time*0.737 + 5)));
shape_0_per_frame7=b2 = min(1,max(0,b2 + 0.02*sin(time*0.884 + 6)));
shape_0_per_frame8=additive =0.5+0.15*(bass+bass_att);
shapecode_1_enabled=1
shapecode_1_sides=100
shapecode_1_additive=1
shapecode_1_thickOutline=0
shapecode_1_textured=1
shapecode_1_num_inst=1
shapecode_1_x=0.370
shapecode_1_y=0.500
shapecode_1_rad=0.89796
shapecode_1_ang=3.64425
shapecode_1_tex_ang=0.00000
shapecode_1_tex_zoom=1.00000
shapecode_1_r=1.000
shapecode_1_g=1.000
shapecode_1_b=1.000
shapecode_1_a=0.500
shapecode_1_r2=0.000
shapecode_1_g2=0.000
shapecode_1_b2=0.000
shapecode_1_a2=1.000
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_init1=t1 = rand(100)*0.01;
shape_1_init2=t2 = rand(100)*0.01;
shape_1_per_frame1=x = x + 0.07*sin(q1*0.15+3);
shape_1_per_frame2=y = y + 0.03*sin(q1*0.19+1);
shape_1_per_frame3=tex_ang = q1*(0.01 + 0.0001*t1);
shape_1_per_frame4=r = min(1,max(0,r + 0.01*sin(time*0.0417 + 1)));
shape_1_per_frame5=g = min(1,max(0,g + 0.01*sin(time*0.391 + 2)));
shape_1_per_frame6=b = min(1,max(0,b + 0.01*sin(time*0.432 + 4)));
shape_1_per_frame7=r2 = min(1,max(0,r2 + 0.01*sin(time*0.457 + 3)));
shape_1_per_frame8=g2 = min(1,max(0,g2 + 0.01*sin(time*0.0437 + 5)));
shape_1_per_frame9=b2 = min(1,max(0,b2 + 0.01*sin(time*0.484 + 6)));
shapecode_2_enabled=1
shapecode_2_sides=100
shapecode_2_additive=1
shapecode_2_thickOutline=0
shapecode_2_textured=1
shapecode_2_num_inst=1
shapecode_2_x=0.670
shapecode_2_y=0.430
shapecode_2_rad=0.51386
shapecode_2_ang=4.20974
shapecode_2_tex_ang=0.00000
shapecode_2_tex_zoom=1.00000
shapecode_2_r=1.000
shapecode_2_g=1.000
shapecode_2_b=1.000
shapecode_2_a=1.000
shapecode_2_r2=0.000
shapecode_2_g2=0.000
shapecode_2_b2=0.000
shapecode_2_a2=1.000
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_init1=t1 = rand(100)*0.01;
shape_2_init2=t2 = rand(100)*0.01;
shape_2_per_frame1=x = x + 0.05*sin(q1*0.017);
shape_2_per_frame2=y = y + 0.09*sin(q1*0.013);
shape_2_per_frame3=tex_ang = q1*(0.02 + 0.0001*t1);
shape_2_per_frame4=rad = rad * (0.9 + 0.2*t2);
shape_2_per_frame5=r = min(1,max(0,r + 0.01*sin(time*0.417 + 1)));
shape_2_per_frame6=g = min(1,max(0,g + 0.01*sin(time*0.391 + 2)));
shape_2_per_frame7=b = min(1,max(0,b + 0.01*sin(time*0.432 + 4)));
shape_2_per_frame8=r2 = min(1,max(0,r2 + 0.01*sin(time*0.457 + 3)));
shape_2_per_frame9=g2 = min(1,max(0,g2 + 0.01*sin(time*0.437 + 5)));
shape_2_per_frame10=b2 = min(1,max(0,b2 + 0.01*sin(time*0.484 + 6)));
shapecode_3_enabled=1
shapecode_3_sides=100
shapecode_3_additive=1
shapecode_3_thickOutline=0
shapecode_3_textured=1
shapecode_3_num_inst=1
shapecode_3_x=0.500
shapecode_3_y=0.500
shapecode_3_rad=0.22298
shapecode_3_ang=0.00000
shapecode_3_tex_ang=0.00000
shapecode_3_tex_zoom=1.00000
shapecode_3_r=0.600
shapecode_3_g=0.800
shapecode_3_b=1.000
shapecode_3_a=1.000
shapecode_3_r2=0.000
shapecode_3_g2=0.000
shapecode_3_b2=0.000
shapecode_3_a2=1.000
shapecode_3_border_r=1.000
shapecode_3_border_g=1.000
shapecode_3_border_b=1.000
shapecode_3_border_a=0.000
shape_3_per_frame1=x = x + 0.08*sin(q1*0.25);
shape_3_per_frame2=y = y + 0.1*sin(q1*0.5+2);
shape_3_per_frame3=ang = time;
per_frame_init_1=spintime = 0;
per_frame_1=basstime = basstime + bass_att*0.03;
per_frame_2=q1 = basstime;
per_frame_3=vol = pow(bass+mid+treb,2);
per_frame_4=basssum = vol;
per_frame_5=
per_frame_6=basstime = if(below(basstime,465),465,basstime);
per_frame_7=
per_frame_8=stickybit = time%2;
per_frame_9=
per_frame_10=//avg vol
per_frame_11=//buffer 1
per_frame_12=volAvg = volAvg + vol*equal(stickybit,1);
per_frame_13=//number of samples 1 or framerate
per_frame_14=sample1 = sample1 + equal(stickybit,1);
per_frame_15=//buffer 2
per_frame_16=volAvg2 = volAvg2 + vol*equal(stickybit,0);
per_frame_17=//number of samples 2
per_frame_18=sample2 = sample2 + equal(stickybit,0);
per_frame_19=
per_frame_20=//transision
per_frame_21=edge = bnot(equal(bit2,stickybit));
per_frame_22=
per_frame_23=volAvg = volAvg - volAvg*edge*stickybit;
per_frame_24=volAvg2 = volAvg2 - volAvg2*edge*equal(stickybit,0);
per_frame_25=
per_frame_26=sample1 = sample1  - sample1*edge*stickybit;
per_frame_27=sample2 = sample2  - sample2*edge*equal(stickybit,0);
per_frame_28=
per_frame_29=//test vol against avg buffer lvl
per_frame_30=diff = if(equal(stickybit,1), (basssum/(volAvg2/sample2)) , 0);
per_frame_31=diff = if(equal(stickybit,0), (basssum/(volAvg/sample1)), diff);
per_frame_32=
per_frame_33=q3 = diff;
per_frame_34=
per_frame_35=bit2 = time%2;
per_frame_36=
per_frame_37=difftime = difftime + diff*0.03;
per_frame_38=q2 = difftime;
per_frame_39=
per_frame_40=//fix a strange error
per_frame_41=difftime = if(above(difftime,2000),0, difftime);
per_frame_42=
per_frame_43=spintime = spintime + bass*0.03*if(equal(state%2,1),1,-1); 
per_frame_44=q8 = spintime;
per_frame_45=
per_frame_46=state = state + above(diff,10);
per_frame_47=
per_frame_48=monitor = spintime;
per_pixel_1=zoom = 1.05 - sin(q3)*0.04;
per_pixel_2=rot =0;// 4.72;
warp_1=`shader_body
warp_2=`{
warp_3=`  float2 uv2 = lerp(uv_orig, uv, 0.2);
warp_4=`
warp_5=`  // diffused version:
warp_6=`  float ss = 0.3;
warp_7=`  float3 blur = 0.25*(
warp_8=`    tex2D(sampler_main, uv2+ss*texsize.zw*float2( 1, 1)).xyz +
warp_9=`    tex2D(sampler_main, uv2+ss*texsize.zw*float2(-1, 1)).xyz +
warp_10=`    tex2D(sampler_main, uv2+ss*texsize.zw*float2( 1,-1)).xyz +
warp_11=`    tex2D(sampler_main, uv2+ss*texsize.zw*float2(-1,-1)).xyz
warp_12=`  );
warp_13=`
warp_14=`  // diffusion:  
warp_15=`  ret = tex2D(sampler_main,uv2);//blur;
warp_16=`
warp_17=`  float F2 = 0.035;
warp_18=`  float k2 = 0.060;
warp_19=`  float s = 0.025;
warp_20=`  float scale = 9;
warp_21=`
warp_22=`  // reaction:
warp_23=`  float3 z = ret;
warp_24=`  float uvv = ret.x*ret.y*ret.y;
warp_25=`  z.x += (-uvv + F2*(1-ret.x) + 0.0007)*scale;
warp_26=`  z.y += (uvv - (F2+k2)*ret.y)*scale;
warp_27=`  //z.x += s*(16-ret.x*ret.y);
warp_28=`  //z.y += s*(ret.x*ret.y - ret.y - ret.z);
warp_29=`  z.z -= 0.02;
warp_30=`
warp_31=`  // apply laplacian:
warp_32=`  z.x += (blur - GetPixel(uv2))*0.2*scale;
warp_33=`
warp_34=`  ret = z;  
warp_35=`  //ret *= 0.98 + 0.02*saturate( (0.75 - rad )*10 );
warp_36=`  //ret *= 0.99;
warp_37=`
warp_38=`  // add noise:
warp_39=`  ret.x += 0.09*(tex2d(sampler_noise_lq, uv*texsize.xy*texsize_noise_lq.zw + rand_frame.xy).xyz*2-1);
warp_40=`
warp_41=`  // darken (decay) over time
warp_42=`  //ret = (ret - 0.002)*0.99;
warp_43=`}
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=`    float2 uv_temp1 = (uv - 0.5) * texsize.xy;
comp_6=`    float rad_hq = length(uv_temp1);
comp_7=`    float ang_hq = atan2(-uv_temp1.y, uv_temp1.x);
comp_8=`
comp_9=`    float2 uv2 = (uv - 0.5);
comp_10=`    float rad2 = rad_lq*0.8;
comp_11=`    float ang2 = ang_lq * M_INV_PI_2 + rad_lq*0.000 + time*0.00;
comp_12=`
comp_13=`
comp_14=`        // FIN TYPE
comp_15=`        float fins = 6;
comp_16=`        ang2 = frac(ang2*fins)/fins;
comp_17=`              // ENABLE THIS TO MAKE THE FINS ALTERNATE: (seamless!)
comp_18=`              ang2 = abs(ang2 - 0.5/fins);
comp_19=`
comp_20=`
comp_21=`    ang2 *= M_PI_2;
comp_22=`    uv = 0.5 + rad2*float2(cos(ang2),sin(ang2))*texsize.zw;
comp_23=`
comp_24=`    ret = 1.4*pow(saturate(GetBlur1(uv))*((tex2D(sampler_pc_main,uv)-GetBlur3(uv))),0.5); //invert
comp_25=`}