MILKDROP_PRESET_VERSION=201
PSVERSION=3
PSVERSION_WARP=3
PSVERSION_COMP=2
[preset00]
fRating=4.000000
fGammaAdj=2.000
fDecay=0.990
fVideoEchoZoom=2.000
fVideoEchoAlpha=0.000
nVideoEchoOrientation=0
nWaveMode=0
bAdditiveWaves=0
bWaveDots=0
bWaveThick=1
bModWaveAlphaByVolume=0
bMaximizeWaveColor=0
bTexWrap=0
bDarkenCenter=1
bRedBlueStereo=0
bBrighten=0
bDarken=0
bSolarize=0
bInvert=0
fWaveAlpha=4.100
fWaveScale=0.972
fWaveSmoothing=0.900
fWaveParam=0.094
fModWaveAlphaStart=1.000
fModWaveAlphaEnd=1.300
fWarpAnimSpeed=1.000
fWarpScale=1.000
fZoomExponent=1.07410
fShader=0.000
zoom=1.00000
rot=0.00000
cx=0.500
cy=0.500
dx=0.00000
dy=0.00000
warp=1.00000
sx=1.00000
sy=1.00000
wave_r=1.000
wave_g=1.000
wave_b=1.000
wave_x=1.000
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=12.000
nMotionVectorsY=9.000
mv_dx=0.000
mv_dy=0.000
mv_l=0.900
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=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=40
shapecode_0_additive=0
shapecode_0_thickOutline=1
shapecode_0_textured=1
shapecode_0_num_inst=1
shapecode_0_x=0.500
shapecode_0_y=0.500
shapecode_0_rad=0.59957
shapecode_0_ang=0.00000
shapecode_0_tex_ang=0.00000
shapecode_0_tex_zoom=1.33450
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=0.000
shapecode_0_border_r=1.000
shapecode_0_border_g=1.000
shapecode_0_border_b=0.000
shapecode_0_border_a=0.000
shape_0_init1=bob = 1.5;
shape_0_init2=ro = 0;
shape_0_init3=red = rand(20);
shape_0_per_frame1=vol = 1 + 0.2*((bass_att+treb_att+mid_att)/3);
shape_0_per_frame2=bob = bob*above(bob,0.01) - 0.01 + 1*(1 - above(bob,0.01));
shape_0_per_frame3=bob = 0.4 + 0.4*sin(time*0.8);
shape_0_per_frame4=bob = bob*vol;
shape_0_per_frame5=rad = bob;
shape_0_per_frame6=border_1 = 0.4;
shape_0_per_frame7=sides = 30;
shape_0_per_frame8=ro = ro + 0.02;
shape_0_per_frame9=ang = ro;
shape_0_per_frame10=rad = 0.6;
shape_0_per_frame11=
shape_0_per_frame12=sp = red*0.025;
shape_0_per_frame13=spi = 0.5 - sp;
shape_0_per_frame14=tm = time*0.1;
shape_0_per_frame15=border_r = 0.5 + sp*sin(tm*0.6) + spi*cos(tm*1.46);
shape_0_per_frame16=border_g = 0.5 + sp*sin(tm*1.294) + spi*cos(tm*0.87);
shape_0_per_frame17=border_b = 0.5 + sp*sin(tm*1.418) + spi*cos(tm*0.76);
shapecode_1_enabled=1
shapecode_1_sides=40
shapecode_1_additive=1
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=1.000
shapecode_1_b=1.000
shapecode_1_a=1.000
shapecode_1_r2=0.000
shapecode_1_g2=0.000
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=0.000
shape_1_per_frame1=x = 0.5 + 0.5*(sin(time*1.1)*0.3 + 0.7*sin(time*0.5));
shape_1_per_frame2=x = 0.5 + 0.225*sin(time);
shape_1_per_frame3=y = 0.5 + 0.3*cos(time);
shape_1_per_frame4=
shape_1_per_frame5=rad = rad*mid_att;
shape_1_per_frame6=r = 0.5 + 0.5*sin(frame*0.5);
shape_1_per_frame7=b = 0.5 + 0.5*sin(frame*0.5 + 2.094);
shape_1_per_frame8=g = 0.5 + 0.5*sin(frame*0.5 + 4.188);
shape_1_per_frame9=
shapecode_2_enabled=1
shapecode_2_sides=40
shapecode_2_additive=1
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=1.000
shapecode_2_b=1.000
shapecode_2_a=1.000
shapecode_2_r2=0.000
shapecode_2_g2=0.000
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=0.000
shape_2_per_frame1=x = 0.5 + 0.5*(sin(time*1.1)*0.3 + 0.7*sin(time*0.5));
shape_2_per_frame2=x = 0.5 + 0.225*sin(time + 2.09);
shape_2_per_frame3=y = 0.5 + 0.3*cos(time + 2.09);
shape_2_per_frame4=
shape_2_per_frame5=rad = rad*bass_att;
shape_2_per_frame6=r = 0.5 + 0.5*sin(frame*0.5);
shape_2_per_frame7=b = 0.5 + 0.5*sin(frame*0.5 + 2.094);
shape_2_per_frame8=g = 0.5 + 0.5*sin(frame*0.5 + 4.188);
shape_2_per_frame9=
shapecode_3_enabled=1
shapecode_3_sides=40
shapecode_3_additive=1
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=1.000
shapecode_3_b=1.000
shapecode_3_a=1.000
shapecode_3_r2=0.000
shapecode_3_g2=0.000
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=0.000
shape_3_per_frame1=x = 0.5 + 0.5*(sin(time*1.1)*0.3 + 0.7*sin(time*0.5));
shape_3_per_frame2=x = 0.5 + 0.225*sin(time + 4.19);
shape_3_per_frame3=y = 0.5 + 0.3*cos(time + 4.19);
shape_3_per_frame4=
shape_3_per_frame5=rad = rad*treb_att;
shape_3_per_frame6=r = 0.5 + 0.5*sin(frame*0.5);
shape_3_per_frame7=b = 0.5 + 0.5*sin(frame*0.5 + 2.094);
shape_3_per_frame8=g = 0.5 + 0.5*sin(frame*0.5 + 4.188);
shape_3_per_frame9=
per_frame_1=warp = 0;
per_frame_2=wave_r = wave_r + .5*sin(time*333) + bass*.3;
per_frame_3=wave_g = wave_g + .5*sin(time*222) + treb*.3;
per_frame_4=wave_b = wave_b + .5*sin(time*111) + mid*.3;
per_frame_5=rot = .4*sin(mid_att*.05);
per_pixel_1=ray = pow(rad,1.8)+.05;
per_pixel_2=zoom = (ray/rad)*1.4 + .3*sin(ang*(bass*5))+(bass*.2);
warp_1=`shader_body
warp_2=`{
warp_3=`  float2 uv2 = lerp(uv_orig, uv, 0.2);
warp_4=`
warp_5=`  // diffused version:
warp_6=`  float ss = 0.3;
warp_7=`  float3 blur = 0.25*(
warp_8=`    tex2D(sampler_main, uv2+ss*texsize.zw*float2( 1, 1)).xyz +
warp_9=`    tex2D(sampler_main, uv2+ss*texsize.zw*float2(-1, 1)).xyz +
warp_10=`    tex2D(sampler_main, uv2+ss*texsize.zw*float2( 1,-1)).xyz +
warp_11=`    tex2D(sampler_main, uv2+ss*texsize.zw*float2(-1,-1)).xyz
warp_12=`  );
warp_13=`
warp_14=`  // diffusion:  
warp_15=`  ret = tex2D(sampler_main,uv2);//blur;
warp_16=`
warp_17=`  float F2 = 0.035;
warp_18=`  float k2 = 0.060;
warp_19=`  float s = 0.025;
warp_20=`  float scale = 9;
warp_21=`
warp_22=`  // reaction:
warp_23=`  float3 z = ret;
warp_24=`  float uvv = ret.x*ret.y*ret.y;
warp_25=`  z.x += (-uvv + F2*(1-ret.x) + 0.0007)*scale;
warp_26=`  z.y += (uvv - (F2+k2)*ret.y)*scale;
warp_27=`  //z.x += s*(16-ret.x*ret.y);
warp_28=`  //z.y += s*(ret.x*ret.y - ret.y - ret.z);
warp_29=`  z.z -= 0.02;
warp_30=`
warp_31=`  // apply laplacian:
warp_32=`  z.x += (blur - GetPixel(uv2))*0.2*scale;
warp_33=`
warp_34=`  ret = z;  
warp_35=`  //ret *= 0.98 + 0.02*saturate( (0.75 - rad )*10 );
warp_36=`  //ret *= 0.99;
warp_37=`
warp_38=`  // add noise:
warp_39=`  ret.x += 0.09*(tex2d(sampler_noise_lq, uv*texsize.xy*texsize_noise_lq.zw + rand_frame.xy).xyz*2-1);
warp_40=`
warp_41=`  // darken (decay) over time
warp_42=`  //ret = (ret - 0.002)*0.99;
warp_43=`}
comp_1=`shader_body
comp_2=`{
comp_3=`    float rad_lq = rad * length(texsize.xy)*0.5;
comp_4=`    float ang_lq = ang;
comp_5=`    float2 uv_temp1 = (uv - 0.5) * texsize.xy;
comp_6=`    float rad_hq = length(uv_temp1);
comp_7=`    float ang_hq = atan2(-uv_temp1.y, uv_temp1.x);
comp_8=`
comp_9=`    float2 uv2 = (uv - 0.5);
comp_10=`    float rad2 = rad_lq*0.8;
comp_11=`    float ang2 = ang_lq * M_INV_PI_2 + rad_lq*0.000 + time*0.00;
comp_12=`
comp_13=`
comp_14=`        // FIN TYPE
comp_15=`        float fins = 6;
comp_16=`        ang2 = frac(ang2*fins)/fins;
comp_17=`              // ENABLE THIS TO MAKE THE FINS ALTERNATE: (seamless!)
comp_18=`              ang2 = abs(ang2 - 0.5/fins);
comp_19=`
comp_20=`
comp_21=`    ang2 *= M_PI_2;
comp_22=`    uv = 0.5 + rad2*float2(cos(ang2),sin(ang2))*texsize.zw;
comp_23=`
comp_24=`    ret = 1.4*pow(saturate(GetBlur1(uv))*((tex2D(sampler_pc_main,uv)-GetBlur3(uv))),0.5); //invert
comp_25=`}
