MILKDROP_PRESET_VERSION=201
PSVERSION=2
PSVERSION_WARP=2
PSVERSION_COMP=2
[preset00]
fRating=4.000000
fGammaAdj=1.900
fDecay=0.980
fVideoEchoZoom=1.169
fVideoEchoAlpha=0.000
nVideoEchoOrientation=0
nWaveMode=0
bAdditiveWaves=0
bWaveDots=0
bWaveThick=1
bModWaveAlphaByVolume=0
bMaximizeWaveColor=0
bTexWrap=0
bDarkenCenter=0
bRedBlueStereo=0
bBrighten=0
bDarken=0
bSolarize=0
bInvert=0
fWaveAlpha=4.100
fWaveScale=0.972
fWaveSmoothing=0.900
fWaveParam=0.094
fModWaveAlphaStart=1.000
fModWaveAlphaEnd=1.300
fWarpAnimSpeed=1.000
fWarpScale=2.853
fZoomExponent=2.63006
fShader=0.000
zoom=1.03100
rot=0.00000
cx=0.500
cy=0.500
dx=0.00000
dy=0.00000
warp=0.00000
sx=1.00000
sy=1.00000
wave_r=1.000
wave_g=1.000
wave_b=1.000
wave_x=1.000
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=0.010
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=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=0.250
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=40
shapecode_0_additive=0
shapecode_0_thickOutline=1
shapecode_0_textured=1
shapecode_0_num_inst=1
shapecode_0_x=0.500
shapecode_0_y=0.500
shapecode_0_rad=0.59957
shapecode_0_ang=0.00000
shapecode_0_tex_ang=0.00000
shapecode_0_tex_zoom=1.33450
shapecode_0_r=1.000
shapecode_0_g=1.000
shapecode_0_b=1.000
shapecode_0_a=1.000
shapecode_0_r2=1.000
shapecode_0_g2=1.000
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=0.000
shapecode_0_border_a=0.000
shape_0_init1=bob = 1.5;
shape_0_init2=ro = 0;
shape_0_init3=red = int(rand(20));
shape_0_per_frame1=vol = 1 + 0.2*((bass_att+treb_att+mid_att)/3);
shape_0_per_frame2=bob = bob*above(bob,0.01) - 0.01 + 1*(1 - above(bob,0.01));
shape_0_per_frame3=bob = 0.4 + 0.4*sin(time*0.8);
shape_0_per_frame4=bob = bob*vol;
shape_0_per_frame5=rad = bob;
shape_0_per_frame6=border_1 = 0.4;
shape_0_per_frame7=sides = 30;
shape_0_per_frame8=ro = ro + 0.02;
shape_0_per_frame9=ang = ro;
shape_0_per_frame10=rad = 0.6;
shape_0_per_frame11=
shape_0_per_frame12=sp = red*0.025;
shape_0_per_frame13=spi = 0.5 - sp;
shape_0_per_frame14=tm = time*0.1;
shape_0_per_frame15=border_r = 0.5 + sp*sin(tm*0.6) + spi*cos(tm*1.46);
shape_0_per_frame16=border_g = 0.5 + sp*sin(tm*1.294) + spi*cos(tm*0.87);
shape_0_per_frame17=border_b = 0.5 + sp*sin(tm*1.418) + spi*cos(tm*0.76);
shapecode_1_enabled=1
shapecode_1_sides=40
shapecode_1_additive=1
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=1.000
shapecode_1_b=1.000
shapecode_1_a=1.000
shapecode_1_r2=0.000
shapecode_1_g2=0.000
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=0.000
shape_1_per_frame1=x = 0.5 + 0.5*(sin(time*1.1)*0.3 + 0.7*sin(time*0.5));
shape_1_per_frame2=x = 0.5 + 0.225*sin(time);
shape_1_per_frame3=y = 0.5 + 0.3*cos(time);
shape_1_per_frame4=
shape_1_per_frame5=rad = rad*mid_att;
shape_1_per_frame6=r = 0.5 + 0.5*sin(frame*0.5);
shape_1_per_frame7=b = 0.5 + 0.5*sin(frame*0.5 + 2.094);
shape_1_per_frame8=g = 0.5 + 0.5*sin(frame*0.5 + 4.188);
shape_1_per_frame9=
shapecode_2_enabled=1
shapecode_2_sides=40
shapecode_2_additive=1
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=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=0.000
shapecode_2_border_r=1.000
shapecode_2_border_g=1.000
shapecode_2_border_b=1.000
shapecode_2_border_a=0.000
shape_2_per_frame1=x = 0.5 + 0.5*(sin(time*1.1)*0.3 + 0.7*sin(time*0.5));
shape_2_per_frame2=x = 0.5 + 0.225*sin(time + 2.09);
shape_2_per_frame3=y = 0.5 + 0.3*cos(time + 2.09);
shape_2_per_frame4=
shape_2_per_frame5=rad = rad*bass_att;
shape_2_per_frame6=r = 0.5 + 0.5*sin(frame*0.5);
shape_2_per_frame7=b = 0.5 + 0.5*sin(frame*0.5 + 2.094);
shape_2_per_frame8=g = 0.5 + 0.5*sin(frame*0.5 + 4.188);
shape_2_per_frame9=
shapecode_3_enabled=1
shapecode_3_sides=40
shapecode_3_additive=1
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=1.000
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=0.000
shapecode_3_border_r=1.000
shapecode_3_border_g=1.000
shapecode_3_border_b=1.000
shapecode_3_border_a=0.000
shape_3_per_frame1=x = 0.5 + 0.5*(sin(time*1.1)*0.3 + 0.7*sin(time*0.5));
shape_3_per_frame2=x = 0.5 + 0.225*sin(time + 4.19);
shape_3_per_frame3=y = 0.5 + 0.3*cos(time + 4.19);
shape_3_per_frame4=
shape_3_per_frame5=rad = rad*treb_att;
shape_3_per_frame6=r = 0.5 + 0.5*sin(frame*0.5);
shape_3_per_frame7=b = 0.5 + 0.5*sin(frame*0.5 + 2.094);
shape_3_per_frame8=g = 0.5 + 0.5*sin(frame*0.5 + 4.188);
shape_3_per_frame9=
per_frame_1=wave_r = wave_r + 0.400*( 0.60*sin(0.933*time) + 0.40*sin(1.045*time) );
per_frame_2=wave_g = wave_g + 0.100*( 0.60*sin(0.900*time) + 0.40*sin(0.956*time) );
per_frame_3=wave_b = wave_b + 0.100*( 0.60*sin(0.910*time) + 0.40*sin(0.920*time) );
per_frame_4=mv_r = wave_r;
per_frame_5=mv_b = wave_b;
per_frame_6=mv_g = wave_g;
per_frame_7=q8 =oldq8+ 0.0003*(pow(1+1.2*bass+0.4*bass_att+0.1*treb+0.1*treb_att+0.1*mid+0.1*mid_att,6)/fps);
per_frame_8=oldq8 = q8;
per_frame_9=bass_thresh = above(bass_att,bass_thresh)*2 + (1-above(bass_att,bass_thresh))*((bass_thresh-1.3)*0.96+1.3);
per_frame_10=q5_residual = equal(bass_thresh,2)*0.0064*sin(q8*5) + (1-equal(bass_thresh,2))*q5_residual;
per_frame_11=q6_residual = equal(bass_thresh,2)*0.0048*sin(q8*6) + (1-equal(bass_thresh,2))*q6_residual;
per_frame_12=dx=q5_residual ;
per_frame_13=dy=q6_residual ;
per_frame_14=q1 = 0.03*(pow(1+1.2*bass+0.4*bass_att+0.1*treb+0.1*treb_att+0.1*mid+0.1*mid_att,6)/fps);
per_frame_15=monitor = q1;
per_frame_16=mv_a = bass-1.2;
per_pixel_1=zoom = 0.9 + 0.1*q1 + rad*0.1;
per_pixel_2=zoomexp = 2*zoom;
warp_1=`shader_body
warp_2=`{
warp_3=`    // sample previous frame
warp_4=`    ret.xyz = tex2D( sampler_main, uv ).xyz;
warp_5=`
warp_6=`      // take the difference between the crisp and blurred images,
warp_7=`      // then add it back into the image.  Creates spots and stripes over time.
warp_8=`      float3 b = lerp(GetBlur2(uv),GetBlur1(uv),uv_orig.x);//GetBlur2(uv);
warp_9=`      ret.xyz += (ret.xyz - b)*0.3 - (((bass+treb+mid-0.5)*.333)*.02);
warp_10=`      ret.xyz *= 0.95;
warp_11=`
warp_12=`      // add noise:
warp_13=`      float2 dither_uv = uv_orig*texsize.xy*texsize_noise_lq.zw * 0.4 + rand_frame.xy;
warp_14=`      ret.xyz += (tex2D(sampler_noise_lq, dither_uv).xyz-0.5)/256.0 * 122 * saturate(treb_att-1);
warp_15=`
warp_16=`      // desaturate over time, to keep the globs white
warp_17=`      ret.xyz = lerp(ret.xyz, lum(ret.xyz), 0.2);
warp_18=`}
comp_1=`shader_body
comp_2=`{
comp_3=`    ret = tex2D(sampler_main, uv).xyz;
comp_4=`    ret += GetBlur1(uv)*0.4;
comp_5=` 
comp_6=`    // palettize:
comp_7=`    ret = pow(ret, float3(0.5, 0.8, 1.7));
comp_8=`    ret = pow(ret, float3(1.7-(bass*.5), 1.7-(treb*.5), 1.7-(mid*.5)));
comp_9=`   
comp_10=`    //ret.xyz *= 2; // a little bit of overbright
comp_11=`}
comp_12=`
comp_13=`
