MILKDROP_PRESET_VERSION=201
PSVERSION=2
PSVERSION_WARP=2
PSVERSION_COMP=2
[preset00]
fRating=2.000000
fGammaAdj=1.000
fDecay=0.995
fVideoEchoZoom=1.007
fVideoEchoAlpha=0.000
nVideoEchoOrientation=3
nWaveMode=2
bAdditiveWaves=0
bWaveDots=1
bWaveThick=0
bModWaveAlphaByVolume=0
bMaximizeWaveColor=0
bTexWrap=1
bDarkenCenter=0
bRedBlueStereo=0
bBrighten=0
bDarken=0
bSolarize=0
bInvert=0
fWaveAlpha=0.020
fWaveScale=0.012
fWaveSmoothing=0.900
fWaveParam=0.000
fModWaveAlphaStart=0.750
fModWaveAlphaEnd=0.950
fWarpAnimSpeed=1.000
fWarpScale=1.331
fZoomExponent=1.00000
fShader=0.000
zoom=0.99951
rot=0.00000
cx=0.500
cy=0.500
dx=0.00000
dy=0.00000
warp=0.00564
sx=1.00000
sy=1.00000
wave_r=0.500
wave_g=0.400
wave_b=0.300
wave_x=0.500
wave_y=0.500
ob_size=0.050
ob_r=0.010
ob_g=0.000
ob_b=0.000
ob_a=0.200
ib_size=0.050
ib_r=1.000
ib_g=1.000
ib_b=1.000
ib_a=0.100
nMotionVectorsX=32.000
nMotionVectorsY=24.000
mv_dx=0.020
mv_dy=-0.020
mv_l=1.000
mv_r=0.490
mv_g=0.480
mv_b=0.300
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=4
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=0.500
shapecode_0_rad=1.67089
shapecode_0_ang=0.00000
shapecode_0_tex_ang=0.94248
shapecode_0_tex_zoom=0.53426
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=1.000
shapecode_0_border_r=1.000
shapecode_0_border_g=1.000
shapecode_0_border_b=1.000
shapecode_0_border_a=0.170
shape_0_per_frame1=flux=q5*9;
shape_0_per_frame2=fluxs=max(flux,0);
shape_0_per_frame3=fluxs=min(fluxs,1);
shape_0_per_frame4=advflux=(q3*fluxs) + (-q3 * (1-fluxs));
shape_0_per_frame5=adv=adv+advflux;
shape_0_per_frame6=advs=adv/256;
shape_0_per_frame7=
shape_0_per_frame8=
shape_0_per_frame9=ang=advs;
shape_0_per_frame10=rad=1.671 + q3/25
shapecode_1_enabled=0
shapecode_1_sides=3
shapecode_1_additive=0
shapecode_1_thickOutline=0
shapecode_1_textured=0
shapecode_1_num_inst=1
shapecode_1_x=0.350
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=0.100
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=y=0.1 + q2*0.4;
shape_1_per_frame2=rad=q2/2;
shape_1_per_frame3=ang=-q2*2
shapecode_2_enabled=1
shapecode_2_sides=3
shapecode_2_additive=0
shapecode_2_thickOutline=0
shapecode_2_textured=0
shapecode_2_num_inst=1
shapecode_2_x=0.590
shapecode_2_y=0.500
shapecode_2_rad=0.44484
shapecode_2_ang=0.00000
shapecode_2_tex_ang=0.00000
shapecode_2_tex_zoom=1.00000
shapecode_2_r=0.000
shapecode_2_g=0.000
shapecode_2_b=0.000
shapecode_2_a=1.000
shapecode_2_r2=0.100
shapecode_2_g2=0.050
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_init1=dir = 3;
shape_2_init2=mover = 0;
shape_2_init3=rotator = .255
shape_2_per_frame1=ang = rotator;
shape_2_per_frame2=x = if(equal(dir,1),1 - mover,if(equal(dir,1.5),.15,if(equal(dir,2),0,if(equal(dir,2.5),0, if(equal(dir,3),0+mover,if(equal(dir,3.5),1,if(equal(dir,4),1,1)))))));
shape_2_per_frame3=y = if(equal(dir,1),1,if(equal(dir,1.5),1,if(equal(dir,2),1 - mover,if(equal(dir,2.5),0, if(equal(dir,3),0,if(equal(dir,3.5),0,if(equal(dir,4),0+mover,1)))))));
shape_2_per_frame4=mover = if(equal(dir,1),mover + .005,if(equal(dir,1.5),0,if(equal(dir,2),mover + .005,if(equal(dir,2.5),0, if(equal(dir,3),mover+.005,if(equal(dir,3.5),0,if(equal(dir,4),mover+.005,0)))))));
shape_2_per_frame5=dir = if(equal(dir,1),if(above(mover,.995),1.5,dir),if(equal(dir,1.5),if(below(rotator,-1.29),2,dir), if(equal(dir,2),if(above(mover,.995),2.5,dir),if(equal(dir,2.5),if(below(rotator,-2.85),3,dir), if(equal(dir,3),if(above(mover,.995),3.5,dir),if(equal(dir,3.5),if(below(rotator,-4.44),4,dir), if(equal(dir,4),if(above(mover,.995),4.5,dir),if(equal(dir,4.5),if(below(rotator,-5.94),1,dir),dir))))))));
shape_2_per_frame6=rotator = if(equal(dir,1.5),if(above(rotator,-1.31),rotator - .05,rotator),if(equal(dir,2),-1.3, if(equal(dir,2.5),if(above(rotator,-2.87),rotator-.05,rotator),if(equal(dir,3),-2.86, if(equal(dir,3.5),if(above(rotator,-4.46),rotator-.05,rotator),if(equal(dir,4),-4.45, if(equal(dir,4.5),if(above(rotator,-5.97),rotator-.05,rotator),if(equal(dir,4),-5.96,.26))))))));
shape_2_per_frame7=
shape_2_per_frame8=//Ok, enough with the crazy ifs, we got our tram moving, now for some reaction.
shape_2_per_frame9=
shape_2_per_frame10=b = above(mid,1.5);
shape_2_per_frame11=r2 = above(mid,1.5);
shape_2_per_frame12=g2 = above(mid,1.5);
shape_2_per_frame13=b2 = above(mid,1.5);
shapecode_3_enabled=1
shapecode_3_sides=3
shapecode_3_additive=1
shapecode_3_thickOutline=0
shapecode_3_textured=0
shapecode_3_num_inst=1
shapecode_3_x=0.840
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=0.980
shapecode_3_g=1.000
shapecode_3_b=0.980
shapecode_3_a=0.300
shapecode_3_r2=0.000
shapecode_3_g2=0.090
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=sin(time/2)*0.4 + 0.5;
shape_3_per_frame2=y=sin(time)*0.4+0.5;
shape_3_per_frame3=rad=(q1*q1)/2;;
shape_3_per_frame4=ang=q1*4;
shape_3_per_frame5=
shape_3_per_frame6=r=0.70 + (sin(time/2))*0.50;
shape_3_per_frame7=g=0.70 + (sin(time/2 + 2)) * 0.50;
shape_3_per_frame8=b=0.70 + (sin(time/2 + 4)) * 0.50
per_frame_init_1=mv_x = (60);
per_frame_init_2=mv_y = 89;
per_frame_init_3=monitor = echo_zoom;
per_frame_init_4=
per_frame_init_5=
per_frame_1=zoom =sin( echo_zoom);
per_frame_2=
per_frame_3=cx = (sin((time/2)*1.5)*0.8 + 0.5);
per_frame_4=cy = (sin(time*1.1)*0.8 + 0.5);
per_frame_5=
per_frame_6=
per_frame_7=
per_frame_8=ob_r = 2*(time*.7);
per_frame_9=ob_b = 2*(time*.6);
per_frame_10=ob_g = 2*(time*.5);
per_frame_11=
per_frame_12=ib_r = 1*(time*.5);
per_frame_13=ib_b = 1*(time*.6);
per_frame_14=ib_g = 1*(time*.7);
per_frame_15=
per_frame_16=
per_frame_17=rot = 0.1;
per_frame_18=
per_frame_19=//before inversion
per_frame_20=scale = 3;
per_frame_21=angle = time*.01;
per_frame_22=translation_x = 0;
per_frame_23=translation_y = 0.02;
per_frame_24=
per_frame_25=//complex inverted
per_frame_26=iscale = 0.2;
per_frame_27=iangle = sin(time*0.1337)*0.3;
per_frame_28=itranslation_u = 0;
per_frame_29=itranslation_v = 0;
per_frame_30=
per_frame_31=
per_frame_32=// the möbius transformation
per_frame_33=// z -> (az+b)/(cz-d); where a,b,c,d are complex numbers and z will be the uv-vector
per_frame_34=// (az+b)/(cz-d) = a/c + mu/(cz+d), with mu = (bc-ad)/c
per_frame_35=// so a/c and mu can be calculated outside of the shader
per_frame_36=
per_frame_37=a_r = cos(angle)*scale;
per_frame_38=a_i = sin(angle)*scale;
per_frame_39=b_r = translation_x;
per_frame_40=b_i = translation_y;
per_frame_41=
per_frame_42=c_r = -cos(iangle)*iscale;
per_frame_43=c_i = -sin(iangle)*iscale;
per_frame_44=d_r = itranslation_u;
per_frame_45=d_i = itranslation_v;
per_frame_46=
per_frame_47=// c^(-1)
per_frame_48=c_inv_r = c_r/(c_r*c_r+c_i*c_i);
per_frame_49=c_inv_i = c_i/(c_r*c_r+c_i*c_i);
per_frame_50=
per_frame_51=// a*c^(-1)
per_frame_52=ac_r = (a_r*c_inv_r - a_i*c_inv_i);
per_frame_53=ac_i = (a_r*c_inv_i - a_i*c_inv_r);
per_frame_54=
per_frame_55=// (bc-ad)
per_frame_56=bcad_r = (b_r*c_r - b_i*c_i)-(a_r*d_r-a_i*d_i);
per_frame_57=bcad_i = (b_r*c_i - b_i*c_r)-(a_r*d_i-a_i*d_r);
per_frame_58=
per_frame_59=// mu*c^(-1)
per_frame_60=mu_r = bcad_r*c_inv_r - bcad_i*c_inv_i;
per_frame_61=mu_i = bcad_r*c_inv_i - bcad_i*c_inv_r;
per_frame_62=
per_frame_63=q11 = ac_r;
per_frame_64=q12 = ac_i;
per_frame_65=q13 = mu_r;
per_frame_66=q14 = mu_i;
per_frame_67=
per_frame_68=q15 = c_r;
per_frame_69=q16 = c_i;
per_frame_70=q17 = d_r;
per_frame_71=q18 = d_i;
per_pixel_1=bamx=sin(time-bass);
per_pixel_2=boom=sin(((bamx%boom)*bass)*time);
per_pixel_3=bom=(rand(0.1*(time-boom)*(time-bamx))*2);
per_pixel_4=
per_pixel_5=
per_pixel_6=speed = sin(((speedA-speedB)*(speedB-speedA)))%speedC;
per_pixel_7=speedA =  sin((bass*3 - speedB )* time);
per_pixel_8=speedB =  sin((mid*3 + speedC ) * time);
per_pixel_9=speedC = sin((treb*3 - speedA ) * time);
per_pixel_10=
per_pixel_11=shox = cos(q3 - q8)*speed;
per_pixel_12=rhox = sin(q5 + speedB)%speed;
per_pixel_13=rox = (shox - rhox)/2;
per_pixel_14=
per_pixel_15=daz=((speed*(time-1))*bass)* 0.5 + 0.5;
per_pixel_16=
per_pixel_17=
per_pixel_18=
per_pixel_19=
per_pixel_20=wec=sin(time-1);
per_pixel_21=weconz=t4-q4;
per_pixel_22=wecrut=(tri*3)-(sin(time-rad));
per_pixel_23=tri= q8;
per_pixel_24=
per_pixel_25=
per_pixel_26=
per_pixel_27=warp = 1.420;
per_pixel_28=
per_pixel_29=q3 = treb*bom;
per_pixel_30=q8 = bass* boom;
per_pixel_31=q5 = mid*rox;
per_pixel_32=q6 = rox%speed;
per_pixel_33=q4 = daz - q4;
per_pixel_34=
per_pixel_35=
per_pixel_36=wec=sin(time-1);
per_pixel_37=weconz=(q4-q2)*wec;
per_pixel_38=wecrut=(tri*3)-(sin(time-rad));
per_pixel_39=tri= q8;
per_pixel_40=
per_pixel_41=
per_pixel_42=
per_pixel_43=t1 = wec+x;
per_pixel_44=t3 = tri*weconz;
per_pixel_45=t6 = wecrut;
per_pixel_46=t7 = wec * time;
warp_1=`shader_body
warp_2=`{
warp_3=`ret = GetPixel(uv_orig) - 0.004;
warp_4=`
warp_5=`
warp_6=`float2 d = texsize.zw*2;
warp_7=`float3 dx = ( GetBlur1(uv+float2(1,0)*d)-GetBlur1(uv-float2(1,0)*d) );
warp_8=`float3 dy = ( GetBlur1(uv+float2(0,1)*d)-GetBlur1(uv-float2(0,1)*d) );
warp_9=`
warp_10=`float2 dither_uv = uv_orig*texsize.xy*texsize_noise_lq.zw + rand_frame.xy;
warp_11=`
warp_12=`float2 uv_red = lerp(uv_orig,uv,-.4) - float2(dx.x,dy.x)*texsize.zw + (tex2D(sampler_noise_lq, dither_uv).xyz-0.5)*texsize.zw*2;
warp_13=`ret.x = GetPixel(uv_red).x - 0.001;
warp_14=`
warp_15=`float2 uv_green = lerp(uv_orig,uv,1) + float2(0,1)*texsize.zw - float2(dx.y,dy.y)*texsize.zw*2;
warp_16=`ret.y = max( GetBlur1(uv_orig).x, tex2d(sampler_fc_main, uv_green).y - 0.004);
warp_17=`
warp_18=`//ret = 0;
warp_19=`}
comp_1=`shader_body
comp_2=`{
comp_3=`
comp_4=`float2 ac = float2(q11,q12);
comp_5=`float2 mu = float2(q13,q14);
comp_6=`float2 c = float2(q15,q16);
comp_7=`float2 d = float2(q17,q18);
comp_8=`
comp_9=`float2 z = (uv-0.5);
comp_10=`
comp_11=`// (c*z + d)
comp_12=`float2 czd = float2(z.x*c.x-z.y*c.y,z.x*c.y-z.y*c.x) + d;
comp_13=`// mu/(cz+d)
comp_14=`float2 moebius = float2( mu.x*czd.x + mu.y*czd.y , mu.y*czd.x-mu.x*czd.y )/(czd.x*czd.x+czd.y*czd.y) + ac;
comp_15=`
comp_16=`moebius = 0.5 + (1.0 - abs( frac( moebius * 0.5 ) * 2 - 1.0 )-0.5)*0.99;
comp_17=`
comp_18=`uv=moebius;
comp_19=`float3 rnd = tex2D(sampler_noise_lq, rand_frame.xy + uv*texsize.xy*texsize_noise_lq.zw)*2-1;
comp_20=`
comp_21=`ret = GetPixel(uv);
comp_22=`
comp_23=`d = texsize.zw * 8;
comp_24=`float3 dx = ( GetBlur1(uv + float2(1,0)*d) - GetBlur1(uv-float2(1,0)*d) );
comp_25=`float3 dy = ( GetBlur1(uv + float2(0,1)*d) - GetBlur1(uv-float2(0,1)*d) );
comp_26=`
comp_27=`uv -= float2(lum(dx),lum(dy))*texsize.zw*32;
comp_28=`
comp_29=`
comp_30=`ret = pow(abs(GetBlur3(uv+rnd.xy*texsize.zw*5)*2-GetPixel(uv))*1,1);
comp_31=`}
