MILKDROP_PRESET_VERSION=201
PSVERSION=2
PSVERSION_WARP=2
PSVERSION_COMP=2
[preset00]
fRating=2.000000
fGammaAdj=2.000
fDecay=0.985
fVideoEchoZoom=1.007
fVideoEchoAlpha=0.000
nVideoEchoOrientation=3
nWaveMode=4
bAdditiveWaves=1
bWaveDots=1
bWaveThick=1
bModWaveAlphaByVolume=1
bMaximizeWaveColor=1
bTexWrap=0
bDarkenCenter=0
bRedBlueStereo=0
bBrighten=0
bDarken=1
bSolarize=0
bInvert=0
fWaveAlpha=0.331
fWaveScale=0.898
fWaveSmoothing=0.108
fWaveParam=0.100
fModWaveAlphaStart=0.720
fModWaveAlphaEnd=1.280
fWarpAnimSpeed=1.000
fWarpScale=2.853
fZoomExponent=1.00000
fShader=0.000
zoom=0.96190
rot=-0.01000
cx=0.500
cy=0.500
dx=0.00000
dy=0.00000
warp=0.00000
sx=1.00000
sy=1.00000
wave_r=0.000
wave_g=0.500
wave_b=0.500
wave_x=0.500
wave_y=0.540
ob_size=0.010
ob_r=0.000
ob_g=0.000
ob_b=0.000
ob_a=0.000
ib_size=0.010
ib_r=0.500
ib_g=0.570
ib_b=0.400
ib_a=0.000
nMotionVectorsX=24.800
nMotionVectorsY=9.000
mv_dx=0.000
mv_dy=0.160
mv_l=1.500
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=0.000
wavecode_0_enabled=1
wavecode_0_samples=352
wavecode_0_sep=0
wavecode_0_bSpectrum=0
wavecode_0_bUseDots=1
wavecode_0_bDrawThick=1
wavecode_0_bAdditive=1
wavecode_0_scaling=0.03856
wavecode_0_smoothing=0.20000
wavecode_0_r=1.000
wavecode_0_g=0.000
wavecode_0_b=1.000
wavecode_0_a=1.000
wave_0_per_frame1=q1=bass_att;
wave_0_per_point1=r = abs (sin (frame /38));
wave_0_per_point2=g = 0.5*abs (cos (frame /45));
wave_0_per_point3=b = 0.5*abs (sin (frame / 133));
wave_0_per_point4=a = 0.3;
wave_0_per_point5=t02 = t02 + q1/10;
wave_0_per_point6=ratio = sin (frame/49);
wave_0_per_point7=
wave_0_per_point8=ampl = 0.01+0.4*sqr(sin ((frame ) / 18)* cos (frame / 123));
wave_0_per_point9=
wave_0_per_point10=x1 = (r-0.5)/15 +0.5 + ampl* sin (sample*6.28);
wave_0_per_point11=y1 = (b-0.5)/15+0.5 + ampl* cos (sample*6.28);
wave_0_per_point12=
wave_0_per_point13=x =  x1+1*0.2*(ampl+ratio )*sin ( sample*6.28 * ratio*7.3);
wave_0_per_point14=y =  y1+1*0.2*(ampl+ratio )*cos ( sample*6.28*6);
wave_0_per_point15=
wavecode_1_enabled=0
wavecode_1_samples=15
wavecode_1_sep=0
wavecode_1_bSpectrum=0
wavecode_1_bUseDots=0
wavecode_1_bDrawThick=0
wavecode_1_bAdditive=0
wavecode_1_scaling=2.06378
wavecode_1_smoothing=0.80000
wavecode_1_r=0.800
wavecode_1_g=0.000
wavecode_1_b=0.600
wavecode_1_a=0.900
wavecode_2_enabled=0
wavecode_2_samples=112
wavecode_2_sep=0
wavecode_2_bSpectrum=0
wavecode_2_bUseDots=0
wavecode_2_bDrawThick=0
wavecode_2_bAdditive=1
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=0
shapecode_0_sides=3
shapecode_0_additive=0
shapecode_0_thickOutline=0
shapecode_0_textured=0
shapecode_0_num_inst=1
shapecode_0_x=0.500
shapecode_0_y=0.500
shapecode_0_rad=0.31275
shapecode_0_ang=0.00000
shapecode_0_tex_ang=0.00000
shapecode_0_tex_zoom=0.17914
shapecode_0_r=0.820
shapecode_0_g=0.000
shapecode_0_b=0.000
shapecode_0_a=1.000
shapecode_0_r2=0.000
shapecode_0_g2=1.000
shapecode_0_b2=0.000
shapecode_0_a2=0.000
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=xy=0.5+rand_frame;
shapecode_1_enabled=0
shapecode_1_sides=4
shapecode_1_additive=0
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=0.000
shapecode_1_b=0.000
shapecode_1_a=1.000
shapecode_1_r2=0.000
shapecode_1_g2=1.000
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=0.100
shapecode_2_enabled=0
shapecode_2_sides=4
shapecode_2_additive=0
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=0.000
shapecode_2_b=0.000
shapecode_2_a=1.000
shapecode_2_r2=0.000
shapecode_2_g2=1.000
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=0.100
shapecode_3_enabled=0
shapecode_3_sides=4
shapecode_3_additive=0
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=0.000
shapecode_3_b=0.000
shapecode_3_a=1.000
shapecode_3_r2=0.000
shapecode_3_g2=1.000
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=0.100
per_frame_1=wave_r = wave_r + 0.1*(0.6*sin(0.933*time) + 0.4*sin(1.072*time));
per_frame_2=wave_g = wave_g + 0.1*(0.6*sin(0.888*time) + 0.4*sin(0.918*time));
per_frame_3=wave_b = wave_b + 0.2*(0.6*sin(0.335*time) + 0.4*sin(0.4*time));
per_frame_4=wave_mystery = 0.5*sin(0.35*bass);
per_frame_5=decay = decay - 0.01*equal(frame%50,0);
per_frame_6=mv_b = mv_b + 0.2*sin(time*1.411);
per_frame_7=cx = cx + 0.08*sin(time*1.315);
per_frame_8=cy = cy + 0.08*sin(time*1.127);
per_frame_9=q1 = sin(sin(1.211*time)+ cos(0.887*time)-sin(1.453*time));
per_pixel_1=zoom = zoom + (0.1*rad);
per_pixel_2=rot = rot - 0.15*sin(q1-ang);
warp_1=`shader_body
warp_2=`{
warp_3=`    // PAINTERLY EFFECT:
warp_4=`    float t = 0.005 + 0.025*saturate(treb-1);
warp_5=`    float2 uv2 = uv;
warp_6=`    float2 delta2 = texsize.zw*float2(1,1);
warp_7=`    float3 blurry_color = tex2D( sampler_main, 
warp_8=`        lerp(uv,uv_orig,-1) + delta2 ).xyz;
warp_9=`    uv2.xy += (blurry_color.xy-0.37) * t;
warp_10=`
warp_11=`    // sample previous frame
warp_12=`    ret = tex2D( sampler_main, uv2 ).xyz;
warp_13=`
warp_14=`    // darken over time
warp_15=`    ret -= 0.004;    
warp_16=`}
comp_1=`float3 ret1, neu, blur;
comp_2=`
comp_3=`shader_body
comp_4=`{
comp_5=`float2 uv2;
comp_6=`float ang2, c, s;
comp_7=`uv -= 0.5;
comp_8=`uv *= aspect.xy;    
comp_9=`
comp_10=`float2 tmp = uv;
comp_11=`ret1 = 0;
comp_12=`int anz = 5;
comp_13=`int n = 0;
comp_14=`while (n <= anz) {
comp_15=`    ang2 = 6.28*n/anz;
comp_16=`    c = cos(ang2);
comp_17=`    s = sin(ang2);
comp_18=`    uv2.x =  uv.x*c - uv.y*s;
comp_19=`    uv2.y =  uv.x*s + uv.y*c;
comp_20=`    neu = GetPixel (uv2 + 0.4 + .02*q27 );
comp_21=`    blur= GetBlur1 (uv2 + 0.4 + .02*q27 );
comp_22=`    ret1 = max(ret1, neu+blur*2);
comp_23=`n++;
comp_24=`}
comp_25=`
comp_26=`
comp_27=`// I think this bit's from ORB
comp_28=`ret = (ret1-0.0125)*0.7;
comp_29=`    float3 retish = 1 - ret*(1-ret)*4; //solarize
comp_30=`    ret = float3(retish[0]*0.5,retish[1]*0.5,retish[2]);
comp_31=`    ret *= 0.5;
comp_32=`
comp_33=`
comp_34=`}
