MILKDROP_PRESET_VERSION=201
PSVERSION=2
PSVERSION_WARP=2
PSVERSION_COMP=2
[preset00]
fRating=3.000000
fGammaAdj=2.0
fDecay=0.990
fVideoEchoZoom=2.0
fVideoEchoAlpha=0.0
nVideoEchoOrientation=0
nWaveMode=7
bAdditiveWaves=1
bWaveDots=0
bWaveThick=0
bModWaveAlphaByVolume=0
bMaximizeWaveColor=1
bTexWrap=1
bDarkenCenter=0
bRedBlueStereo=0
bBrighten=0
bDarken=0
bSolarize=0
bInvert=0
fWaveAlpha=0.001
fWaveScale=1.111
fWaveSmoothing=0.171
fWaveParam=-0.160
fModWaveAlphaStart=1.050
fModWaveAlphaEnd=1.4
fWarpAnimSpeed=1.0
fWarpScale=1.0
fZoomExponent=1.0
fShader=0.0
zoom=1.0
rot=0.0
cx=0.5
cy=0.5
dx=0.0
dy=0.0
warp=0.17920
sx=1.0
sy=1.0
wave_r=0.860
wave_g=0.610
wave_b=0.290
wave_x=0.5
wave_y=0.5
ob_size=0.010
ob_r=0.0
ob_g=0.0
ob_b=0.0
ob_a=0.0
ib_size=0.010
ib_r=0.250
ib_g=0.250
ib_b=0.250
ib_a=0.0
nMotionVectorsX=12.0
nMotionVectorsY=9.0
mv_dx=0.0
mv_dy=0.0
mv_l=0.9
mv_r=1.0
mv_g=1.0
mv_b=1.0
mv_a=0.0
b1n=0.4
b2n=0.0
b3n=0.0
b1x=1.0
b2x=1.0
b3x=1.0
b1ed=0.250
wavecode_0_enabled=1
wavecode_0_samples=198
wavecode_0_sep=15
wavecode_0_bSpectrum=0
wavecode_0_bUseDots=0
wavecode_0_bDrawThick=0
wavecode_0_bAdditive=0
wavecode_0_scaling=1.0
wavecode_0_smoothing=0.0
wavecode_0_r=1.0
wavecode_0_g=1.0
wavecode_0_b=1.0
wavecode_0_a=1.0
wave_0_per_frame1=q1 = 0.5;
wave_0_per_frame2=q2 = 0.5;
wave_0_per_frame3=q3 = 0;
wave_0_per_frame4=
wave_0_per_frame5=a = q7;
wave_0_per_point1=temp1 = 1 - temp1;
wave_0_per_point2=newx = value1*0.1;
wave_0_per_point3=newy = value2*0.1;
wave_0_per_point4=s1 = above(temp1,0.5);
wave_0_per_point5=s2 = 1-s1;
wave_0_per_point6=s1 = s1 + (1-s1)*below(q3,0.5);
wave_0_per_point7=s2 = s2 + (1-s2)*below(q3,0.5);
wave_0_per_point8=
wave_0_per_point9=s1 = s1*0.97 + 0.03*0.5;
wave_0_per_point10=s2 = s2*0.97 + 0.03*0.5;
wave_0_per_point11=
wave_0_per_point12=x = q1 + newx;
wave_0_per_point13=y = q2 + newy;
wave_0_per_point14=
wave_0_per_point15=
wave_0_per_point16=
wave_0_per_point17=
wave_0_per_point18=q1 = x;
wave_0_per_point19=q2 = y;
wave_0_per_point20=q3 = q3 + 1;
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=1.0
wavecode_1_smoothing=0.5
wavecode_1_r=1.0
wavecode_1_g=1.0
wavecode_1_b=1.0
wavecode_1_a=1.0
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=1.0
wavecode_2_smoothing=0.5
wavecode_2_r=1.0
wavecode_2_g=1.0
wavecode_2_b=1.0
wavecode_2_a=1.0
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=1.0
wavecode_3_smoothing=0.5
wavecode_3_r=1.0
wavecode_3_g=1.0
wavecode_3_b=1.0
wavecode_3_a=1.0
shapecode_0_enabled=1
shapecode_0_sides=16
shapecode_0_additive=0
shapecode_0_thickOutline=0
shapecode_0_textured=0
shapecode_0_num_inst=36
shapecode_0_x=0.5
shapecode_0_y=0.5
shapecode_0_rad=0.1
shapecode_0_ang=0.0
shapecode_0_tex_ang=0.0
shapecode_0_tex_zoom=1.0
shapecode_0_r=1.0
shapecode_0_g=1.0
shapecode_0_b=1.0
shapecode_0_a=0.3
shapecode_0_r2=0.5
shapecode_0_g2=0.7
shapecode_0_b2=0.9
shapecode_0_a2=0.0
shapecode_0_border_r=1.0
shapecode_0_border_g=1.0
shapecode_0_border_b=1.0
shapecode_0_border_a=0.0
shape_0_per_frame1=ang2 = instance/num_inst*6.28 + time;
shape_0_per_frame2=rad2 = 0.1;
shape_0_per_frame3=x = 0.5 + rad2*cos(ang2)*q11;
shape_0_per_frame4=y = 0.5 + rad2*sin(ang2)*q12;
shape_0_per_frame5=a = a * q9;
shape_0_per_frame6=a2 = a2 * q9;
shape_0_per_frame7=
shape_0_per_frame8=rad = 0.08;
shape_0_per_frame9=
shape_0_per_frame10=r = q15;
shape_0_per_frame11=g = q14;
shape_0_per_frame12=b = q13;
shapecode_1_enabled=0
shapecode_1_sides=32
shapecode_1_additive=0
shapecode_1_thickOutline=0
shapecode_1_textured=0
shapecode_1_num_inst=1
shapecode_1_x=0.5
shapecode_1_y=0.5
shapecode_1_rad=0.1
shapecode_1_ang=0.0
shapecode_1_tex_ang=0.0
shapecode_1_tex_zoom=1.0
shapecode_1_r=1.0
shapecode_1_g=1.0
shapecode_1_b=1.0
shapecode_1_a=1.0
shapecode_1_r2=0.5
shapecode_1_g2=0.5
shapecode_1_b2=0.9
shapecode_1_a2=0.0
shapecode_1_border_r=1.0
shapecode_1_border_g=1.0
shapecode_1_border_b=1.0
shapecode_1_border_a=0.0
shape_1_per_frame1=ang = 1.7;
shape_1_per_frame2=r = 0.1;
shape_1_per_frame3=x = 0.5 + r*cos(ang);
shape_1_per_frame4=y = 0.5 + r*sin(ang);
shape_1_per_frame5=a = a * q9;
shapecode_2_enabled=0
shapecode_2_sides=32
shapecode_2_additive=0
shapecode_2_thickOutline=0
shapecode_2_textured=0
shapecode_2_num_inst=1
shapecode_2_x=0.5
shapecode_2_y=0.5
shapecode_2_rad=0.1
shapecode_2_ang=0.0
shapecode_2_tex_ang=0.0
shapecode_2_tex_zoom=1.0
shapecode_2_r=1.0
shapecode_2_g=1.0
shapecode_2_b=1.0
shapecode_2_a=1.0
shapecode_2_r2=0.5
shapecode_2_g2=0.5
shapecode_2_b2=0.9
shapecode_2_a2=0.0
shapecode_2_border_r=1.0
shapecode_2_border_g=1.0
shapecode_2_border_b=1.0
shapecode_2_border_a=0.0
shape_2_per_frame1=ang = 4.84;
shape_2_per_frame2=r = 0.1;
shape_2_per_frame3=x = 0.5 + r*cos(ang);
shape_2_per_frame4=y = 0.5 + r*sin(ang);
shape_2_per_frame5=a = a * q9;
shapecode_3_enabled=0
shapecode_3_sides=32
shapecode_3_additive=0
shapecode_3_thickOutline=0
shapecode_3_textured=0
shapecode_3_num_inst=1
shapecode_3_x=0.5
shapecode_3_y=0.5
shapecode_3_rad=0.1
shapecode_3_ang=0.0
shapecode_3_tex_ang=0.0
shapecode_3_tex_zoom=1.0
shapecode_3_r=1.0
shapecode_3_g=1.0
shapecode_3_b=1.0
shapecode_3_a=1.0
shapecode_3_r2=0.5
shapecode_3_g2=0.5
shapecode_3_b2=0.9
shapecode_3_a2=0.0
shapecode_3_border_r=1.0
shapecode_3_border_g=1.0
shapecode_3_border_b=1.0
shapecode_3_border_a=0.0
shape_3_per_frame1=ang = 3.14;
shape_3_per_frame2=r = 0.1;
shape_3_per_frame3=x = 0.5 + r*cos(ang);
shape_3_per_frame4=y = 0.5 + r*sin(ang);
shape_3_per_frame5=a = a * q9;
per_frame_init_1=// determines the cell sizes: (see per-vertex eqs)
per_frame_init_2=q3 = 0.5  +  0.6 * rand(100)*0.01;
per_frame_init_3=q4 = rand(100)*0.01;
per_frame_init_4=q5 = rand(100)*0.01;
per_frame_1=wave_r = wave_r + 0.200*( 0.60*sin(1.517*time) + 0.40*sin(1.580*time) );
per_frame_2=wave_g = wave_g + 0.200*( 0.60*sin(1.088*time) + 0.40*sin(1.076*time) );
per_frame_3=wave_b = wave_b + 0.200*( 0.60*sin(1.037*time) + 0.40*sin(0.922*time) );
per_frame_4=rot = rot + 0.010*( 0.60*sin(0.381*time) + 0.40*sin(0.579*time) );
per_frame_5=zoom = zoom + 0.037*( 0.38*sin(0.157*time+1) + 0.62*sin(0.1184*time+5) );
per_frame_6=cx = cx + 0.110*( 0.60*sin(0.374*time) + 0.40*sin(0.294*time) );
per_frame_7=cy = cy + 0.110*( 0.60*sin(0.393*time) + 0.40*sin(0.223*time) );
per_frame_8=q1=cos(1.41*time);
per_frame_9=q2=time + 0.3*sin(time*1.47);
per_frame_10=
per_frame_11=// this is a great way to respond to beats:
per_frame_12=// once you get one, let it decay at a constant rate!!
per_frame_13=rg = max(rg*0.77, 0.02 + 0.5*min(2,max(0,mid_att-1)*1.3));
per_frame_14=q9 = rg * above(rg,rg2*2);
per_frame_15=rg2 = max(rg, rg2*0.8);
per_frame_16=
per_frame_17=//zoom = zoom + q9*0.1;
per_frame_18=monitor = q9;
per_frame_19=
per_frame_20=// for custom shape 1:
per_frame_21=q11 = aspectx;
per_frame_22=q12 = aspecty;
per_frame_23=q13 = wave_r;
per_frame_24=q14 = wave_g;
per_frame_25=q15 = wave_b;
per_frame_26=
per_frame_27=// custom beat detection code: (fps-independent; quiet songs don't freak out)
per_frame_28=min_att    = 2.5;               // lower # = quieter songs can declare beats
per_frame_29=decay_to   = 0.8;               // lower # = more hasty to declare a beat
per_frame_30=decay_rate = pow(0.9980, fps);  // lower # = more hasty to declare a beat
per_frame_31=beat =           bass/max(min_att,bass_att);
per_frame_32=beat = max(beat, mid /max(min_att,mid_att ));
per_frame_33=beat = max(beat, treb/max(min_att,treb_att));
per_frame_34=beat = max( beat, (prev_beat-decay_to)*decay_rate + decay_to );
per_frame_35=beat_level     = (beat - prev_beat - 0.07)*24;
per_frame_36=is_beat = above(beat_level, 0.5);
per_frame_37=  // effects:
per_frame_38=  warp = (beat - prev_beat)*22;
per_frame_39=  q7 = (beat - prev_beat - 0.08)*32;
per_frame_40=prev_beat = beat;
per_pixel_1=// this creates squares of a certain size, in pixels, 
per_pixel_2=// no matter what the size of the screen, or its aspect ratio:
per_pixel_3=dx = cos(x*pixelsx*aspectx*q3*0.1 + q4*6.28)*0.02;
per_pixel_4=dy = cos(y*pixelsy*aspecty*q3*0.1 + q5*6.28)*0.02;
warp_1=`shader_body
warp_2=`{
warp_3=`
warp_4=`    // sample previous frame
warp_5=`    ret = tex2D( sampler_main, uv ).xyz;
warp_6=`    
warp_7=`    // darken (decay) over time
warp_8=`    //ret = (ret - 0.0015)*0.988;
warp_9=`    ret *= 0.8 + 0.17*saturate(rad*5);
warp_10=`}
comp_1=`shader_body
comp_2=`{
comp_3=`    ret = tex2D(sampler_main, uv).xyz;
comp_4=`    //ret += (GetBlur1(uv) - blur1_min)*2.5;
comp_5=`    //ret = pow(ret, float3(0.9,0.5,1.3)) - 0.06;
comp_6=`    ret *= 1.80; //gamma
comp_7=`
comp_8=`}
