MILKDROP_PRESET_VERSION=201
PSVERSION=3
PSVERSION_WARP=3
PSVERSION_COMP=2
[preset00]
fRating=3.000000
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=1
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=0.691
fWarpScale=2.280
fZoomExponent=1.00000
fShader=0.000
zoom=1.00000
rot=0.00000
cx=0.500
cy=0.500
dx=0.00000
dy=0.00000
warp=67.16532
sx=1.10462
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=0.005
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=0.250
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 = 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_init_1=mv_x=64;mv_y=48;
per_frame_init_2=nut=0;
per_frame_init_3=stp=0;stq=0;
per_frame_init_4=rtp=0;rtq=0;
per_frame_init_5=wvr=0;
per_frame_init_6=decay=0;
per_frame_init_7=dcsp=0;
per_frame_init_8=warp=0
per_frame_init_9=
per_frame_1=//krash's beat detection code
per_frame_2=volume = 0.3*(bass+mid+att);
per_frame_3=beatrate = equal(beatrate,0) + (1-equal(beatrate,0))*(below(volume,0.01) + (1-below(volume,0.01))*beatrate);
per_frame_4=lastbeat = lastbeat + equal(lastbeat,0)*time;
per_frame_5=meanbass_att = 0.1*(meanbass_att*9 + bass_att);
per_frame_6=peakbass_att = max(bass_att,peakbass_att);
per_frame_7=beatrate = max(if(beat,if(below(time-lastbeat,2*beatrate),0.1*(beatrate*9 + time - lastbeat),beatrate),beatrate),0.1);
per_frame_8=peakbass_att = beat*bass_att + (1-beat)*peakbass_att*(above(time - lastbeat, 2*beatrate)*0.95 + (1-above(time - lastbeat, 2*beatrate))*0.995);
per_frame_9=lastbeat = beat*time + (1-beat)*lastbeat;
per_frame_10=peakbass_att = max(peakbass_att,1.1*meanbass_att);
per_frame_11=beat = above(volume,0.8)*below(peakbass_att - bass_att, 0.05*peakbass_att)*above(time - lastbeat, 0.1 + 0.5*(beatrate - 0.1));
per_frame_12=beatcounter = beatcounter + beat;
per_frame_13=mode = if(beat*equal(beatcounter%2,0),1-mode,mode);
per_frame_14=flip = 2*mode-1;
per_frame_15=monitor=flip;
per_frame_16=q8=flip;
per_frame_17=
per_frame_18=
per_frame_19=decay=1;
per_frame_20=//zoom=1.002;
per_frame_21=
per_frame_22=vol=(bass_att+mid_att+treb_att)*0.25;
per_frame_23=vol=vol*vol;
per_frame_24=mtime=mtime+vol*0.05*flip;
per_frame_25=
per_frame_26=q1=mtime*0.4;
per_frame_27=
per_frame_28=
per_frame_29=musictime=musictime+(mid*mid*mid*mid)*0.01*flip;
per_frame_30=
per_frame_31=xpos=sin(musictime*0.6)*0.3;
per_frame_32=ypos=sin(musictime*0.4)*0.3;
per_frame_33=q4=xpos;
per_frame_34=q5=ypos;
per_frame_35=
per_frame_36=warp=0.0
per_pixel_1=cx=0.5+q4;
per_pixel_2=cy=0.5-q5;
per_pixel_3=rd=sqrt( sqr( (x-0.5-q4)*2) + sqr( (y-0.5+q5)*1.5 ) );
per_pixel_4=zm=(1-(rd/5));
per_pixel_5=sx=zm;
per_pixel_6=sy=zm;
per_pixel_7=//rot=above(rd,0.7)*(rd-0.7)*sin(time*0.3);
per_pixel_8=
per_pixel_9=
per_pixel_10=
per_pixel_11=tm=time+(sin(time)*rad);
per_pixel_12=var=tan(tm+time)*treb;
per_pixel_13=
per_pixel_14=zoom=.91+(rd/100)+0.1;
per_pixel_15=//rot=((rad/100)+(var/400))*sin(time);
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=`
comp_2=`
comp_3=`
comp_4=`
comp_5=`shader_body
comp_6=`{
comp_7=`    uv = 0.05 + 0.9*uv;
comp_8=`    ret = tex2D(sampler_main, uv).xyz;
comp_9=`      // SUPER GLOW EDGES - looks awesome w/octopus
comp_10=`      float3 avg_col = GetBlur2(uv);
comp_11=`      ret = abs(avg_col - ret)*6;
comp_12=`    ret *= .65; // a little bit of overbright
comp_13=`}
