MILKDROP_PRESET_VERSION=201
PSVERSION=2
PSVERSION_WARP=2
PSVERSION_COMP=2
[preset00]
fRating=3.000000
fGammaAdj=1.000
fDecay=1.000
fVideoEchoZoom=2.000
fVideoEchoAlpha=0.000
nVideoEchoOrientation=0
nWaveMode=0
bAdditiveWaves=1
bWaveDots=0
bWaveThick=0
bModWaveAlphaByVolume=0
bMaximizeWaveColor=0
bTexWrap=1
bDarkenCenter=0
bRedBlueStereo=0
bBrighten=0
bDarken=0
bSolarize=0
bInvert=0
fWaveAlpha=0.001
fWaveScale=0.010
fWaveSmoothing=0.630
fWaveParam=-1.000
fModWaveAlphaStart=0.710
fModWaveAlphaEnd=1.300
fWarpAnimSpeed=30.965
fWarpScale=2.572
fZoomExponent=1.00000
fShader=0.000
zoom=1.00901
rot=0.00000
cx=0.500
cy=0.500
dx=0.00000
dy=0.00000
warp=0.00054
sx=1.00000
sy=1.00000
wave_r=0.650
wave_g=0.650
wave_b=0.650
wave_x=0.500
wave_y=0.500
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=0.250
ib_g=0.250
ib_b=0.250
ib_a=0.000
nMotionVectorsX=12.800
nMotionVectorsY=9.600
mv_dx=0.000
mv_dy=0.000
mv_l=1.000
mv_r=1.000
mv_g=0.910
mv_b=0.710
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=100
shapecode_0_additive=1
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=0.49138
shapecode_0_ang=0.00000
shapecode_0_tex_ang=0.00000
shapecode_0_tex_zoom=1.00000
shapecode_0_r=0.000
shapecode_0_g=1.000
shapecode_0_b=1.000
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=x=.5+q4;y=.5+q5;
shape_0_per_frame2=a=bass_att+mid_att+treb_att;
shape_0_per_frame3=a=a*0.25;
shape_0_per_frame4=a=a*a*1.5;
shapecode_1_enabled=0
shapecode_1_sides=24
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=0.01842
shapecode_1_ang=0.00000
shapecode_1_tex_ang=0.00000
shapecode_1_tex_zoom=0.81954
shapecode_1_r=1.000
shapecode_1_g=1.000
shapecode_1_b=0.000
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=0.000
shape_1_per_frame1=tex_ang=0.01;
shape_1_per_frame2=x=.5-q4;
shape_1_per_frame3=y=.5-q5;
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 = 0.85 + 0.25*sin(0.437*time+1);
per_frame_2=wave_g = 0.85 + 0.25*sin(0.544*time+2);
per_frame_3=wave_b = 0.85 + 0.25*sin(0.751*time+3);
per_frame_4=rot = rot + 0.010*( 0.60*sin(0.381*time) + 0.40*sin(0.579*time) );
per_frame_5=cx = cx + 0.210*( 0.60*sin(0.374*time) + 0.40*sin(0.294*time) );
per_frame_6=cy = cy + 0.210*( 0.60*sin(0.393*time) + 0.40*sin(0.223*time) );
per_frame_7=dx = dx + 0.003*( 0.60*sin(0.234*time) + 0.40*sin(0.277*time) );
per_frame_8=dy = dy + 0.003*( 0.60*sin(0.284*time) + 0.40*sin(0.247*time) );
per_frame_9=decay = decay - 0.01*equal(frame%6,0);
per_frame_10=dx = dx + dx_residual;
per_frame_11=dy = dy + dy_residual;
per_frame_12=bass_thresh = above(bass_att,bass_thresh)*2 + (1-above(bass_att,bass_thresh))*((bass_thresh-1.3)*0.96+1.3);
per_frame_13=dx_residual = equal(bass_thresh,2.13)*0.016*sin(time*7) + (1-equal(bass_thresh,2.13))*dx_residual;
per_frame_14=dy_residual = equal(bass_thresh,2.13)*0.012*sin(time*9) + (1-equal(bass_thresh,2.13))*dy_residual;
per_frame_15=wave_x = wave_x - dx_residual*7;
per_frame_16=wave_y = wave_y - dy_residual*7;
per_frame_17=wave_mystery = time*0.03;
per_frame_18=
per_frame_19=zoom = zoom + 0.005*( 0.60*sin(0.1934*time+3) + 0.40*sin(0.307*time+9) );
per_frame_20=zoom = zoom + max(0,bass_att-1.1)*0.2;
per_frame_21=warp = warp + max(0,treb-1.1)*0.5;
warp_1=`shader_body
warp_2=`{
warp_3=`    // sample previous frame
warp_4=`    ret = tex2D( sampler_main, uv ).xyz;
warp_5=`
warp_6=`    // take the difference between the crisp and blurred images,
warp_7=`    // then add it back into the image.  Creates spots and stripes over time.
warp_8=`    ret += (ret - GetBlur2(uv))*0.6;
warp_9=`    ret *= 0.9;
warp_10=`
warp_11=`   // add noise:
warp_12=`   float2 dither_uv = uv_orig*texsize.xy*texsize_noise_lq.zw * 0.4 + rand_frame.xy;
warp_13=`   ret += (tex2D(sampler_noise_lq, dither_uv).xyz-0.5)/256.0 * 12 * saturate(treb_att-1);
warp_14=`
warp_15=`   // desaturate over time, to keep the globs white
warp_16=`   ret = lerp(ret, lum(ret), 0.04);
warp_17=`}
comp_1=`float2 uv_x, uv_y, uv_z, uv_echo;
comp_2=`shader_body
comp_3=`{
comp_4=`    float rad_hq = length(uv-0.5);
comp_5=`    float2 d = texsize.zw*1;
comp_6=`    float f = 0.8;
comp_7=`    float3 N;
comp_8=`    float2 uv2 = uv_orig;
comp_9=`    N.x = ( GetPixel(uv2 + float2(1,0)*d) - GetPixel(uv2-float2(1,0)*d) ).x*f;
comp_10=`    N.y = ( GetPixel(uv2 + float2(0,1)*d) - GetPixel(uv2-float2(0,1)*d) ).x*f;
comp_11=`    N.x += ( GetBlur1(uv2 + float2(1,0)*d) - GetBlur1(uv2-float2(1,0)*d) ).x*(1-f);
comp_12=`    N.y += ( GetBlur1(uv2 + float2(0,1)*d) - GetBlur1(uv2-float2(0,1)*d) ).x*(1-f);
comp_13=`    N.z = -0.077;
comp_14=`    N = normalize(N);
comp_15=`
comp_16=`    ret = N;
comp_17=`
comp_18=`    float3 light_pos = float3(q9,q10,-0.8);
comp_19=`
comp_20=`       
comp_21=`    float3 P = float3(uv_orig.xy*2-1, 0);
comp_22=`    float3 L = normalize(light_pos - P);
comp_23=`    float3 E = float3(0,0,1);
comp_24=`    float3 V = normalize(P-E);
comp_25=`    float3 R = normalize( V + 2*N*dot(V,N) );
comp_26=`
comp_27=`    // diffuse lighting:
comp_28=`    ret = saturate(dot(N,L));
comp_29=`    ret *= float3(1.2,0.9,0.7);    
comp_30=`    ret *= normalize( GetBlur3(uv_orig).yzx );
comp_31=`    //ret = 0;
comp_32=`
comp_33=`    // spec lighting:
comp_34=`    ret += pow(saturate(dot(R,L)),32)*0.5;
comp_35=`      
comp_36=`    //ret *= 0.7;
comp_37=`}
