MILKDROP_PRESET_VERSION=201
PSVERSION=3
PSVERSION_WARP=2
PSVERSION_COMP=3
[preset00]
fRating=4.000
fGammaAdj=1.980
fDecay=0.980
fVideoEchoZoom=2.448
fVideoEchoAlpha=0.500
nVideoEchoOrientation=0
nWaveMode=0
bAdditiveWaves=0
bWaveDots=0
bWaveThick=1
bModWaveAlphaByVolume=0
bMaximizeWaveColor=1
bTexWrap=0
bDarkenCenter=0
bRedBlueStereo=0
bBrighten=0
bDarken=0
bSolarize=0
bInvert=0
fWaveAlpha=3.645
fWaveScale=1.951
fWaveSmoothing=0.500
fWaveParam=-0.500
fModWaveAlphaStart=0.750
fModWaveAlphaEnd=0.950
fWarpAnimSpeed=1.000
fWarpScale=2.853
fZoomExponent=2.10000
fShader=0.000
zoom=1.02500
rot=0.00000
cx=0.500
cy=0.500
dx=0.00000
dy=0.00000
warp=1.29077
sx=1.00000
sy=1.00000
wave_r=1.000
wave_g=0.000
wave_b=0.000
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=0.000
ib_g=0.000
ib_b=0.000
ib_a=0.000
nMotionVectorsX=64.000
nMotionVectorsY=48.000
mv_dx=0.000
mv_dy=0.000
mv_l=0.000
mv_r=1.000
mv_g=1.000
mv_b=0.000
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=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=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=0.13518
shapecode_0_ang=0.00000
shapecode_0_tex_ang=0.00000
shapecode_0_tex_zoom=1.00000
shapecode_0_r=1.000
shapecode_0_g=0.000
shapecode_0_b=0.000
shapecode_0_a=1.000
shapecode_0_r2=0.000
shapecode_0_g2=0.000
shapecode_0_b2=0.000
shapecode_0_a2=1.000
shapecode_0_border_r=0.000
shapecode_0_border_g=0.000
shapecode_0_border_b=0.000
shapecode_0_border_a=1.000
shape_0_per_frame1=x = 0.3 + 0.05*sin(0.89*q8);
shape_0_per_frame2=y = 0.4 - 0.05*cos(0.77*q8);
shape_0_per_frame3=
shape_0_per_frame4=r = 0.25+0.25*sin(time*0.7679);
shape_0_per_frame5=g = 0.25+0.25*sin(time*0.8079);
shape_0_per_frame6=b = 0.25+0.25*sin(time*0.7339);
shape_0_per_frame7=r2 = 0.25+0.25*sin(time*0.6979);
shape_0_per_frame8=g2 = 0.25+0.25*sin(time*0.849);
shape_0_per_frame9=b2 = 0.25+0.25*sin(time*0.8079);
shapecode_1_enabled=1
shapecode_1_sides=100
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=0.06623
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=0.000
shapecode_1_b2=0.000
shapecode_1_a2=1.000
shapecode_1_border_r=0.000
shapecode_1_border_g=0.000
shapecode_1_border_b=0.000
shapecode_1_border_a=1.000
shape_1_per_frame1=x = 0.3 - 0.05*sin(0.7089*q8);
shape_1_per_frame2=y = 0.4 + 0.05*cos(0.5077*q8);
shape_1_per_frame3=
shape_1_per_frame4=r = 0.25+0.25*sin(time*0.6479);
shape_1_per_frame5=g = 0.25+0.25*sin(time*0.5079);
shape_1_per_frame6=b = 0.25+0.25*sin(time*0.9339);
shape_1_per_frame7=r2 = 0.25+0.25*sin(time*0.779);
shape_1_per_frame8=g2 = 0.25+0.25*sin(time*0.707);
shape_1_per_frame9=b2 = 0.25+0.25*sin(time*0.747);
shapecode_2_enabled=1
shapecode_2_sides=100
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=0.03646
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=0.000
shapecode_2_b2=0.000
shapecode_2_a2=1.000
shapecode_2_border_r=0.000
shapecode_2_border_g=0.000
shapecode_2_border_b=0.000
shapecode_2_border_a=1.000
shape_2_per_frame1=x = 0.3 + 0.05*sin(0.679*q8);
shape_2_per_frame2=y = 0.4 - 0.05*cos(0.877*q8);
shape_2_per_frame3=
shape_2_per_frame4=r = 0.25+0.25*sin(time*0.5679);
shape_2_per_frame5=g = 0.25+0.25*sin(time*0.4079);
shape_2_per_frame6=b = 0.25+0.25*sin(time*1.1339);
shape_2_per_frame7=r2 = 0.25+0.25*sin(time*0.9979);
shape_2_per_frame8=g2 = 0.25+0.25*sin(time*0.891);
shape_2_per_frame9=b2 = 0.25+0.25*sin(time*0.713);
shapecode_3_enabled=1
shapecode_3_sides=100
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=0.01220
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=0.000
shapecode_3_b2=0.000
shapecode_3_a2=1.000
shapecode_3_border_r=0.000
shapecode_3_border_g=0.000
shapecode_3_border_b=0.000
shapecode_3_border_a=1.000
shape_3_per_frame1=x = 0.3 + 0.05*sin(0.916*q8);
shape_3_per_frame2=y = 0.4 - 0.05*cos(0.977*q8);
shape_3_per_frame3=
shape_3_per_frame4=r = 0.25+0.25*sin(time*1.1679);
shape_3_per_frame5=g = 0.25+0.25*sin(time*1.18079);
shape_3_per_frame6=b = 0.25+0.25*sin(time*1.17339);
shape_3_per_frame7=r2 = 0.25+0.25*sin(time*1.16979);
shape_3_per_frame8=g2 = 0.25+0.25*sin(time*1.1849);
shape_3_per_frame9=b2 = 0.25+0.25*sin(time*1.81079);
per_frame_1=//per frame less reactive volume for all unused q vars, put before other q vars are set for cop out mashing
per_frame_2=vb = vb*0.95 + (1-vb)*pow(bass_att,2)*0.02;
per_frame_3=vvb = vvb*0.95 + (1-vvb)*vb*0.01;
per_frame_4=vm = vm*0.95 + (1-vm)*pow(mid_att,2)*0.02;
per_frame_5=vvm = vvm*0.95 + (1-vvm)*vm*0.01;
per_frame_6=vt = vt*0.95 + (1-vt)*pow(treb_att,2)*0.02;
per_frame_7=vvt = vvt*0.95 + (1-vvt)*vt*0.01;
per_frame_8=vvb = min(1,max(0,vvb));
per_frame_9=vvm = min(1,max(0,vvm));
per_frame_10=vvt = min(1,max(0,vvt));
per_frame_11=q1 = vvb*2;//0.5 + vb - vvb;
per_frame_12=q2 = vvm*2;//0.5 + vm - vvm;
per_frame_13=q3 = vvt*2;//0.5 + vt - vvt;
per_frame_14=q4=(q1+q2+q3)*5;
per_frame_15=q5=(q1+q2+q3)*5;
per_frame_16=q6=(q1+q2+q3)*5;
per_frame_17=q7=(q1+q2+q3)*5;
per_frame_18=q8=(q1+q2+q3)*5;
per_frame_19=q9=(q1+q2+q3)*5;
per_frame_20=q10=(q1+q2+q3)*5;
per_frame_21=q11=(q1+q2+q3)*5;
per_frame_22=q12=(q1+q2+q3)*5;
per_frame_23=q13=(q1+q2+q3)*5;
per_frame_24=q14=(q1+q2+q3)*5;
per_frame_25=q15=(q1+q2+q3)*5;
per_frame_26=q16=(q1+q2+q3)*5;
per_frame_27=q17=(q1+q2+q3)*5;
per_frame_28=q18=(q1+q2+q3)*5;
per_frame_29=q19=(q1+q2+q3)*5;
per_frame_30=q20=(q1+q2+q3)*5;
per_frame_31=q21=(q1+q2+q3)*5;
per_frame_32=q22=(q1+q2+q3)*5;
per_frame_33=q23=(q1+q2+q3)*5;
per_frame_34=q24=(q1+q2+q3)*5;
per_frame_35=q25=(q1+q2+q3)*5;
per_frame_36=q26=(q1+q2+q3)*5;
per_frame_37=q27=(q1+q2+q3)*5;
per_frame_38=q28=(q1+q2+q3)*5;
per_frame_39=q29=(q1+q2+q3)*5;
per_frame_40=q30=(q1+q2+q3)*5;
per_frame_41=q31=(q1+q2+q3)*5;
per_frame_42=q32=(q1+q2+q3)*5;
per_frame_43=
per_frame_44=//wave_r = 0.0 + 0.000*( 0.60*sin(0.933*time) + 0.40*sin(1.045*time) );
per_frame_45=//wave_g = 0.0 + 0.000*( 0.60*sin(0.900*time) + 0.40*sin(0.956*time) );
per_frame_46=//wave_b = 0.0 + 0.000*( 0.60*sin(0.910*time) + 0.40*sin(0.920*time) );
per_frame_47=//zoom = zoom + 0.01*( 0.60*sin(0.339*time) + 0.40*sin(0.276*time) );
per_frame_48=//rot = rot + 0.010*( 0.60*sin(0.381*time) + 0.40*sin(0.579*time) );
per_frame_49=//decay = decay - 0.01*equal(frame%6,0);
per_frame_50=warp=0;
per_frame_51=//zoom =1;
per_frame_52=rot =0;
per_frame_53=cx=0.5;
per_frame_54=cy=0.5;
per_frame_55=q1 = 0.5 + 0.1*sin(time);
per_frame_56=q2 = 0.5 - 0.1*cos(time);
per_frame_57=wave_a =0;
per_frame_58=decay=.95;
per_frame_59=q1=0.5 +0.1*sin(q8);
per_frame_60=q2=0.5;
per_frame_61=
per_frame_62=
per_frame_63=q8 = oldq8+ 0.003*(pow(1+1.2*bass+0.4*bass_att+0.1*treb+0.1*treb_att+0.1*mid+0.1*mid_att,6)/fps);
per_frame_64=oldq8 =q8;
per_frame_65=mybass  = mybass + 0.01*(bass + bass_att);
per_frame_66=
per_frame_67=//rot =1 + 0.15*sin(mybass*0.1789);
per_frame_68=//zoom = 1.6 + 0.1*sin(mybass*0.786);
per_frame_69=zoom = 1.09;
per_frame_70=//rot =0.12;
per_frame_71=//cx = 0.4;
per_frame_72=//cy = 0.4;
per_frame_73=q1=0.5 +0.00*sin(0.12*q8);
per_frame_74=q2=0.5 -0.00*cos(0.177*q8);
per_pixel_1=myx = (x-q1)*1.1;
per_pixel_2=myy= (y-q2)*1.1;
per_pixel_3=myrad = (myx*myx) + (myy*myy);
per_pixel_4=dx = (0.5+0.02*sin(q8))*(myy/(myrad+1));
per_pixel_5=dy = -(0.5+0.02*sin(q8*0.897))*(myx/(myrad+1));
per_pixel_6=rd=bass*rad;
per_pixel_7=rot=rd/10;
per_pixel_8=
per_pixel_9=sy=1.02+(rad/10);
per_pixel_10=sx=sy-myrad;
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=`float3 ret1, neu;
comp_2=`float2 rs,rs2,uv1;
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=`float dist = 1;
comp_11=`float inten = 1;
comp_12=`float mask = 0;
comp_13=`ret1 = 0;
comp_14=`int anz = 3;
comp_15=`float n = 0;
comp_16=`while (n <= anz) {
comp_17=`    ang2 = 6.28*n/anz;
comp_18=`    c = cos(ang2);
comp_19=`    s = sin(ang2);
comp_20=`    uv2.x =  uv.x*c - uv.y*s;
comp_21=`    uv2.y =  uv.x*s + uv.y*c;
comp_22=`
comp_23=`    dist = 1-frac(1.0/anz*n+time/2); //evtl sqrt !
comp_24=`
comp_25=`    inten =  sqrt(dist)*(1-dist)*8;
comp_26=`float2 uv3 =  frac(3*uv2*dist + 0.5+float2(q1,q2)*.05);
comp_27=`    neu = 1*GetPixel(uv3) -GetBlur1(uv3+.003);
comp_28=`    ret1 = max(ret1,neu*inten);
comp_29=`n++;
comp_30=`}
comp_31=`
comp_32=`rs2 = .5*cos(uv*13) - ret1;;
comp_33=`float dots = saturate(.05/length(rs2)) ;
comp_34=`
comp_35=`
comp_36=`ret = 2*ret1.gbr + 21*dots*(.1+3*ret1) ;
comp_37=`ret = ret1*4;
comp_38=`}
