MILKDROP_PRESET_VERSION=201
PSVERSION=2
PSVERSION_WARP=2
PSVERSION_COMP=2
[preset00]
fRating=5.000000
fGammaAdj=1.000000
fDecay=0.500000
fVideoEchoZoom=1.000000
fVideoEchoAlpha=0.000000
nVideoEchoOrientation=3
nWaveMode=7
bAdditiveWaves=0
bWaveDots=0
bWaveThick=0
bModWaveAlphaByVolume=0
bMaximizeWaveColor=1
bTexWrap=1
bDarkenCenter=0
bRedBlueStereo=0
bBrighten=0
bDarken=0
bSolarize=0
bInvert=0
fWaveAlpha=0.001000
fWaveScale=1.000000
fWaveSmoothing=0.750000
fWaveParam=0.000000
fModWaveAlphaStart=0.750000
fModWaveAlphaEnd=0.950000
fWarpAnimSpeed=1.000000
fWarpScale=2.853000
fZoomExponent=1.000000
fShader=0.000000
zoom=1.001829
rot=0.000000
cx=0.500000
cy=0.500000
dx=0.000000
dy=0.000000
warp=0.010000
sx=0.999005
sy=0.999005
wave_r=0.000000
wave_g=0.400000
wave_b=0.000000
wave_x=0.500000
wave_y=0.500000
ob_size=0.020000
ob_r=0.000000
ob_g=0.000000
ob_b=0.000000
ob_a=0.250001
ib_size=0.155000
ib_r=0.250000
ib_g=0.250000
ib_b=0.250000
ib_a=0.270000
nMotionVectorsX=12.000000
nMotionVectorsY=9.000000
mv_dx=0.000000
mv_dy=0.000000
mv_l=0.900000
mv_r=1.000000
mv_g=1.000000
mv_b=1.000000
mv_a=0.000000
b1n=0.000000
b2n=0.000000
b3n=0.000000
b1x=1.000000
b2x=1.000000
b3x=1.000000
b1ed=0.250000
wavecode_0_enabled=0
wavecode_0_samples=512
wavecode_0_sep=0
wavecode_0_bSpectrum=1
wavecode_0_bUseDots=0
wavecode_0_bDrawThick=0
wavecode_0_bAdditive=0
wavecode_0_scaling=1.000000
wavecode_0_smoothing=0.000000
wavecode_0_r=1.000000
wavecode_0_g=1.000000
wavecode_0_b=1.000000
wavecode_0_a=1.000000
wavecode_1_enabled=0
wavecode_1_samples=512
wavecode_1_sep=0
wavecode_1_bSpectrum=1
wavecode_1_bUseDots=0
wavecode_1_bDrawThick=0
wavecode_1_bAdditive=0
wavecode_1_scaling=1.000000
wavecode_1_smoothing=0.000000
wavecode_1_r=1.000000
wavecode_1_g=1.000000
wavecode_1_b=1.000000
wavecode_1_a=1.000000
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=1.000000
wavecode_2_smoothing=0.000000
wavecode_2_r=1.000000
wavecode_2_g=1.000000
wavecode_2_b=1.000000
wavecode_2_a=1.000000
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=1.000000
wavecode_3_smoothing=0.000000
wavecode_3_r=1.000000
wavecode_3_g=1.000000
wavecode_3_b=1.000000
wavecode_3_a=1.000000
shapecode_0_enabled=0
shapecode_0_sides=4
shapecode_0_additive=0
shapecode_0_thickOutline=0
shapecode_0_textured=1
shapecode_0_x=0.500000
shapecode_0_y=0.500000
shapecode_0_rad=2.667177
shapecode_0_ang=0.000000
shapecode_0_tex_ang=0.000000
shapecode_0_tex_zoom=0.389281
shapecode_0_r=1.000000
shapecode_0_g=1.000000
shapecode_0_b=1.000000
shapecode_0_a=0.600000
shapecode_0_r2=1.000000
shapecode_0_g2=1.000000
shapecode_0_b2=1.000000
shapecode_0_a2=0.400000
shapecode_0_border_r=1.000000
shapecode_0_border_g=1.000000
shapecode_0_border_b=1.000000
shapecode_0_border_a=0.100000
shape_0_per_frame1=tex_capture = above(bass,1);
shape_0_per_frame2=ang = basstime;
shape_0_per_frame3=
shape_0_per_frame4=
shape_0_per_frame5=ob_r = 0.5 * sin(basstime*1.12);
shape_0_per_frame6=ob_g = 0.5 * sin(basstime*1.5);
shape_0_per_frame7=ob_b = 0.5 * sin(basstime*2.12);
shapecode_1_enabled=0
shapecode_1_sides=4
shapecode_1_additive=0
shapecode_1_thickOutline=0
shapecode_1_textured=1
shapecode_1_x=0.500000
shapecode_1_y=0.500000
shapecode_1_rad=2.667177
shapecode_1_ang=0.000000
shapecode_1_tex_ang=0.000000
shapecode_1_tex_zoom=0.369700
shapecode_1_r=1.000000
shapecode_1_g=1.000000
shapecode_1_b=1.000000
shapecode_1_a=0.600000
shapecode_1_r2=0.000000
shapecode_1_g2=1.000000
shapecode_1_b2=0.000000
shapecode_1_a2=1.000000
shapecode_1_border_r=1.000000
shapecode_1_border_g=1.000000
shapecode_1_border_b=1.000000
shapecode_1_border_a=0.100000
shape_1_per_frame1=tex_capture = above(bass,1);
shapecode_2_enabled=1
shapecode_2_sides=4
shapecode_2_additive=0
shapecode_2_thickOutline=0
shapecode_2_textured=0
shapecode_2_x=0.500000
shapecode_2_y=0.550000
shapecode_2_rad=0.036971
shapecode_2_ang=0.000000
shapecode_2_tex_ang=0.000000
shapecode_2_tex_zoom=1.000000
shapecode_2_r=1.000000
shapecode_2_g=0.000000
shapecode_2_b=0.000000
shapecode_2_a=1.000000
shapecode_2_r2=1.000000
shapecode_2_g2=1.000000
shapecode_2_b2=1.000000
shapecode_2_a2=1.000000
shapecode_2_border_r=1.000000
shapecode_2_border_g=1.000000
shapecode_2_border_b=1.000000
shapecode_2_border_a=0.100000
shape_2_per_frame1=r = 0.5 + 0.5*sin(q3);
shape_2_per_frame2=g = 0.5 + 0.5*sin(q3*1.258);
shape_2_per_frame3=b = 0.5 + 0.5*sin(q3*1.478);
shape_2_per_frame4=
shape_2_per_frame5=r2 = 0.5 + 0.5*sin(q3*789);
shape_2_per_frame6=g2 = 0.5 + 0.5*sin(q3*1.597);
shape_2_per_frame7=b2 = 0.5 + 0.5*sin(q3*1.729);
shape_2_per_frame8=
shape_2_per_frame9=
shape_2_per_frame10=x = 0.5 + 0.2*sin(time);
shapecode_3_enabled=1
shapecode_3_sides=4
shapecode_3_additive=0
shapecode_3_thickOutline=0
shapecode_3_textured=0
shapecode_3_x=0.500000
shapecode_3_y=0.500000
shapecode_3_rad=0.100000
shapecode_3_ang=0.000000
shapecode_3_tex_ang=0.000000
shapecode_3_tex_zoom=1.000000
shapecode_3_r=1.000000
shapecode_3_g=0.000000
shapecode_3_b=0.000000
shapecode_3_a=1.000000
shapecode_3_r2=0.000000
shapecode_3_g2=1.000000
shapecode_3_b2=0.000000
shapecode_3_a2=1.000000
shapecode_3_border_r=1.000000
shapecode_3_border_g=1.000000
shapecode_3_border_b=1.000000
shapecode_3_border_a=0.100000
shape_3_per_frame1=
shape_3_per_frame2=
shape_3_per_frame3=r = 0.5 + 0.5*sin(time);
shape_3_per_frame4=g = 0.5 + 0.5*sin(time*0.9);
shape_3_per_frame5=b = 0.5 + 0.5*sin(time*0.56);
shape_3_per_frame6=
shape_3_per_frame7=
shape_3_per_frame8=r2 = 0.5 + 0.5*sin(time);
shape_3_per_frame9=g2 = 0.5 + 0.5*sin(time*0.9);
shape_3_per_frame10=b2 = 0.5 + 0.5*sin(time*0.56);
per_frame_init_1=oldx=.5;
per_frame_init_2=oldy=.5;
per_frame_1=warp = 0;
per_frame_2=wave_r = min(1,max(0,0.3*bass));
per_frame_3=wave_g = min(1,max(0,0.3*mid));
per_frame_4=wave_b = min(1,max(0,0.3*treb));
per_frame_5=
per_frame_6=//Thanks to Zylot for rainbow generator
per_frame_7=counter1 = if(equal(counter2,1),if(equal(counter1,1),0,counter1+.2),1);
per_frame_8=counter2 = if(equal(counter1,1),if(equal(counter2,1),0,counter2+.2),1);
per_frame_9=cdelay1 = if(equal(cdelay2,1),1,if(equal(colorcounter%2,1),if(equal(counter1,1),2 ,0), if(equal(counter2,1),2,0)));
per_frame_10=cdelay2 = if(equal(cdelay1,2),1,0);
per_frame_11=colorcounter = if(above(colorcounter,7),0,if(equal(cdelay1,1),colorcounter+1,colorcounter));
per_frame_12=ob_r = if(equal(colorcounter,1),1, if(equal(colorcounter,2),1, if(equal(colorcounter,3),1, if(equal(colorcounter,4),sin(counter2+2.1), if(equal(colorcounter,5),0, if(equal(colorcounter,6),0,sin(counter1)))))));
per_frame_13=ob_g = if(equal(colorcounter,1),0, if(equal(colorcounter,2),sin(counter2*.5), if(equal(colorcounter,3),sin((counter1+1.75)*.4), if(equal(colorcounter,4),1, if(equal(colorcounter,5),1, if(equal(colorcounter,6),sin(counter2+2),0))))));
per_frame_14=ob_b = if(equal(colorcounter,1),sin(counter1+2.1), if(equal(colorcounter,2),0, if(equal(colorcounter,3),0, if(equal(colorcounter,4),0, if(equal(colorcounter,5),sin(counter1), if(equal(colorcounter,6),1,1))))));
per_frame_15=
per_frame_16=mbass=max(bass_att,3);
per_frame_17=xmovn = 0.1*int(rand(10))*mbass*0.015*(1-2*above(int(rand(10)),5));
per_frame_18=ymovn = pow(pow(mbass*0.015,2)-pow(xmovn,2),1/2)*(1-2*above(int(rand(10)),5));
per_frame_19=//ymovn=.05;
per_frame_20=xmov = if(beat,xmovn,xmov*.9);
per_frame_21=ymov = if(beat,ymovn,ymov*.9);
per_frame_22=q1=oldx;
per_frame_23=q2=oldy;
per_frame_24=out_x = bor(above(q1+xmov,.9),below(q1+xmov,.1));
per_frame_25=out_y = bor(above(q2+ymov,.9),below(q2+ymov,.1));
per_frame_26=xmov = xmov + (-2*xmov*out_x);
per_frame_27=ymov = ymov + (-2*ymov*out_y);
per_frame_28=wave_x =  q1+xmov ;
per_frame_29=wave_y = q2+ymov;
per_frame_30=q1=wave_x;
per_frame_31=q2=wave_y;
per_frame_32=oldx = q1;
per_frame_33=oldy = q2;
per_frame_34=
per_frame_35=decay = decay - 0.91*(treble);
per_frame_36=
per_frame_37=//Thanks to krash for beat detection (modified)
per_frame_38=volume = 0.3*bass+mid;
per_frame_39=beatrate = equal(beatrate,0) + (1-equal(beatrate,0))*(below(volume,0.01) + (1-below(volume,0.01))*beatrate);
per_frame_40=lastbeat = lastbeat + equal(lastbeat,0)*time;
per_frame_41=meanbass_att = 0.1*(meanbass_att*9 + bass_att);
per_frame_42=runmeanbass =(runmeanbass*2 + bass_att)/3;
per_frame_43=peakbass_att = max(bass_att,peakbass_att);
per_frame_44=beat = above(volume,0.8)*above(bass_att,runmeanbass*1.1)*below(peakbass_att - bass_att, 0.05*peakbass_att)*above(time - lastbeat, 0.1 + 0.5*(beatrate - 0.1));
per_frame_45=beatrate = max(if(beat,if(below(time-lastbeat,2*beatrate),0.1*(beatrate*9 + time - lastbeat),beatrate),beatrate),0.1);
per_frame_46=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_47=lastbeat = beat*time + (1-beat)*lastbeat;
per_frame_48=peakbass_att = max(peakbass_att,1.1*meanbass_att);
per_frame_49=q3=volume+treb;
per_frame_50=monitor =meanbass_att;
per_pixel_1=mx= x-q1;
per_pixel_2=my = y-(1-q2);
per_pixel_3=mrad = pow(pow(mx,2)+pow(my,2),0.5)*pow(2,0.5);
per_pixel_4=cx = q1;
per_pixel_5=cy = 1-q2;
per_pixel_6=rot= rot + below(mrad-0.18,0)*0.5*sin(mrad*40)*(mrad-0.1)*40- above(mrad-0.18,0)*0.3*sin(mrad*2)*(mrad-0.1)*sin((cx-0.5)*(cy-0.5)*6.28)*q3;
per_pixel_7=zoom= zoom - above(mrad-0.18,0)*0.05*mrad*q3;
per_pixel_8=dx = dx +below(mrad-0.18,0)*0.015*(mx/mrad);
per_pixel_9=dy = dy +below(mrad-0.18,0)*0.015*(my/mrad);
warp_1=`shader_body
warp_2=`{
warp_3=`
warp_4=`float2 zoom = 2;
warp_5=`float2 cntr = float2(-0,-0);
warp_6=`float2 c = float2(0.6,0.6); // complex constant
warp_7=`
warp_8=` float2 my_uv = (uv-0.5-cntr)*zoom;
warp_9=` my_uv = float2(my_uv.x*my_uv.x - my_uv.y*my_uv.y, 2*my_uv.x*my_uv.y) + c; // u -> u^2 + c
warp_10=`
warp_11=`zoom =1.81;
warp_12=`cntr = float2(0,0);
warp_13=`c = float2(0.448,0.701);
warp_14=`
warp_15=` float2 my_uv2 = (uv_orig-0.5-cntr)*zoom; // using uv_orig here - no contortion to the nice julia island
warp_16=` my_uv2 = float2(my_uv2.x*my_uv2.x - my_uv2.y*my_uv2.y, 2*my_uv2.x*my_uv2.y) + c; // u -> u^2 + c
warp_17=`
warp_18=`//ret.x = tex2D( sampler_fc_main, my_uv).x - 0.1;
warp_19=`ret = tex2D( sampler_fc_main, my_uv2) - 0.004;
warp_20=`
warp_21=` my_uv = lerp(my_uv, my_uv2, 0.5);
warp_22=`//ret.z = tex2D( sampler_fc_main, my_uv2).z - 0.1;
warp_23=`
warp_24=`}
comp_1=`shader_body
comp_2=`{
comp_3=`    float2 uv2, uv3;
comp_4=`    float ang2, c, s;
comp_5=`
comp_6=`    uv -= 0.5;
comp_7=`    uv *= aspect.xy;    
comp_8=`
comp_9=`float3 ret1 = 0;
comp_10=`int anz = 6;
comp_11=`int n = 0;
comp_12=`while (n <= anz) {
comp_13=`    ang2 = 6.28*n/anz;
comp_14=`    c = cos(ang2);
comp_15=`    s = sin(ang2);
comp_16=`    uv2.x =  uv.x*c - uv.y*s;
comp_17=`    uv2.y =  uv.x*s + uv.y*c;
comp_18=`
comp_19=`    ret1 = max(ret1,tex2D(sampler_main, uv2 + 0.5+.1*q1));
comp_20=`n++;
comp_21=`}
comp_22=`
comp_23=`ret1 = (ret1 - rad/2) * (1+slow_roam_cos.xyz/2);
comp_24=`
comp_25=`float3 noise = tex2D (sampler_noise_hq,uv*8+lum(ret1)/8)+.15;
comp_26=`
comp_27=`ret1 = max(ret1,lum(noise)/6);
comp_28=`
comp_29=`//ret = lerp(ret, lum(ret), -5);
comp_30=`
comp_31=` ret = ret1*1.6-.1; 
comp_32=`}
comp_33=`
comp_34=`
