MILKDROP_PRESET_VERSION=201
PSVERSION=2
PSVERSION_WARP=2
PSVERSION_COMP=2
[preset00]
fRating=3.000
fGammaAdj=1.980
fDecay=0.500
fVideoEchoZoom=1.000
fVideoEchoAlpha=0.500
nVideoEchoOrientation=3
nWaveMode=6
bAdditiveWaves=0
bWaveDots=0
bWaveThick=0
bModWaveAlphaByVolume=1
bMaximizeWaveColor=1
bTexWrap=1
bDarkenCenter=0
bRedBlueStereo=0
bBrighten=0
bDarken=1
bSolarize=0
bInvert=0
fWaveAlpha=0.001
fWaveScale=1.741
fWaveSmoothing=0.810
fWaveParam=0.000
fModWaveAlphaStart=0.370
fModWaveAlphaEnd=1.320
fWarpAnimSpeed=1.459
fWarpScale=2.007
fZoomExponent=1.00000
fShader=0.000
zoom=0.99990
rot=0.00000
cx=0.500
cy=0.500
dx=0.00000
dy=0.00000
warp=0.01000
sx=0.99990
sy=1.00000
wave_r=0.800
wave_g=0.590
wave_b=0.500
wave_x=0.500
wave_y=0.500
ob_size=0.000
ob_r=1.000
ob_g=1.000
ob_b=1.000
ob_a=0.000
ib_size=0.000
ib_r=0.250
ib_g=0.250
ib_b=0.250
ib_a=0.000
nMotionVectorsX=64.000
nMotionVectorsY=48.000
mv_dx=0.000
mv_dy=0.000
mv_l=1.850
mv_r=0.500
mv_g=0.500
mv_b=0.500
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=1
wavecode_0_scaling=0.89152
wavecode_0_smoothing=0.82000
wavecode_0_r=1.000
wavecode_0_g=1.000
wavecode_0_b=1.000
wavecode_0_a=0.600
wave_0_per_frame1=t2 = t2 + bass_att;
wave_0_per_point1=k1 = (sample*100)%2;
wave_0_per_point2=
wave_0_per_point3=xi = value1*k1 + xi*(1-k1);
wave_0_per_point4=yi = value2*(1-k1) + yi*k1;
wave_0_per_point5=
wave_0_per_point6=x = .5 + 5*xi;
wave_0_per_point7=y = .5 + 5*yi;
wave_0_per_point8=
wave_0_per_point9=a = bass_att + mid_att + treb_att;
wavecode_1_enabled=1
wavecode_1_samples=512
wavecode_1_sep=20
wavecode_1_bSpectrum=1
wavecode_1_bUseDots=1
wavecode_1_bDrawThick=1
wavecode_1_bAdditive=1
wavecode_1_scaling=5.90461
wavecode_1_smoothing=0.00000
wavecode_1_r=1.000
wavecode_1_g=1.000
wavecode_1_b=1.000
wavecode_1_a=0.100
wave_1_per_point1=
wave_1_per_point2=x = sample ;
wave_1_per_point3=
wave_1_per_point4=val = value1;
wave_1_per_point5=y = val * (.25-(sample-.5)*(sample-.5)) + .5;
wave_1_per_point6=
wave_1_per_point7=r = .6; g = 1; b = 1;
wave_1_per_point8=a=1;
wavecode_2_enabled=0
wavecode_2_samples=512
wavecode_2_sep=0
wavecode_2_bSpectrum=0
wavecode_2_bUseDots=1
wavecode_2_bDrawThick=1
wavecode_2_bAdditive=1
wavecode_2_scaling=0.09987
wavecode_2_smoothing=0.40000
wavecode_2_r=0.000
wavecode_2_g=1.000
wavecode_2_b=0.000
wavecode_2_a=0.320
wave_2_per_point1=
wave_2_per_point2=x = sample;
wave_2_per_point3=r = .0; b = .0; g = 1; a = .6;
wave_2_per_point4=y = .5 + value1;
wavecode_3_enabled=0
wavecode_3_samples=512
wavecode_3_sep=0
wavecode_3_bSpectrum=1
wavecode_3_bUseDots=1
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
wave_3_per_point1=ra = .8;
wave_3_per_point2=rb = .5;
wave_3_per_point3=pib = 6.28318530718;
wave_3_per_point4=
wave_3_per_point5=
wave_3_per_point6=tic = min(time-tin,.1);
wave_3_per_point7=tin = if(equal(sample,0),time,tin);
wave_3_per_point8=
wave_3_per_point9=mod = 1.5 + .5*sin(time*.15);
wave_3_per_point10=med = 1.5 + .5*sin(time*.134);
wave_3_per_point11=med = 5;
wave_3_per_point12=amod = 3;
wave_3_per_point13=
wave_3_per_point14=vr = int(rand(10001))*.0001;
wave_3_per_point15=rb = rb + int(rand(10001))*.0001*.1;
wave_3_per_point16=
wave_3_per_point17=a = vr;
wave_3_per_point18=
wave_3_per_point19=sa = vr*pib*.5;
wave_3_per_point20=sp = sa*mod + q1*1.3;
wave_3_per_point21=sam = sa*med - q1*.219;
wave_3_per_point22=
wave_3_per_point23=ox = ra*sin(sam*pib);
wave_3_per_point24=oy = ra*cos(sam*pib);
wave_3_per_point25=ox = ox + rb*-cos(sp)*sin(sam*pib);
wave_3_per_point26=oz = rb*-sin(sp);
wave_3_per_point27=oy = oy + rb*-cos(sp)*cos(sam*pib);
wave_3_per_point28=
wave_3_per_point29=
wave_3_per_point30=xang = time*.132;
wave_3_per_point31=xang = q2;
wave_3_per_point32=yang = time*.153;
wave_3_per_point33=yang = q3;
wave_3_per_point34=zang = time*.110;
wave_3_per_point35=zang = q4;
wave_3_per_point36=fov = 0.6 + 0.2*sin(time);
wave_3_per_point37=fov = .5;
wave_3_per_point38=
wave_3_per_point39=mx = ox*cos(zang) - oy*sin(zang);
wave_3_per_point40=my = ox*sin(zang) + oy*cos(zang);
wave_3_per_point41=ox = mx;
wave_3_per_point42=oy = my;
wave_3_per_point43=mx = ox*cos(yang) + oz*sin(yang);
wave_3_per_point44=mz = - ox*sin(yang) + oz*cos(yang);
wave_3_per_point45=ox = mx;
wave_3_per_point46=oz = mz;
wave_3_per_point47=my = oy*cos(xang) - oz*sin(xang);
wave_3_per_point48=mz = oy*sin(xang) + oz*cos(xang);
wave_3_per_point49=oy = my;
wave_3_per_point50=oz = mz;
wave_3_per_point51=
wave_3_per_point52=oz = oz - 2;
wave_3_per_point53=x = ox*fov/oz + 0.5;
wave_3_per_point54=x = (x-.5)*0.75 + 0.5;
wave_3_per_point55=y = oy*fov/oz + 0.5;
wave_3_per_point56=
shapecode_0_enabled=0
shapecode_0_sides=94
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=0.26574
shapecode_0_ang=2.32478
shapecode_0_tex_ang=1.00531
shapecode_0_tex_zoom=1.53117
shapecode_0_r=0.500
shapecode_0_g=1.000
shapecode_0_b=0.900
shapecode_0_a=0.030
shapecode_0_r2=0.830
shapecode_0_g2=0.930
shapecode_0_b2=0.800
shapecode_0_a2=0.060
shapecode_0_border_r=1.000
shapecode_0_border_g=1.000
shapecode_0_border_b=0.000
shapecode_0_border_a=1.000
shapecode_1_enabled=0
shapecode_1_sides=100
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=1.26458
shapecode_1_ang=0.00000
shapecode_1_tex_ang=1.44510
shapecode_1_tex_zoom=1.49331
shapecode_1_r=0.700
shapecode_1_g=0.400
shapecode_1_b=0.000
shapecode_1_a=0.010
shapecode_1_r2=0.700
shapecode_1_g2=0.400
shapecode_1_b2=0.000
shapecode_1_a2=0.000
shapecode_1_border_r=0.500
shapecode_1_border_g=0.500
shapecode_1_border_b=0.500
shapecode_1_border_a=0.000
shapecode_2_enabled=0
shapecode_2_sides=63
shapecode_2_additive=0
shapecode_2_thickOutline=0
shapecode_2_textured=0
shapecode_2_num_inst=1
shapecode_2_x=0.503
shapecode_2_y=0.500
shapecode_2_rad=0.15648
shapecode_2_ang=0.00000
shapecode_2_tex_ang=0.00000
shapecode_2_tex_zoom=0.60986
shapecode_2_r=1.000
shapecode_2_g=1.000
shapecode_2_b=1.000
shapecode_2_a=0.300
shapecode_2_r2=1.000
shapecode_2_g2=1.000
shapecode_2_b2=1.000
shapecode_2_a2=0.000
shapecode_2_border_r=0.500
shapecode_2_border_g=0.500
shapecode_2_border_b=0.500
shapecode_2_border_a=0.000
shapecode_3_enabled=0
shapecode_3_sides=63
shapecode_3_additive=0
shapecode_3_thickOutline=0
shapecode_3_textured=1
shapecode_3_num_inst=1
shapecode_3_x=0.500
shapecode_3_y=1.000
shapecode_3_rad=0.54822
shapecode_3_ang=0.00000
shapecode_3_tex_ang=0.00000
shapecode_3_tex_zoom=0.49981
shapecode_3_r=1.000
shapecode_3_g=1.000
shapecode_3_b=1.000
shapecode_3_a=1.000
shapecode_3_r2=1.000
shapecode_3_g2=1.000
shapecode_3_b2=1.000
shapecode_3_a2=0.000
shapecode_3_border_r=0.500
shapecode_3_border_g=0.500
shapecode_3_border_b=0.500
shapecode_3_border_a=0.000
per_frame_init_1=fade = .5;
per_frame_1=dec_med = pow (0.9, 30/fps);
per_frame_2=dec_slow = pow (0.99, 30/fps);
per_frame_3=beat = max (max (bass, mid), treb); 
per_frame_4=avg = avg*dec_slow + beat*(1-dec_slow);
per_frame_5=is_beat = above(beat, .5+avg+peak) * above (time, t0+.2);
per_frame_6=t0 = is_beat*time + (1-is_beat)*t0;
per_frame_7=peak = is_beat * beat + (1-is_beat)*peak*dec_med;
per_frame_8=index = (index + is_beat) %8;
per_frame_9=
per_frame_10=q20 = avg;
per_frame_11=q21 = beat;
per_frame_12=q22 = peak;
per_frame_13=q23 = index;
per_frame_14=q24 = is_beat;
per_frame_15=q26 = bass + mid + treb;
per_frame_16=
per_frame_17=k1 =  is_beat*equal(index,0);
per_frame_18=p1 =  k1*(p1+1) + (1-k1)*p1;
per_frame_19=p2 = dec_med * p2+ (1-dec_med)*p1;
per_frame_20=rott = p2 * 3.14159265358/2;
per_frame_21=q27 = index + 1;
per_frame_22=
per_frame_23=q1 = cos(rott);
per_frame_24=q2 = sin(rott);
per_frame_25=q3 = -q2;
per_frame_26=q4 = q1;
per_frame_27=
per_frame_28=zoom = 1.0;
per_frame_29=rot = -0.00 * index;
per_frame_30=
per_frame_31=fade = fade*dec_med + pow(0.996, 30/fps) * (1-dec_med);
per_frame_32=q32 = fade;
warp_1=`shader_body {
warp_2=`float corr = texsize.xy*texsize_noise_lq.zw;
warp_3=`float2 uv1 = float2(uv.x-0.5,uv.y-0.5);//*aspect.xy;
warp_4=`
warp_5=`float3 noiseVal =.03*(tex2D(sampler_noise_lq, uv*.3+.01*rand_frame));
warp_6=`float3 Feedback = GetBlur1(uv);
warp_7=`
warp_8=`float2 zz = uv1 *texsize.xy *.015*q27;
warp_9=`zz =mul(zz,float2x2(_qa));
warp_10=`
warp_11=`float2 h1 = clamp(tan(zz),-20,20);
warp_12=`
warp_13=`uv.xy += h1*texsize.zw * 8;
warp_14=`
warp_15=`float3 crisp = tex2D(sampler_main,uv);
warp_16=`
warp_17=`ret = q32*crisp+noiseVal*(1-Feedback*1)-.02;
warp_18=`}
comp_1=`shader_body
comp_2=`{
comp_3=`
comp_4=`float3 crisp = tex2D(sampler_main,uv);
comp_5=`float3 blur = GetBlur1(uv - 0.01*crisp);
comp_6=`   
comp_7=`float3 ret1 = crisp + saturate(3* (blur-float3(0.1,.1,.2)));
comp_8=`
comp_9=`ret = ret1*1.3;
comp_10=`}
