MILKDROP_PRESET_VERSION=201
PSVERSION=3
PSVERSION_WARP=3
PSVERSION_COMP=2
[preset00]
fRating=4.000000
fGammaAdj=1.000
fDecay=0.000
fVideoEchoZoom=1.000
fVideoEchoAlpha=0.000
nVideoEchoOrientation=3
nWaveMode=1
bAdditiveWaves=1
bWaveDots=0
bWaveThick=1
bModWaveAlphaByVolume=0
bMaximizeWaveColor=0
bTexWrap=0
bDarkenCenter=0
bRedBlueStereo=0
bBrighten=0
bDarken=0
bSolarize=0
bInvert=0
fWaveAlpha=0.000
fWaveScale=0.200
fWaveSmoothing=0.000
fWaveParam=1.000
fModWaveAlphaStart=1.000
fModWaveAlphaEnd=1.000
fWarpAnimSpeed=0.010
fWarpScale=0.010
fZoomExponent=1.00000
fShader=0.000
zoom=1.00000
rot=0.00000
cx=0.500
cy=0.500
dx=0.00500
dy=0.00000
warp=0.01000
sx=0.99990
sy=1.00180
wave_r=1.000
wave_g=0.000
wave_b=0.650
wave_x=0.500
wave_y=0.500
ob_size=0.000
ob_r=0.000
ob_g=0.800
ob_b=0.700
ob_a=0.000
ib_size=0.005
ib_r=0.000
ib_g=0.000
ib_b=0.300
ib_a=0.000
nMotionVectorsX=1.000
nMotionVectorsY=1.000
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=1
wavecode_0_samples=512
wavecode_0_sep=0
wavecode_0_bSpectrum=1
wavecode_0_bUseDots=0
wavecode_0_bDrawThick=1
wavecode_0_bAdditive=1
wavecode_0_scaling=1.00000
wavecode_0_smoothing=0.00000
wavecode_0_r=1.000
wavecode_0_g=1.000
wavecode_0_b=1.000
wavecode_0_a=1.000
wave_0_per_point1= freqLvl    = .49+(value1*((-30-1/((sample)*.9))))*.05;//-10.4*pow(value1,1.81)/pow(value1,1.8)+10.2;
wave_0_per_point2= myAmp      = if(below(freqLvl,0.5),freqLvl,0.49);  
wave_0_per_point3= myFreq     = log10(log10(sample)+3)*1.05+0.37;//13.5*pow(sample,0.01)-12.645;
wave_0_per_point4= myAltFreq  = time*0.2+myFreq*04-0.8;
wave_0_per_point5= 
wave_0_per_point6= Pi         = 3.14159265359;
wave_0_per_point7= Pi23       = 2*Pi*0.33333333333;
wave_0_per_point8= fade       = 2*(1-myAmp-.49);
wave_0_per_point9=
wave_0_per_point10= r         = (sin(myAltFreq       )+1)*0.5*fade;
wave_0_per_point11= g         = (sin(myAltFreq-1*Pi23)+1)*0.5*fade;
wave_0_per_point12= b         = (sin(myAltFreq-2*Pi23)+1)*0.5*fade;
wave_0_per_point13= x         = myAmp;
wave_0_per_point14= y         = myFreq;
wave_0_per_point15=
wave_0_per_point16=// x         = .97+(value1*((-30-1/((sample)*.5))))*.05;
wavecode_1_enabled=1
wavecode_1_samples=512
wavecode_1_sep=0
wavecode_1_bSpectrum=1
wavecode_1_bUseDots=0
wavecode_1_bDrawThick=1
wavecode_1_bAdditive=1
wavecode_1_scaling=1.00000
wavecode_1_smoothing=0.00000
wavecode_1_r=1.000
wavecode_1_g=1.000
wavecode_1_b=1.000
wavecode_1_a=1.000
wave_1_per_point1=  freqLvl   = .51-(value2*((-30-1/((sample)*.9))))*.05;//10.4*pow(value2,1.01)/value2-9.2;
wave_1_per_point2=  myAmp     = if(above(freqLvl,0.5),freqLvl,0.51);
wave_1_per_point3=  myFreq    = log10(log10(sample)+3)*1.05+0.37;
wave_1_per_point4=  myAltFreq = time*0.2+myFreq*04-0.8;
wave_1_per_point5=  
wave_1_per_point6=  Pi        = 3.14159265358;
wave_1_per_point7=  Pi23      = 2*Pi*0.33333333333;
wave_1_per_point8=  fade      = 2.0*(myAmp-.49);
wave_1_per_point9=
wave_1_per_point10= r         = (sin(myAltFreq       )+1)*0.5*fade;
wave_1_per_point11= g         = (sin(myAltFreq-1*Pi23)+1)*0.5*fade;
wave_1_per_point12= b         = (sin(myAltFreq-2*Pi23)+1)*0.5*fade;
wave_1_per_point13= x         = myAmp;
wave_1_per_point14= y         = myFreq;  
wavecode_2_enabled=0
wavecode_2_samples=512
wavecode_2_sep=0
wavecode_2_bSpectrum=1
wavecode_2_bUseDots=0
wavecode_2_bDrawThick=1
wavecode_2_bAdditive=1
wavecode_2_scaling=1.00000
wavecode_2_smoothing=0.00000
wavecode_2_r=1.000
wavecode_2_g=1.000
wavecode_2_b=1.000
wavecode_2_a=1.000
wave_2_per_point1=  freqLvl   = -10.4*pow(value1,1.81)/pow(value1,1.8)+10.2;
wave_2_per_point2=  
wave_2_per_point3=  myFreq    = log10(log10(sample)+3)*1.05+0.37;
wave_2_per_point4=  myAltFreq = time*0.2+myFreq*04-0.8;
wave_2_per_point5=  Pi        = 3.14159265358;
wave_2_per_point6=  Pi23      = 2*Pi*0.33333333333;
wave_2_per_point7=  fade      = value1*15*(1.1-myFreq);
wave_2_per_point8=  r         = (sin(myAltFreq       )+1)*0.5*fade;
wave_2_per_point9=  g         = (sin(myAltFreq-1*Pi23)+1)*0.5*fade;
wave_2_per_point10= b         = (sin(myAltFreq-2*Pi23)+1)*0.5*fade;
wave_2_per_point11= x         = 10.4*pow(value1,1.81)/pow(value1,1.8)-9.7;
wave_2_per_point12= y         = myFreq;
wavecode_3_enabled=0
wavecode_3_samples=512
wavecode_3_sep=0
wavecode_3_bSpectrum=1
wavecode_3_bUseDots=0
wavecode_3_bDrawThick=1
wavecode_3_bAdditive=1
wavecode_3_scaling=1.00000
wavecode_3_smoothing=0.00000
wavecode_3_r=1.000
wavecode_3_g=1.000
wavecode_3_b=1.000
wavecode_3_a=1.000
wave_3_per_point1=  freqLvl   = 10.4*pow(value1,1.81)/pow(value2,1.8)-9.2;
wave_3_per_point2=  
wave_3_per_point3=  myFreq    = log10(log10(sample)+3)*1.05+0.37;
wave_3_per_point4=  myAltFreq = time*0.2+myFreq*04-0.8;
wave_3_per_point5=  Pi        = 3.14159265358;
wave_3_per_point6=  Pi23      = 2*Pi*0.33333333333;
wave_3_per_point7=  fade      = value2*15*(1.1-myFreq);
wave_3_per_point8=  r         = (sin(myAltFreq       )+1)*0.5*fade;
wave_3_per_point9=  g         = (sin(myAltFreq-1*Pi23)+1)*0.5*fade;
wave_3_per_point10= b         = (sin(myAltFreq-2*Pi23)+1)*0.5*fade;
wave_3_per_point11= x         = -10.4*pow(value2,1.81)/pow(value2,1.8)+10.7;
wave_3_per_point12= y         = myFreq;
shapecode_0_enabled=0
shapecode_0_sides=4
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=0.10000
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=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=0.100
shapecode_1_enabled=0
shapecode_1_sides=4
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=0.10000
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=0.000
shapecode_1_b=0.000
shapecode_1_a=1.000
shapecode_1_r2=0.000
shapecode_1_g2=1.000
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=0.100
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_init_1=mv_x=64;mv_y=48;
per_frame_init_2=nut=0;
per_frame_init_3=stp=0;stq=0;
per_frame_init_4=rtp=0;rtq=0;
per_frame_init_5=wvr=0;
per_frame_init_6=decay=0;
per_frame_init_7=dcsp=0
per_frame_init_8=
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=decay=1.0;
per_frame_45=zoom=1.009;
per_frame_46=dx=0;dy=0;sx=1.000001;sy=0.999999;
per_frame_47=
per_frame_48=mv_r=.360+(((cos(time/5)*0.3)+0.5*0.5)*0.1);
per_frame_49=mv_g=.390+(((sin(time/7)*0.3)+0.5*0.5)*0.1);
per_frame_50=mv_b=.500+((sin((time/7)+0.9)+0.5*0.5)*0.1);
per_frame_51=
per_frame_52=
per_frame_53=cx=-1;cy=2;rot=-treb*0.002;
per_frame_54=
per_frame_55=cx=sin(time*0.1)*1.5 + 0.5;
per_frame_56=cy=cos(time*0.2)*1.5 + 0.5
per_pixel_1=//adv=min( (bass*bass*bass), 1);
per_pixel_2=//warp=1*((( atan(time/3) *0.5+0.5)*3)* (x*rad)*2 )+( (y*ang)*2 )*rad;
per_pixel_3=//warp=warp*adv;
per_pixel_4=
per_pixel_5=//dx=cos(y)*0.005*(rad+2)*treb ;
per_pixel_6=//dy=sin(x)*0.005*(rad+2)*treb
per_pixel_7=
per_pixel_8=//Do people that don't do drugs make shit like this??
warp_1=`sampler sampler_worms;
warp_2=`float3 color, mus;
warp_3=`float2 uv1, uv6;
warp_4=`float dx,dy;
warp_5=`
warp_6=`shader_body {
warp_7=`
warp_8=`uv1 = (uv-.5);
warp_9=`
warp_10=`float2 ang2= tex2D (sampler_noise_hq,uv1/3+.006*time).xy;
warp_11=`uv6 = mul(uv1,float2x2(ang2.y,-ang2.x,ang2.x,ang2.y));
warp_12=`
warp_13=`mus = abs(.5*cos(uv6.y*14)-(cos(uv6.x*71)));
warp_14=`mus *= float3 (1,.96,.9)/25;
warp_15=`
warp_16=`uv6 = .2*sin(12*uv+rand_frame);
warp_17=`float3 dots = .001/length(uv6)* float3 (0.2,1,1);
warp_18=`
warp_19=`//dots = lum(tex2D (sampler_noise_hq,uv +rand_frame));
warp_20=`//dots = (dots-.7) * (dots >= .7) * float3 (0.2,1,1);
warp_21=`
warp_22=`mus -= dots;
warp_23=`
warp_24=`
warp_25=`float3 blur = GetBlur1(frac(uv));
warp_26=`
warp_27=`float2 hor = float2 (texsize.z,0);
warp_28=`float2 ver = float2 (0,texsize.w);
warp_29=`hor = float2 (.004,0);
warp_30=`ver = float2 (0,.004);
warp_31=`
warp_32=`
warp_33=`
warp_34=`float dx = lum(GetPixel(uv+hor)-GetPixel(uv-hor));
warp_35=`float dy = lum(GetPixel(uv+ver)-GetPixel(uv-ver));
warp_36=`
warp_37=`float2 zz = float2 (dx,dy);
warp_38=`
warp_39=`
warp_40=`float3 crisp= tex2D(sampler_main,uv+zz*.02);
warp_41=`crisp +=.015 - length(zz)*blur/1.5;
warp_42=`
warp_43=`float3 ret1 = crisp - lum(blur)*.012 + mus;
warp_44=`//ret1 = abs(mus)/2;
warp_45=`ret = ret1 * .99 -  .04 ;
warp_46=`}
comp_1=`sampler sampler_pw_noise_lq;
comp_2=`
comp_3=`float3 ret1, neu, cont;
comp_4=`float2 rs,rs2,uv1,dz, uv3;
comp_5=`float noise;
comp_6=`shader_body
comp_7=`{
comp_8=`float2 uv2;
comp_9=`uv -= 0.5;
comp_10=`uv *= aspect.xy;    
comp_11=`
comp_12=`noise = tex2D (sampler_pw_noise_lq,uv3);
comp_13=`noise *= (noise >= .9);
comp_14=`
comp_15=`float dist = 1;
comp_16=`float inten = 1;
comp_17=`float mask = 0;
comp_18=`ret1 = 0;
comp_19=`int anz = 2;
comp_20=`float n = 0;
comp_21=`cont = 0;
comp_22=`while (n <= anz) {
comp_23=`uv2 = uv;
comp_24=`    dist = 1-frac(1.0/anz*n+q6); //evtl sqrt !
comp_25=`
comp_26=`    inten =  (dist)*(1-dist)*6;
comp_27=`    float2 uv3 =  frac(1*uv2*dist+.55);
comp_28=`
comp_29=`    neu = 1*GetPixel(uv3) + GetBlur1(uv3)*0;
comp_30=`    ret1 = max(ret1,neu*inten);
comp_31=`    cont = max(cont,(-GetPixel(uv3)+GetBlur1(uv3+q7))*inten);
comp_32=`n++;
comp_33=`}
comp_34=`
comp_35=`rs2 = .1*cos(uv*3+float2(time/12,5)) + .1*ret1;
comp_36=`float3 dots = saturate(.005/length(rs2)) * float3 (1,.9,.6);
comp_37=`
comp_38=`ret = -.1*ret1 + 18*dots*(.2+.3*ret1) 
comp_39=`+ lum(cont)*(1+slow_roam_cos)/2;
comp_40=`ret += .0*ret1;
comp_41=`//ret = GetPixel(uv_orig+.5);
comp_42=`}
