MILKDROP_PRESET_VERSION=201
PSVERSION=3
PSVERSION_WARP=3
PSVERSION_COMP=2
[preset00]
fRating=5.000
fGammaAdj=1.000
fDecay=0.950
fVideoEchoZoom=0.498
fVideoEchoAlpha=0.000
nVideoEchoOrientation=3
nWaveMode=7
bAdditiveWaves=0
bWaveDots=0
bWaveThick=0
bModWaveAlphaByVolume=1
bMaximizeWaveColor=0
bTexWrap=1
bDarkenCenter=0
bRedBlueStereo=0
bBrighten=0
bDarken=0
bSolarize=0
bInvert=0
fWaveAlpha=0.001
fWaveScale=0.485
fWaveSmoothing=0.000
fWaveParam=-0.500
fModWaveAlphaStart=0.500
fModWaveAlphaEnd=1.000
fWarpAnimSpeed=1.000
fWarpScale=1.331
fZoomExponent=1.00000
fShader=0.000
zoom=13.29089
rot=0.00000
cx=0.500
cy=0.500
dx=-0.28000
dy=-0.32000
warp=0.00909
sx=1.00000
sy=1.00000
wave_r=0.500
wave_g=0.500
wave_b=0.500
wave_x=0.500
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=0.000
ib_r=1.000
ib_g=0.000
ib_b=0.000
ib_a=1.000
nMotionVectorsX=32.000
nMotionVectorsY=24.000
mv_dx=0.000
mv_dy=0.000
mv_l=0.500
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=1
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
wave_0_per_point1=x = .5 + (bass*.12)*sin(sample*2*(time*10000));
wave_0_per_point2=y = .5 + (bass*.1)*cos(sample*2*(time*10000));
wave_0_per_point3=r = 1 + .5*sin(sample*2+(time*10));
wave_0_per_point4=g = 1 + .5*sin(sample*2+(time*50));
wave_0_per_point5=b = 1 + .5*sin(sample*2+(time*20));
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=1
wavecode_2_samples=102
wavecode_2_sep=0
wavecode_2_bSpectrum=1
wavecode_2_bUseDots=0
wavecode_2_bDrawThick=0
wavecode_2_bAdditive=0
wavecode_2_scaling=1.00000
wavecode_2_smoothing=0.00000
wavecode_2_r=0.000
wavecode_2_g=0.000
wavecode_2_b=0.000
wavecode_2_a=1.000
wave_2_per_frame1=samples = 256 + 50*sin(time*.939493949);
wave_2_per_frame2=vol = (bass_att + mid_att + treb_att)*.333333;
wave_2_per_frame3=vol_avg = .1*(vol_avg*9 + vol);
wave_2_per_frame4=vg = vol_avg*.1;
wave_2_per_frame5=t1 = if(above(vg,1.8),1.8,vg);
wave_2_per_point1=tm = q1;
wave_2_per_point2=sp = sample*6.28*8*6*sin(time)*100;
wave_2_per_point3=
wave_2_per_point4=vol = (value1+value2)*.5;
wave_2_per_point5=it = it*above(sample,0);
wave_2_per_point6=it = it + 1;
wave_2_per_point7=//rad = .5 + vol + .01;
wave_2_per_point8=rad=1;
wave_2_per_point9=ra = rad*sin(sample*3.14);
wave_2_per_point10=ox = ra*sin(sp);
wave_2_per_point11=oy = sin(sample*3.14-1.57)*rad;
wave_2_per_point12=oz = ra*cos(sp);
wave_2_per_point13=
wave_2_per_point14=xang = q4;
wave_2_per_point15=yang = q5;
wave_2_per_point16=zang = q6;
wave_2_per_point17=fov = .5;
wave_2_per_point18=
wave_2_per_point19=mx = ox*cos(zang) - oy*sin(zang);
wave_2_per_point20=my = ox*sin(zang) + oy*cos(zang);
wave_2_per_point21=ox = mx;
wave_2_per_point22=oy = my;
wave_2_per_point23=mx = ox*cos(yang) + oz*sin(yang);
wave_2_per_point24=mz = - ox*sin(yang) + oz*cos(yang);
wave_2_per_point25=ox = mx;
wave_2_per_point26=oz = mz;
wave_2_per_point27=my = oy*cos(xang) - oz*sin(xang);
wave_2_per_point28=mz = oy*sin(xang) + oz*cos(xang);
wave_2_per_point29=oy = my;
wave_2_per_point30=oz = mz;
wave_2_per_point31=
wave_2_per_point32=yang = q8;
wave_2_per_point33=oz = oz + 5;
wave_2_per_point34=
wave_2_per_point35=mx = ox*cos(yang) + oz*sin(yang);
wave_2_per_point36=mz = - ox*sin(yang) + oz*cos(yang);
wave_2_per_point37=ox = mx;
wave_2_per_point38=oz = mz;
wave_2_per_point39=
wave_2_per_point40=oz = oz - 5;
wave_2_per_point41=
wave_2_per_point42=oz = oz - 2;
wave_2_per_point43=x = ox*fov/oz + 0.5;
wave_2_per_point44=x = (x-.5)*0.75 + 0.5;
wave_2_per_point45=y = oy*fov/oz + 0.5;
wave_2_per_point46=
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=4
shapecode_0_additive=0
shapecode_0_thickOutline=0
shapecode_0_textured=1
shapecode_0_num_inst=1
shapecode_0_x=0.500
shapecode_0_y=0.500
shapecode_0_rad=0.89269
shapecode_0_ang=6.09469
shapecode_0_tex_ang=0.00000
shapecode_0_tex_zoom=0.51760
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=0.500
shapecode_0_border_r=1.000
shapecode_0_border_g=1.000
shapecode_0_border_b=1.000
shapecode_0_border_a=0.000
shape_0_per_frame1=ang=sin(time/((sin(time/1000)*0.5+0.5)*2))
shapecode_1_enabled=1
shapecode_1_sides=4
shapecode_1_additive=0
shapecode_1_thickOutline=0
shapecode_1_textured=1
shapecode_1_num_inst=1
shapecode_1_x=0.500
shapecode_1_y=0.500
shapecode_1_rad=1.20321
shapecode_1_ang=1.25664
shapecode_1_tex_ang=4.96372
shapecode_1_tex_zoom=0.74934
shapecode_1_r=0.970
shapecode_1_g=0.990
shapecode_1_b=0.990
shapecode_1_a=1.000
shapecode_1_r2=1.000
shapecode_1_g2=1.000
shapecode_1_b2=1.000
shapecode_1_a2=1.000
shapecode_1_border_r=1.000
shapecode_1_border_g=1.000
shapecode_1_border_b=1.000
shapecode_1_border_a=0.200
shape_1_per_frame1=ang=sin(time/20)*6.4;
shape_1_per_frame2=//additive=above(sin(time/6)*0.5+0.5,0.999);
shapecode_2_enabled=1
shapecode_2_sides=17
shapecode_2_additive=0
shapecode_2_thickOutline=0
shapecode_2_textured=1
shapecode_2_num_inst=1
shapecode_2_x=0.500
shapecode_2_y=0.500
shapecode_2_rad=0.73160
shapecode_2_ang=5.65487
shapecode_2_tex_ang=5.59203
shapecode_2_tex_zoom=1.07409
shapecode_2_r=1.000
shapecode_2_g=1.000
shapecode_2_b=1.000
shapecode_2_a=1.000
shapecode_2_r2=1.000
shapecode_2_g2=1.000
shapecode_2_b2=1.000
shapecode_2_a2=0.300
shapecode_2_border_r=1.000
shapecode_2_border_g=1.000
shapecode_2_border_b=1.000
shapecode_2_border_a=0.100
shape_2_per_frame1=ang=(cos(time/12)*0.5+0.5)*6.4;
shapecode_3_enabled=1
shapecode_3_sides=32
shapecode_3_additive=1
shapecode_3_thickOutline=1
shapecode_3_textured=0
shapecode_3_num_inst=33
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=0.000
shapecode_3_g=0.500
shapecode_3_b=0.000
shapecode_3_a=1.000
shapecode_3_r2=0.000
shapecode_3_g2=0.500
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=trans = rand(int(q30))/15+instance-instance;
shape_3_per_frame2=trans2 = rand(int(q30))/15+instance-instance;
shape_3_per_frame3=trans3 = rand(int(q30))/15+instance-instance;
shape_3_per_frame4=a = trans;
shape_3_per_frame5=
shape_3_per_frame6=x = .5 + int(rand(15))*0.01*bass_att*if(equal(int(rand(2)),1),1,-1)+instance-instance;
shape_3_per_frame7=y = .5 + int(rand(15))*0.01*bass_att*if(equal(int(rand(2)),1),1,-1)+instance-instance;
shape_3_per_frame8=rad = .09 + rand(int(q30))/15+instance-instance;
shape_3_per_frame9=r=rand(q30)*.1+instance-instance;
shape_3_per_frame10=g=rand(q30)*.1+instance-instance;
shape_3_per_frame11=b=rand(q30)*.1+instance-instance;
shape_3_per_frame12=r2=rand(q30)*.1+instance-instance;
shape_3_per_frame13=g2=rand(q30)*.1+instance-instance;
shape_3_per_frame14=b2=rand(q30)*.1+instance-instance;
shape_3_per_frame15=border_r=rand(q30)*.1+instance-instance;
shape_3_per_frame16=border_g=rand(q30)*.1+instance-instance;
shape_3_per_frame17=border_b=rand(q30)*.1+instance-instance;
per_frame_init_1=zoom=1;
per_frame_init_2=xpos=0;
per_frame_init_3=ypos=0;
per_frame_1=chng=sin(time*.5);
per_frame_2=cthr=.9999;
per_frame_3=mq21=if(above(chng,cthr),rand(3),mq21);
per_frame_4=mq22=if(above(chng,cthr),rand(3),mq22);
per_frame_5=mq23=if(above(chng,cthr),rand(3),mq23);
per_frame_6=mq24=if(above(chng,cthr),rand(2),mq24);
per_frame_7=mq25=if(above(chng,cthr),rand(2),mq25);
per_frame_8=mq26=if(above(chng,cthr),rand(2),mq26);
per_frame_9=mq27=if(above(chng,cthr),rand(1),mq27);
per_frame_10=mq28=if(above(chng,cthr),rand(1),mq28);
per_frame_11=mq29=if(above(chng,cthr),rand(1)*.3,mq29);
per_frame_12=mq31=if(above(chng,cthr),rand(1)*.3,mq31);
per_frame_13=monitor=chng;
per_frame_14=q21=mq21;q22=mq22;q23=mq23;q24=mq24;q25=mq25;q26=mq26;
per_frame_15=q27=mq27;q28=mq28;q29=mq29;q31=mq31;
per_frame_16=
per_frame_17=monitor=mq1;
per_frame_18=vol=bass+treb+mid;
per_frame_19=atime=atime+vol;
per_frame_20=q11=.4+sin(atime*.006        )*.4;
per_frame_21=q12=.4+cos(atime*.00613828348)*.4;
per_frame_22=q13=.4+sin(atime*.00598593455)*.4;
per_frame_23=monitor=q13;
per_frame_24=q4=sin(atime*.03);
per_frame_25=q5=cos(atime*.030383824);
per_frame_26=q6=tan(atime*.029384834);
per_frame_27=
per_frame_28=//before inversion
per_frame_29=scale = 1;
per_frame_30=angle = time*.2;
per_frame_31=translation_x = 0;
per_frame_32=translation_y = 0.1;
per_frame_33=
per_frame_34=//complex inverted
per_frame_35=iscale = 1;
per_frame_36=iangle = 0.2;
per_frame_37=itranslation_u = 0;
per_frame_38=itranslation_v = 0;
per_frame_39=
per_frame_40=
per_frame_41=// the möbius transformation
per_frame_42=// z -> (az+b)/(cz-d); where a,b,c,d are complex numbers and z will be the uv-vector
per_frame_43=// (az+b)/(cz-d) = a/c + mu/(cz+d), with mu = (bc-ad)/c
per_frame_44=// so a/c and mu can be calculated outside of the shader
per_frame_45=
per_frame_46=a_r = cos(angle)*scale;
per_frame_47=a_i = sin(angle)*scale;
per_frame_48=b_r = translation_x;
per_frame_49=b_i = translation_y;
per_frame_50=
per_frame_51=c_r = -cos(iangle)*iscale;
per_frame_52=c_i = -sin(iangle)*iscale;
per_frame_53=d_r = itranslation_u;
per_frame_54=d_i = itranslation_v;
per_frame_55=
per_frame_56=// c^(-1)
per_frame_57=c_inv_r = c_r/(c_r*c_r+c_i*c_i);
per_frame_58=c_inv_i = c_i/(c_r*c_r+c_i*c_i);
per_frame_59=
per_frame_60=// a*c^(-1)
per_frame_61=ac_r = (a_r*c_inv_r - a_i*c_inv_i);
per_frame_62=ac_i = (a_r*c_inv_i - a_i*c_inv_r);
per_frame_63=
per_frame_64=// (bc-ad)
per_frame_65=bcad_r = (b_r*c_r - b_i*c_i)-(a_r*d_r-a_i*d_i);
per_frame_66=bcad_i = (b_r*c_i - b_i*c_r)-(a_r*d_i-a_i*d_r);
per_frame_67=
per_frame_68=// mu*c^(-1)
per_frame_69=mu_r = bcad_r*c_inv_r - bcad_i*c_inv_i;
per_frame_70=mu_i = bcad_r*c_inv_i - bcad_i*c_inv_r;
per_frame_71=
per_frame_72=q1 = ac_r;
per_frame_73=q2 = ac_i;
per_frame_74=q3 = mu_r;
per_frame_75=q4 = mu_i;
per_frame_76=
per_frame_77=q5 = c_r;
per_frame_78=q6 = c_i;
per_frame_79=q7 = d_r;
per_frame_80=q8 = d_i;
per_frame_81=
per_frame_82=monitor = bcad_r;
per_frame_83=q30=(bass+treb+mid)*2;
per_frame_84=q20=atime;
warp_1=`float3 mus;
warp_2=`float2 rs, uv1, uv6, uv7, uv8;
warp_3=`float dx,dy;
warp_4=`shader_body {
warp_5=`uv = uv_orig;
warp_6=`uv1 = (uv-.5) * aspect.xy;
warp_7=`
warp_8=`//BACKGROUND
warp_9=`float z = 16*length(uv1)+time;
warp_10=`float2 uvn =normalize(uv1);
warp_11=`rs = clamp(tan(z)*uvn,-5,5)/2;
warp_12=`
warp_13=`//CRYSTAL
warp_14=`float mult = q31;
warp_15=`uv7 = sin(uv1*mult);
warp_16=`uv8 = uv7;
warp_17=`float dist = length(uv8);
warp_18=`dist *= (abs(uv1.x) + abs(uv1.y))+ q32;
warp_19=`
warp_20=`float ang2 = atan2 (uv8.y,uv8.x);
warp_21=`ang2 =  .1*floor (16* ang2);
warp_22=`float2 dir = .5*uv8+float2 (cos(ang2), sin(ang2));
warp_23=`
warp_24=`
warp_25=`z = (1-cos(8*dist));
warp_26=`z = saturate (z);
warp_27=`
warp_28=`//ADD
warp_29=`float mask = (z >= .5); //momentan beliebig
warp_30=`rs = q28*rs + (1-q28)*rs.yx;
warp_31=`uv += (1-mask)*.03*(rs.yx) + .5*mask*z*normalize(dir);
warp_32=`
warp_33=`//ZENTRALSTRAHL
warp_34=`uv6 = mul (uv1,float2x2(_qb));
warp_35=`mus = abs(0.01/(sqrt(uv6.x)+.001))*(rad+.2);
warp_36=`
warp_37=`//DOTS
warp_38=`float2 uv2 = .7*uv1+.3*sin(uv1*16+4*float2 (q5,q6));
warp_39=`uv2 *= .2;
warp_40=`float3 dots = q26*saturate(.001/(length(uv2)));
warp_41=`float3 blur = GetBlur1(frac(uv));
warp_42=`float3 crisp= GetPixel(uv);
warp_43=`float3 diff = (crisp) - .5*blur;
warp_44=`float3 ret1 = crisp + mus + dots;
warp_45=`
warp_46=`float3 mod = tex2D (sampler_noise_lq,.5*uv+time*.01)-.2;
warp_47=`mod = 1 - mod*diff;
warp_48=`
warp_49=`ret = (1-mask)*ret1*mod + mask*ret1*mod;
warp_50=`ret = ret *.98- .03;
warp_51=`
warp_52=`}
comp_1=`shader_body
comp_2=`{
comp_3=`
comp_4=`float2 ac = float2(q1,q2);
comp_5=`float2 mu = float2(q3,q4);
comp_6=`float2 c = float2(q5,q6);
comp_7=`float2 d = float2(q7,q8);
comp_8=`
comp_9=`float2 z = (uv-0.5)*aspect.wz;
comp_10=`
comp_11=`// (c*z + d)
comp_12=`float2 czd = float2(z.x*c.x-z.y*c.y,z.x*c.y-z.y*c.x)*aspect.yx + d;
comp_13=`// mu/(cz+d)
comp_14=`float2 moebius = float2( mu.x*czd.x + mu.y*czd.y , mu.y*czd.x-mu.x*czd.y )/(czd.x*czd.x+czd.y*czd.y) + ac;
comp_15=`
comp_16=`moebius = 0.5 + (1.0 - abs( frac( moebius * 0.5 ) * 2 - 1.0 )-0.5)*0.99;
comp_17=`
comp_18=`ret = tex2D(sampler_fc_main, moebius );
comp_19=`}
