MILKDROP_PRESET_VERSION=201
PSVERSION=3
PSVERSION_WARP=3
PSVERSION_COMP=3
[preset00]
fRating=3.000000
fGammaAdj=1.000
fDecay=1.000
fVideoEchoZoom=2.000
fVideoEchoAlpha=0.000
nVideoEchoOrientation=1
nWaveMode=0
bAdditiveWaves=0
bWaveDots=0
bWaveThick=0
bModWaveAlphaByVolume=0
bMaximizeWaveColor=1
bTexWrap=1
bDarkenCenter=0
bRedBlueStereo=0
bBrighten=0
bDarken=0
bSolarize=0
bInvert=0
fWaveAlpha=0.001
fWaveScale=1.000
fWaveSmoothing=0.750
fWaveParam=0.000
fModWaveAlphaStart=0.750
fModWaveAlphaEnd=0.950
fWarpAnimSpeed=1.000
fWarpScale=1.331
fZoomExponent=1.00000
fShader=0.000
zoom=0.99950
rot=0.00000
cx=0.500
cy=0.500
dx=0.00000
dy=0.00000
warp=0.00900
sx=1.00000
sy=1.00000
wave_r=1.000
wave_g=1.000
wave_b=1.000
wave_x=0.500
wave_y=0.500
ob_size=0.500
ob_r=0.010
ob_g=0.000
ob_b=0.000
ob_a=0.000
ib_size=0.260
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=0.000
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=32
shapecode_0_additive=1
shapecode_0_thickOutline=1
shapecode_0_textured=0
shapecode_0_num_inst=33
shapecode_0_x=0.500
shapecode_0_y=0.500
shapecode_0_rad=0.10000
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=0.500
shapecode_0_b=0.000
shapecode_0_a=1.000
shapecode_0_r2=0.000
shapecode_0_g2=0.500
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=trans = int(rand(int(q3)))/5+instance-instance;
shape_0_per_frame2=trans2 = int(rand(int(q3)))/5+instance-instance;
shape_0_per_frame3=trans3 = int(rand(int(q3)))/5+instance-instance;
shape_0_per_frame4=a = trans;
shape_0_per_frame5=
shape_0_per_frame6=x = .5 + int(rand(25))*0.01*bass_att*if(equal(int(rand(2)),1),1,-1)+instance-instance;
shape_0_per_frame7=y = .5 + int(rand(25))*0.01*bass_att*if(equal(int(rand(2)),1),1,-1)+instance-instance;
shape_0_per_frame8=rad = .09 + int(rand(int(q30)))/15+instance-instance;
shape_0_per_frame9=r=int(rand(q3))*.1+instance-instance;
shape_0_per_frame10=g=int(rand(q3))*.1+instance-instance;
shape_0_per_frame11=b=int(rand(q3))*.1+instance-instance;
shape_0_per_frame12=r2=int(rand(q3))*.1+instance-instance;
shape_0_per_frame13=g2=int(rand(q3))*.1+instance-instance;
shape_0_per_frame14=b2=int(rand(q3))*.1+instance-instance;
shape_0_per_frame15=border_r=int(rand(q3))*.1+instance-instance;
shape_0_per_frame16=border_g=int(rand(q3))*.1+instance-instance;
shape_0_per_frame17=border_b=int(rand(q3))*.1+instance-instance;
shapecode_1_enabled=1
shapecode_1_sides=32
shapecode_1_additive=0
shapecode_1_thickOutline=1
shapecode_1_textured=1
shapecode_1_num_inst=7
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=0.000
shapecode_1_g=0.000
shapecode_1_b=0.500
shapecode_1_a=1.000
shapecode_1_r2=0.000
shapecode_1_g2=0.000
shapecode_1_b2=0.500
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=trans = int(rand(int(q3)))/5+instance-instance;
shape_1_per_frame2=trans2 = int(rand(int(q3)))/5+instance-instance;
shape_1_per_frame3=trans3 = int(rand(int(q3)))/5+instance-instance;
shape_1_per_frame4=a = trans;
shape_1_per_frame5=
shape_1_per_frame6=x = .5 + int(rand(25))*0.01*mid_att*if(equal(int(rand(2)),1),1,-1)+instance-instance;
shape_1_per_frame7=y = .5 + int(rand(25))*0.01*mid_att*if(equal(int(rand(2)),1),1,-1)+instance-instance;
shape_1_per_frame8=rad = .09 + int(rand(int(q30)))/15+instance-instance;
shape_1_per_frame9=r=int(rand(q3))*.1+instance-instance;
shape_1_per_frame10=g=int(rand(q3))*.1+instance-instance;
shape_1_per_frame11=b=int(rand(q3))*.1+instance-instance;
shape_1_per_frame12=r2=int(rand(q3))*.1+instance-instance;
shape_1_per_frame13=g2=int(rand(q3))*.1+instance-instance;
shape_1_per_frame14=b2=int(rand(q3))*.1+instance-instance;
shape_1_per_frame15=border_r=int(rand(q3))*.1+instance-instance;
shape_1_per_frame16=border_g=int(rand(q3))*.1+instance-instance;
shape_1_per_frame17=border_b=int(rand(q3))*.1+instance-instance;
shape_1_per_frame18=
shapecode_2_enabled=1
shapecode_2_sides=32
shapecode_2_additive=0
shapecode_2_thickOutline=1
shapecode_2_textured=0
shapecode_2_num_inst=33
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=0.500
shapecode_2_g=0.000
shapecode_2_b=0.000
shapecode_2_a=1.000
shapecode_2_r2=0.500
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=trans = int(rand(int(q3)))/5+instance-instance;
shape_2_per_frame2=trans2 = int(rand(int(q3)))/5+instance-instance;
shape_2_per_frame3=trans3 = int(rand(int(q3)))/5+instance-instance;
shape_2_per_frame4=a = trans;
shape_2_per_frame5=
shape_2_per_frame6=x = .5 + int(rand(25))*0.01*treb_att*if(equal(int(rand(2)),1),1,-1)+instance-instance;
shape_2_per_frame7=y = .5 + int(rand(25))*0.01*treb_att*if(equal(int(rand(2)),1),1,-1)+instance-instance;
shape_2_per_frame8=rad = .09 + int(rand(int(q30)))/15+instance-instance;
shape_2_per_frame9=r=int(rand(q3))*.1+instance-instance;
shape_2_per_frame10=g=int(rand(q3))*.1+instance-instance;
shape_2_per_frame11=b=int(rand(q3))*.1+instance-instance;
shape_2_per_frame12=r2=int(rand(q3))*.1+instance-instance;
shape_2_per_frame13=g2=int(rand(q3))*.1+instance-instance;
shape_2_per_frame14=b2=int(rand(q3))*.1+instance-instance;
shape_2_per_frame15=border_r=int(rand(q3))*.1+instance-instance;
shape_2_per_frame16=border_g=int(rand(q3))*.1+instance-instance;
shape_2_per_frame17=border_b=int(rand(q3))*.1+instance-instance;
shape_2_per_frame18=
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_init_1=x1 = 2;
per_frame_init_2=y1= 2;
per_frame_init_3=z1 = 2;
per_frame_1=chng=sin(time*.5);
per_frame_2=cthr=.9999;
per_frame_3=mq21=if(above(chng,cthr),rand(3),mq21);
per_frame_4=mq22=if(above(chng,cthr),rand(3),mq22);
per_frame_5=mq23=if(above(chng,cthr),rand(3),mq23);
per_frame_6=mq24=if(above(chng,cthr),rand(2),mq24);
per_frame_7=mq25=if(above(chng,cthr),rand(2),mq25);
per_frame_8=mq26=if(above(chng,cthr),rand(2),mq26);
per_frame_9=mq27=if(above(chng,cthr),rand(1),mq27);
per_frame_10=mq28=if(above(chng,cthr),rand(1),mq28);
per_frame_11=mq29=if(above(chng,cthr),rand(1)*.3,mq29);
per_frame_12=mq31=if(above(chng,cthr),rand(1)*.3,mq31);
per_frame_13=monitor=chng;
per_frame_14=q21=mq21;q22=mq22;q23=mq23;q24=mq24;q25=mq25;q26=mq26;
per_frame_15=q27=mq27;q28=mq28;q29=mq29;q31=mq31;
per_frame_16=
per_frame_17=monitor=mq1;
per_frame_18=// raytraced sphere code
per_frame_19=
per_frame_20=d = 20; // distance of the sphere, the farther you're away the more you'll see on the horizon
per_frame_21=z = 4; // distance of the pane where the scene is projected on, wider distance = smaller apex angle of the camera, very small distances = fish eyes view
per_frame_22=
per_frame_23=zz = 1 + bass_att*0; // linear zoom
per_frame_24=
per_frame_25=pi = asin(1)*2;
per_frame_26=pi2inv = 0.5/pi;
per_frame_27=maskangle = asin( 1/d);
per_frame_28=q32 = maskangle; // hit = (cameras angle < mask_angle)
per_frame_29=q31 = d;
per_frame_30=q30 = z;
per_frame_31=q29 = pi2inv;
per_frame_32=q28 = pi;
per_frame_33=q27 = 1/zz;
per_frame_34=
per_frame_35=v = 0.4;
per_frame_36=j1 = j1*0.95 + sqr(bass*4)*v;
per_frame_37=j2 = j2*0.95 + sqr(mid*4)*v;
per_frame_38=j3 = j3*0.95 + sqr(treb*4)*v;
per_frame_39=
per_frame_40=n = n + j1*0.0152;
per_frame_41=n1 = n1 + j2*0.0152;
per_frame_42=n2 = n2 + j3*0.0152;
per_frame_43=
per_frame_44=vol=(bass+mid+treb)*0.25;
per_frame_45=vol=vol;
per_frame_46=q3=vol*8;
per_frame_47=mtime = mtime+vol*0.01;
per_frame_48=q1=mtime;
per_frame_49=
per_frame_50=zoom = zoom + 0.015*vol;
per_frame_51=
per_frame_52=w1 = n*0.01;    // solid angles to rotate the sphere in its origin
per_frame_53=w2 = n1*0.01;
per_frame_54=w3 = n2*0.01;
per_frame_55=
per_frame_56=q20 = cos(w1);
per_frame_57=q21 = sin(w1);
per_frame_58=q22 = cos(w2);
per_frame_59=q23 = sin(w2);
per_frame_60=q24 = cos(w3);
per_frame_61=q25 = sin(w3);
per_frame_62=q8=vol;
per_frame_63=q9=vol;
per_frame_64=q10=vol;
per_frame_65=q11=vol;
warp_1=`float2 polar, factorA, factorB, product;
warp_2=`
warp_3=`shader_body
warp_4=`{
warp_5=`
warp_6=`float z = q30;
warp_7=`float d = q31;
warp_8=`float pi = q28;
warp_9=`float pi2inv = q29;
warp_10=`float mask_apex = q32;
warp_11=`float zoom = q27;
warp_12=`
warp_13=`float2 c = zoom*(uv-0.5)*aspect.xy;
warp_14=`
warp_15=`float camera_apex = atan2( length(c),z);
warp_16=`
warp_17=`bool mask = mask_apex >= camera_apex;
warp_18=`
warp_19=`float longitude = atan2(c.x,c.y);
warp_20=`float latitude = (pi - camera_apex + asin(d*sin(camera_apex)));
warp_21=`
warp_22=`float2 polar = float2(longitude,latitude);
warp_23=`
warp_24=`float3 p = float3( sin(polar.x)*sin(polar.y),cos(polar.x)*sin(polar.y),cos(polar.y));
warp_25=`
warp_26=`factorA = p.zy;
warp_27=`factorB = float2(q20,q21);
warp_28=`product = float2( factorA.x*factorB.x - factorA.y*factorB.y,factorA.x*factorB.y + factorA.y*factorB.x);
warp_29=`p.zy = product.xy;
warp_30=`
warp_31=`factorA = p.zx;
warp_32=`factorB = float2(q22,q23);
warp_33=`product = float2( factorA.x*factorB.x - factorA.y*factorB.y,factorA.x*factorB.y + factorA.y*factorB.x);
warp_34=`p.zx = product.xy;
warp_35=`
warp_36=`factorA = p.yx;
warp_37=`factorB = float2(q24,q25);
warp_38=`product = float2( factorA.x*factorB.x - factorA.y*factorB.y, factorA.x*factorB.y + factorA.y*factorB.x);
warp_39=`p.yx = product.xy;
warp_40=`polar = float2(atan2(p.z,p.x),atan2(p.y,length(p.xz)))*pi2inv*float2(1,2)+float2(0,0.5);
warp_41=`
warp_42=`polar = polar;
warp_43=`
warp_44=`    float3 pos = float3(polar,time*0.15);
warp_45=`    float3 rc = tex3D(sampler_noisevol_hq, pos);
warp_46=`    rc += tex3D(sampler_noisevol_hq, 2*pos)*0.5;
warp_47=`    rc += tex3D(sampler_noisevol_hq, 4*pos)*0.25;
warp_48=`    rc += tex3D(sampler_noisevol_hq, 8*pos)*0.125;
warp_49=`    rc += tex3D(sampler_noisevol_hq, 16*pos)*0.0625;
warp_50=`    //rc = rc*0.556;    
warp_51=`    rc = (rc*rc*rc)*2;
warp_52=`    //rc -= GetBlur1(uv);   
warp_53=`    rc *= q3*0.5;
warp_54=`
warp_55=`    float2 ruv = uv = 0.5 + (uv-0.5)*(1+(rc.x*.0));  
warp_56=`    ret = tex2D(sampler_fc_main, float2(ruv.x, ruv.y)).xyz;
warp_57=`    
warp_58=`    float3 noise2 = tex2D(sampler_noise_lq, uv_orig*texsize.xy*texsize_noise_lq.zw+rand_frame.xy);
warp_59=`    noise2 += lerp(rc*2, 2, rad);
warp_60=`    
warp_61=`    ret = ret+0.5*lum(cross((1-ret),(noise2)))*float3(0.6,0.5,0.4);
warp_62=`    ret -= lerp(0.0,0.1,rad);    
warp_63=`
warp_64=`    ret +=0.1*tex3d(sampler_noisevol_hq, (p+time*0.1)*0.7)*mask;
warp_65=`
warp_66=`
warp_67=`float4 noise9 = tex3D(sampler_noisevol_hq, 
warp_68=`                      ((polar.xyy*q27
warp_69=`                       )*texsize.xyy*texsize_noisevol_hq.zww
warp_70=`                      ).xyz*
warp_71=`                      float3(1,1,0)*0.05 + 
warp_72=`                      time*float3(0,0,1)*q29
warp_73=`                     );
warp_74=`if(ret.x> q21*roam_cos.y && ret.x<= q24*roam_sin.x)ret.y -= (noise9).x*.5; 
warp_75=`if(ret.y> q22*roam_sin.x && ret.y<= q25*roam_cos.x)ret.z -= (noise9).y*.5; 
warp_76=`if(ret.z> q23*roam_cos.x && ret.z<= q26*roam_sin.y)ret.x -= (noise9).z*.5; 
warp_77=`}
comp_1=`shader_body 
comp_2=`{ 
comp_3=`
comp_4=`float3 reta = tex2D(sampler_main, uv);
comp_5=`ret = reta;
comp_6=`//ret = sqrt(ret)*1;
comp_7=`//ret += GetBlur2(uv);
comp_8=`ret -= GetBlur1(uv)*0.5;
comp_9=`
comp_10=`ret *= 2;
comp_11=`
comp_12=`float4 noise9 = tex3D(sampler_noisevol_hq, 
comp_13=`                      ((uv.xyy*q28
comp_14=`                       )*texsize.xyy*texsize_noisevol_hq.zww
comp_15=`                      ).xyz*
comp_16=`                      float3(1,1,0)*0.05 + 
comp_17=`                      time*float3(0,0,1)*q31 
comp_18=`                     );
comp_19=`if(ret.x> q26*roam_cos.y && ret.x<= q23*roam_sin.x)ret.z -= (noise9).x*.5; 
comp_20=`if(ret.y> q25*roam_sin.x && ret.y<= q22*roam_cos.x)ret.x -= (noise9).y*.5; 
comp_21=`if(ret.z> q24*roam_cos.x && ret.z<= q21*roam_sin.y)ret.y -= (noise9).z*.5; 
comp_22=`}
