MILKDROP_PRESET_VERSION=201
PSVERSION=2
PSVERSION_WARP=2
PSVERSION_COMP=2
[preset00]
fRating=3.000000
fGammaAdj=1.000
fDecay=1.000
fVideoEchoZoom=1.000
fVideoEchoAlpha=0.500
nVideoEchoOrientation=1
nWaveMode=7
bAdditiveWaves=0
bWaveDots=0
bWaveThick=0
bModWaveAlphaByVolume=1
bMaximizeWaveColor=1
bTexWrap=0
bDarkenCenter=0
bRedBlueStereo=0
bBrighten=1
bDarken=0
bSolarize=0
bInvert=1
fWaveAlpha=100.000
fWaveScale=0.466
fWaveSmoothing=0.900
fWaveParam=0.000
fModWaveAlphaStart=0.750
fModWaveAlphaEnd=0.950
fWarpAnimSpeed=1.000
fWarpScale=0.010
fZoomExponent=1.00100
fShader=0.600
zoom=1.00000
rot=0.00000
cx=0.500
cy=0.500
dx=0.00000
dy=0.00000
warp=0.00000
sx=1.00000
sy=1.00000
wave_r=1.000
wave_g=1.000
wave_b=1.000
wave_x=0.500
wave_y=0.710
ob_size=0.005
ob_r=1.000
ob_g=0.370
ob_b=0.490
ob_a=1.000
ib_size=0.005
ib_r=0.000
ib_g=0.000
ib_b=0.000
ib_a=1.000
nMotionVectorsX=0.000
nMotionVectorsY=0.000
mv_dx=0.000
mv_dy=0.000
mv_l=0.000
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=1
wavecode_0_bAdditive=0
wavecode_0_scaling=0.16217
wavecode_0_smoothing=1.00000
wavecode_0_r=0.000
wavecode_0_g=0.000
wavecode_0_b=0.000
wavecode_0_a=1.000
wave_0_per_point1=x=sample;
wave_0_per_point2=y=.5+.05*tan(2*3.14*x)+.1*tan(2*3.14*q2*x);
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=0.01000
wavecode_1_smoothing=1.00000
wavecode_1_r=0.000
wavecode_1_g=0.000
wavecode_1_b=0.000
wavecode_1_a=1.000
wave_1_per_point1=x=sample;
wave_1_per_point2=y=.17+.02*sin(7*3.14*x);
wave_1_per_point3=x=x+3.14*.022*sin(7*time)
wavecode_2_enabled=1
wavecode_2_samples=512
wavecode_2_sep=0
wavecode_2_bSpectrum=0
wavecode_2_bUseDots=0
wavecode_2_bDrawThick=1
wavecode_2_bAdditive=0
wavecode_2_scaling=0.01000
wavecode_2_smoothing=1.00000
wavecode_2_r=0.000
wavecode_2_g=0.010
wavecode_2_b=0.000
wavecode_2_a=1.000
wave_2_per_point1=x=.5+.05*sample;
wave_2_per_point2=y=.19+.03*cos(23.5*x);
wave_2_per_point3=x=x+.003*(sin(time));
wave_2_per_point4=y=y+.11*sin(time)*sin(2*3.14*x);
wave_2_per_point5=y=y+.02*sin(.4*time);
wavecode_3_enabled=1
wavecode_3_samples=512
wavecode_3_sep=0
wavecode_3_bSpectrum=0
wavecode_3_bUseDots=0
wavecode_3_bDrawThick=1
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=0.000
wavecode_3_a=1.000
wave_3_per_point1=x=.52+.01*sample;
wave_3_per_point2=y=.2+.04*sample;
wave_3_per_point3=
wave_3_per_point4=x=x+.001*q7*sin(15*q7);
wave_3_per_point5=y=y+.001*q7*cos(15*q7);
wave_3_per_point6=
wave_3_per_point7=//x=x+.2*(sin(time)+cos(time));
wave_3_per_point8=//y=y+.2*(sin(time)-cos(time));
wave_3_per_point9=
wave_3_per_point10=b=sample;
wave_3_per_point11=g=sample;
wave_3_per_point12=r=sample;
shapecode_0_enabled=1
shapecode_0_sides=3
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=0.040
shapecode_0_rad=0.01000
shapecode_0_ang=1.31947
shapecode_0_tex_ang=0.00000
shapecode_0_tex_zoom=0.67165
shapecode_0_r=0.000
shapecode_0_g=0.000
shapecode_0_b=0.000
shapecode_0_a=1.000
shapecode_0_r2=1.000
shapecode_0_g2=1.000
shapecode_0_b2=0.000
shapecode_0_a2=0.000
shapecode_0_border_r=0.000
shapecode_0_border_g=0.000
shapecode_0_border_b=0.000
shapecode_0_border_a=0.000
shape_0_per_frame1=rad=.25+.03*(.2*q5+.8*q6+2*bass_att);
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=0.420
shapecode_1_y=0.000
shapecode_1_rad=0.10721
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=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
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=q1=sin(time);
per_frame_2=q2=sin(.3*time);
per_frame_3=q3=sin(.2*time);
per_frame_4=q4=sin(.1*time);
per_frame_5=q5=sin(20*time);
per_frame_6=q6=sin(25*time);
per_frame_7=
per_frame_8=ib_g=.9+.1*q4;
per_frame_9=ib_r=.7+.15*q2;
per_frame_10=ib_b=.8+.2*q3;
per_frame_11=ob_g=.6+.1*q4;
per_frame_12=ob_r=.4+.15*q2;
per_frame_13=ob_b=.5+.2*q3;
per_frame_14=
per_frame_15=t1=.008+t1;
per_frame_16=t1=above(15,t1)*t1;
per_frame_17=t2=.004+t2;
per_frame_18=t2=above(20,t2)*t2;
per_frame_19=t3=.006+t3;
per_frame_20=t3=above(15,t3)*t3;
per_frame_21=
per_frame_22=q7=t1;
per_frame_23=q8=t2;
per_frame_24=q9=t3;
per_frame_25=
per_frame_26=monitor=q7;
per_frame_27=
per_frame_28=// lines below belong to the bipolar composite shader 
per_frame_29=
per_frame_30=bb = bb*0.99 + bass*0.02;
per_frame_31=mm = mm*0.99 + mid*0.02;
per_frame_32=tt = tt*0.99 + treb*0.02;
per_frame_33=
per_frame_34=mx = max(max(bb,mm),tt);
per_frame_35=mn = min(min(bb,mm),tt);
per_frame_36=
per_frame_37=t1 = (bb-mn)/(mx-mn);
per_frame_38=t2 = (mm-mn)/(mx-mn);
per_frame_39=t3 = (tt-mn)/(mx-mn);
per_frame_40=
per_frame_41=v = 0.3/fps;
per_frame_42=bm = bm + (t1-t2)*v;
per_frame_43=mt = mt + (t2-t3)*v;
per_frame_44=
per_frame_45=// coordinates pole 1
per_frame_46=q21 = 0; // X
per_frame_47=q22 = 0.5; // Y
per_frame_48=
per_frame_49=// coordinates pole 2
per_frame_50=q23 = 0;
per_frame_51=q24 = -0.5;
per_frame_52=
per_frame_53=q25 = 0.5/asin(1); // pi/4
per_frame_54=
per_frame_55=q26 = bm; // longitude
per_frame_56=q27 = mt; // latitude
per_pixel_1=dx= 0.006*sin(y) + 0.003*tan(10+20*y);
per_pixel_2=dy= 0.005*sin(x) +  0.02*tan(30*x);
warp_1=`shader_body
warp_2=`{
warp_3=`float2 uv_m = 1.0 - abs( frac( uv * 0.5 ) * 2.0 - 1.0 ); // Eo.S' mirror code
warp_4=`ret.x = tex2D( sampler_fc_main, uv_m ).y*0.65;
warp_5=`
warp_6=`
warp_7=`float2 d = texsize.zw*6;
warp_8=`float2 uv_z = (uv_orig-0.5)*0.996 + 0.5; // a small dose of zoom-in
warp_9=`float3 dx = ( GetBlur1(uv_z + float2(1,0)*d) - GetBlur1(uv_z-float2(1,0)*d) );
warp_10=`float3 dy = ( GetBlur1(uv_z + float2(0,1)*d) - GetBlur1(uv_z-float2(0,1)*d) );
warp_11=`uv_z -=float2(dx.z,dy.z)*texsize.zw*2; //shortening of the nebulous matter
warp_12=`ret.z = max((tex2d(sampler_fc_main,uv_m).x-0.5)*3*saturate(1-length(uv_orig-0.5)*3.2), // feeded by the inner of the red channel
warp_13=`             tex2d(sampler_fc_main,uv_z).z);
warp_14=`ret.z += (tex2d(sampler_fc_main,uv_z).z - GetBlur1(saturate(uv_z)).z)*0.02; // sort of geiss' skin dot code
warp_15=`
warp_16=`
warp_17=`float2 uv_y = lerp(uv,uv_orig,1.0004); // pushing the glassy stuff a little bit
warp_18=`ret.y =max(tex2d(sampler_fc_main,uv_y).y ,tex2d(sampler_fc_main,uv_orig).z)-0.008; // feeded by the green channel and fade-out
warp_19=`
warp_20=`ret.z *=1+ret.y*0.024;
warp_21=`}
comp_1=`float2 rs;
comp_2=`shader_body
comp_3=`{
comp_4=`
comp_5=`
comp_6=`float2 uv1 = (uv-.5)*aspect.xy;
comp_7=`
comp_8=`rs.x = ang/3.14 + q28;
comp_9=`rs.y = .1/(.05+length (uv1))+time*.5;
comp_10=`
comp_11=`uv = frac(rs);
comp_12=`uv1 = frac(rs);
comp_13=`float3 ret1 = tex2D(sampler_main, uv) + GetBlur1(uv);
comp_14=`
comp_15=`float2 hor = float2 (texsize.z,0);
comp_16=`float2 ver = float2 (0,texsize.w);
comp_17=`float dx = GetPixel (uv-hor) - GetPixel (uv+hor);
comp_18=`float dy = GetPixel (uv-ver) - GetPixel (uv+ver);
comp_19=`float2 dz = float2 (dx,dy);
comp_20=`
comp_21=`uv1 = .3*cos(uv1*16) - 4*dz;;
comp_22=`float3 dots = saturate(.04/length(uv1));
comp_23=`
comp_24=`ret1 = 4*(1+bass_att)*dots*(.6-ret1);
comp_25=`
comp_26=`ret = .8*ret1;
comp_27=`}
