MILKDROP_PRESET_VERSION=201
PSVERSION=3
PSVERSION_WARP=2
PSVERSION_COMP=3
[preset00]
fRating=3.500
fGammaAdj=1.900
fDecay=0.980
fVideoEchoZoom=1.169
fVideoEchoAlpha=0.000
nVideoEchoOrientation=0
nWaveMode=1
bAdditiveWaves=0
bWaveDots=0
bWaveThick=0
bModWaveAlphaByVolume=0
bMaximizeWaveColor=1
bTexWrap=1
bDarkenCenter=1
bRedBlueStereo=0
bBrighten=0
bDarken=0
bSolarize=0
bInvert=0
fWaveAlpha=5.900
fWaveScale=0.408
fWaveSmoothing=0.900
fWaveParam=0.000
fModWaveAlphaStart=0.750
fModWaveAlphaEnd=0.950
fWarpAnimSpeed=1.000
fWarpScale=7.532
fZoomExponent=1.00000
fShader=0.000
zoom=1.00284
rot=0.00000
cx=0.500
cy=0.500
dx=0.00000
dy=0.00000
warp=0.05541
sx=1.00000
sy=1.00000
wave_r=0.900
wave_g=0.450
wave_b=0.000
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=12.000
nMotionVectorsY=9.000
mv_dx=0.000
mv_dy=0.000
mv_l=0.900
mv_r=0.400
mv_g=0.700
mv_b=0.700
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=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=wave_r = wave_r + 0.650*( 0.60*sin(1.437*time) + 0.40*sin(0.970*time) );
per_frame_2=wave_g = wave_g + 0.650*( 0.60*sin(1.344*time) + 0.40*sin(0.841*time) );
per_frame_3=wave_b = wave_b + 0.650*( 0.60*sin(1.251*time) + 0.40*sin(1.055*time) );
per_frame_4=rot = rot + 0.02*( 0.20*sin(0.081*time) + 0.045*sin(-0.079*time) );
per_frame_5=cx = cx + 0.08*( 0.60*sin(0.274*time) + 0.10*sin(0.194*time) );
per_frame_6=cy = cy + 0.08*( 0.60*sin(0.293*time) + 0.10*sin(0.123*time) );
per_frame_7=dx = dx + 0.0020*( 0.60*sin(0.134*time) + 0.40*sin(0.177*time) );
per_frame_8=dy = dy + 0.0020*( 0.60*sin(0.184*time) + 0.40*sin(0.147*time) );
per_frame_9=decay = decay - 0.001*equal(frame%6,0);
warp_1=`shader_body
warp_2=`{
warp_3=`    ret = tex2D( sampler_main, (uv-0.5)*1.00 + 0.5 );
warp_4=`    ret /= ret.x+ret.y+ret.z;
warp_5=`    float zoom = dot(ret, float3(1,0.985,0.95));
warp_6=`
warp_7=`    ret.xyz = tex2D( sampler_main, (uv-0.5)*zoom + 0.5 );
warp_8=`
warp_9=`    // shift mass from red to green and on to blue (corresponds to AGE of pixel)
warp_10=`    // .x = fastest layer, .z = slowest
warp_11=`    float r = 0.02; 
warp_12=`    float3 xfer = saturate((ret - 0.05)*99);
warp_13=`    xfer.yz *= saturate((0.1-ret.xy)*99);
warp_14=`    ret += xfer.xxx*float3(-1,1,0)*r*0.7;
warp_15=`    ret += xfer.yyy*float3(0,-1,1)*r*4;
warp_16=`    ret += xfer.zzz*float3(0,0,-1)*r;
warp_17=`
warp_18=`    // ERROR DIFFUSION DITHER - looks great
warp_19=`    float2 dither_uv = uv_orig*texsize.xy*texsize_noise_lq.zw + rand_frame.xy;
warp_20=`    ret += (tex2D(sampler_noise_lq, dither_uv).xyz-0.5)/256.0*float3(1,3,8)*5;
warp_21=`}
comp_1=`// to access a texture on disk: make a sampler.  This example loads "lichen.{tga/jpg/etc}".
comp_2=`sampler2D sampler_fw_lichen;  // _FW = filtering + wrap; _PC = point sampling + edge clamp; etc.
comp_3=`float4    texsize_lichen;     // auto-binds; .xy = (w,h); .zw = (1/w,1/h)
comp_4=`
comp_5=`
comp_6=`shader_body      
comp_7=`
comp_8=`
comp_9=`
comp_10=`{
comp_11=`    ret = tex2D(sampler_main, uv).xyz;
comp_12=`    ret = max(ret, tex2D(sampler_main, 1-uv));
comp_13=`    ret = ret*1.50-0.2; //old gamma effect
comp_14=`    
comp_15=`}
