MILKDROP_PRESET_VERSION=201
PSVERSION=2
PSVERSION_WARP=2
PSVERSION_COMP=2
[preset00]
fRating=3.000000
fGammaAdj=1.700
fDecay=1.000
fVideoEchoZoom=1.000
fVideoEchoAlpha=0.500
nVideoEchoOrientation=3
nWaveMode=3
bAdditiveWaves=0
bWaveDots=0
bWaveThick=0
bModWaveAlphaByVolume=0
bMaximizeWaveColor=0
bTexWrap=1
bDarkenCenter=0
bRedBlueStereo=0
bBrighten=1
bDarken=1
bSolarize=0
bInvert=0
fWaveAlpha=0.001
fWaveScale=0.010
fWaveSmoothing=0.000
fWaveParam=-0.200
fModWaveAlphaStart=0.390
fModWaveAlphaEnd=1.180
fWarpAnimSpeed=1.000
fWarpScale=1.772
fZoomExponent=4.40100
fShader=0.000
zoom=1.03100
rot=0.00300
cx=0.500
cy=0.500
dx=0.00000
dy=0.00000
warp=0.00000
sx=1.00000
sy=1.00000
wave_r=0.000
wave_g=0.000
wave_b=0.000
wave_x=1.000
wave_y=1.000
ob_size=0.010
ob_r=0.000
ob_g=0.000
ob_b=0.000
ob_a=0.000
ib_size=0.010
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=5.000
mv_r=1.000
mv_g=0.200
mv_b=0.200
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=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
wave_0_per_point1=x = .5 + (bass*.2)*sin(sample*2*(time*10*treb));
wave_0_per_point2=y = .5 + (bass*.2)*cos(sample*2*(time*10*treb));
wave_0_per_point3=r = 1 + .5*sin(sample*.10+(time*10*bass));
wave_0_per_point4=g = 1 + .5*sin(sample*2+(time*50*treb));
wave_0_per_point5=b = 1 + .5*sin(sample*5+(time*20*mid));
wave_0_per_point6=a = r;
wavecode_1_enabled=1
wavecode_1_samples=512
wavecode_1_sep=256
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=0.100
wave_1_per_point1=r=bass*.05;
wave_1_per_point2=cd=cd+.001;
wave_1_per_point3=
wave_1_per_point4=c=int(rand((cos(q8)+1)*20))*3.1415927*((cos(q9)+1)*7);
wave_1_per_point5=//c=rand
wave_1_per_point6=c=c+cd;
wave_1_per_point7=
wave_1_per_point8=x=.5+(cos(c)*q20*.04);
wave_1_per_point9=y=.5+(sin(c)*q20*.04);
wave_1_per_point10=
wave_1_per_point11=r=abs(sin(q10*.77));
wave_1_per_point12=g=treb*.5
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=9
shapecode_0_additive=0
shapecode_0_thickOutline=0
shapecode_0_textured=1
shapecode_0_num_inst=15
shapecode_0_x=0.150
shapecode_0_y=0.820
shapecode_0_rad=1.49760
shapecode_0_ang=0.00000
shapecode_0_tex_ang=0.00000
shapecode_0_tex_zoom=1.48885
shapecode_0_r=1.000
shapecode_0_g=0.400
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=1.000
shapecode_0_border_g=1.000
shapecode_0_border_b=1.000
shapecode_0_border_a=0.000
shape_0_per_frame1=ra=ra-(bass_att*.01);
shape_0_per_frame2=rad=.55;
shape_0_per_frame3=ang=ra;
shape_0_per_frame4=negswitchx=if(int(rand(2))%2,-1,1)+instance-instance;
shape_0_per_frame5=negswitchy=if(int(rand(2))%2,-1,1)+instance-instance;
shape_0_per_frame6=coff1=2.4;
shape_0_per_frame7=r=       ((cos(q8  *.1+instance*.1    )+1)*.5)*coff1;
shape_0_per_frame8=g=       ((cos(q9  *.1+instance*.1+ .8)+1)*.5)*coff1;
shape_0_per_frame9=b=       ((cos(q10 *.1+instance*.1+1.4)+1)*.5)*coff1;
shape_0_per_frame10=r2=      ((cos(q8  *.1+instance*.1    )+1)*.5)*coff1;
shape_0_per_frame11=g2=      ((cos(q9  *.1+instance*.1+ .8)+1)*.5)*coff1;
shape_0_per_frame12=b2=      ((cos(q10 *.1+instance*.1+1.4)+1)*.5)*coff1;
shape_0_per_frame13=border_r=((cos(q8  *.1+instance*.1)    +1)*.5)*coff1;
shape_0_per_frame14=border_g=((cos(q9  *.1+instance*.1+.8) +1)*.5)*coff1;
shape_0_per_frame15=border_b=((cos(q10 *.1+instance*.1+1.4)+1)*.5)*coff1;
shape_0_per_frame16=x=abs(sin( instance+q8*coff1+negswitchx*int(rand(int(bass*treb*mid)))/50))+instance-instance;
shape_0_per_frame17=y=abs(cos((instance+q9*coff1)*.3+negswitchy*int(rand(int(bass*treb*mid)))/50))+instance-instance;
shapecode_1_enabled=1
shapecode_1_sides=20
shapecode_1_additive=0
shapecode_1_thickOutline=0
shapecode_1_textured=0
shapecode_1_num_inst=1024
shapecode_1_x=0.500
shapecode_1_y=0.500
shapecode_1_rad=0.01000
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=1.000
shapecode_1_a=1.000
shapecode_1_r2=0.000
shapecode_1_g2=0.000
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=0.000
shape_1_per_frame1=pigtemp=int(pow(4,bass+treb+mid));
shape_1_per_frame2=num_inst=if(above(pigtemp,1024),1024,pigtemp);
shape_1_per_frame3=
shape_1_per_frame4=t1 = time/5;
shape_1_per_frame5=t2 = time/6;
shape_1_per_frame6=rad = 0.005+bass/100;
shape_1_per_frame7=t3 = bass_att/70;
shape_1_per_frame8=b2 = treb*0.7-bass/2;
shape_1_per_frame9=r = instance/num_inst;
shape_1_per_frame10=g = abs(treb_att/5-bass);
shape_1_per_frame11=//b = abs(treb_att/5-bass);
shape_1_per_frame12=size = 0.3+bass_att/300;
shape_1_per_frame13=
shape_1_per_frame14=nc = sqrt(num_inst);
shape_1_per_frame15=xs=sin(6.28*(instance%nc)/nc)*sin(3.14*int(instance/nc)/nc);
shape_1_per_frame16=ys=cos(6.28*(instance%nc)/nc)*sin(3.14*int(instance/nc)/nc);
shape_1_per_frame17=zs=cos(3.14*int(instance/nc)/nc);
shape_1_per_frame18=
shape_1_per_frame19=//modulate to allow rotation
shape_1_per_frame20=y1 = ys*cos(t1)-zs*sin(t1);
shape_1_per_frame21=z1 = ys*sin(t1)+zs*cos(t1);
shape_1_per_frame22=x1 = z1*sin(t2)+xs*cos(t2);
shape_1_per_frame23=z2 = z1*cos(t2)-xs*sin(t2);
shape_1_per_frame24=x2 = x1*cos(t3)-y1*sin(t3);
shape_1_per_frame25=y2 = y1*cos(t3)+x1*sin(t3);
shape_1_per_frame26=
shape_1_per_frame27=//translate shape
shape_1_per_frame28=x3 = x2;
shape_1_per_frame29=y3 = y2;
shape_1_per_frame30=z3 = z2;
shape_1_per_frame31=
shape_1_per_frame32=x = 0.5 + size*(x3/(1+z3*size));
shape_1_per_frame33=y = 0.5 + size*(y3/(1+z3*size));
shape_1_per_frame34=a=below(z3,0);
shapecode_2_enabled=1
shapecode_2_sides=100
shapecode_2_additive=0
shapecode_2_thickOutline=0
shapecode_2_textured=1
shapecode_2_num_inst=7
shapecode_2_x=0.500
shapecode_2_y=0.500
shapecode_2_rad=0.03333
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=0.000
shapecode_2_g2=0.000
shapecode_2_b2=0.000
shapecode_2_a2=0.300
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=x = int(rand(100))*.01+instance-instance;
shape_2_per_frame2=y = int(rand(100))*.01+instance-instance;
shape_2_per_frame3=
shape_2_per_frame4=a =1;
shape_2_per_frame5=//a2 =1;
shape_2_per_frame6=//border_a = 0;
shape_2_per_frame7=vol=bass+mid+treb;
shape_2_per_frame8=rad = int(rand(int(vol)))/7+instance-instance;
shapecode_3_enabled=0
shapecode_3_sides=100
shapecode_3_additive=0
shapecode_3_thickOutline=0
shapecode_3_textured=0
shapecode_3_num_inst=3
shapecode_3_x=0.750
shapecode_3_y=0.250
shapecode_3_rad=1.46815
shapecode_3_ang=0.00000
shapecode_3_tex_ang=0.00000
shapecode_3_tex_zoom=0.40839
shapecode_3_r=1.000
shapecode_3_g=0.900
shapecode_3_b=0.000
shapecode_3_a=1.000
shapecode_3_r2=0.000
shapecode_3_g2=1.000
shapecode_3_b2=1.000
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=ra=ra-if(above(bass,1.3),bass*.02,.01);
shape_3_per_frame2=
shape_3_per_frame3=ang=ra;
shape_3_per_frame4=rad=rad+(bass_att*.1);
shape_3_per_frame5=
shape_3_per_frame6=x=abs(sin(time*.25));
shape_3_per_frame7=
per_frame_1=//flexi mobius spiral col frame
per_frame_2=t = t + 2.5/fps;
per_frame_3=t = if(above(t,2),t-2,t);
per_frame_4=q22 = -t;
per_frame_5=// Flexis dampened sound response functions
per_frame_6=db = db*0.98 + bass_att*0.2; // dampener
per_frame_7=bb = bb + db*0.1; // accumulation, replace time expressions with this ;)
per_frame_8=dt = dt*0.98 + treb_att*0.2;
per_frame_9=tt = tt + dt*0.1;
per_frame_10=dm = dm*0.98 + mid_att*0.2;
per_frame_11=mm = mm + dm*0.1;
per_frame_12=//***** [q11-q18] variables for Flexis caleidoscope shader code *****
per_frame_13=// change
per_frame_14=q13 = 0.5 + sin((bb-mm)*0.1)*0.25; // center x
per_frame_15=q14 = 0.5 + sin((tt-mm)*0.1)*0.25; // center y
per_frame_16=w = (bb-tt)*0.1;                   // angle
per_frame_17=q16 = 0.8 - (db-dt)*0.04;         // size
per_frame_18=//don't change
per_frame_19=q11 = sin(w);
per_frame_20=q12 = cos(w);
per_frame_21=q17 = sin(-w);
per_frame_22=q18 = cos(-w);
per_frame_23=q15 = 1/q16;
per_frame_24=zoom =1;// 0.999;
per_frame_25=warp = 0;
per_frame_26=// a
per_frame_27=scale = 8;
per_frame_28=angle = -time*0.2;
per_frame_29=q1 = scale*cos(angle); // the real part
per_frame_30=q2 = scale*sin(angle); // the imaginary part
per_frame_31=// b
per_frame_32=q3 = 0; // the real part
per_frame_33=q4 = 0.3; // the imaginary part
per_frame_34=// c
per_frame_35=scale = 0.8;
per_frame_36=angle = time*0.2;
per_frame_37=q5 = scale*cos(angle); // the real part
per_frame_38=q6 = scale*sin(angle); // the imaginary part
per_frame_39=// d
per_frame_40=q7 = -0.25; // the real part
per_frame_41=q8 = 0.2; // the imaginary part
per_frame_42=q11 = 1/asin(1);
per_frame_43=
per_frame_44=wave_r = min(1,max(0,(bass_att-1)*1.3));
per_frame_45=wave_g = wave_r*0.7;
per_frame_46=wave_b = wave_r*0.1;
per_frame_47=rot = rot + 0.010*( 0.60*sin(0.038*time) + 0.40*sin(0.054*time) );
per_frame_48=dx = dx + 0.002*( 0.60*sin(0.434*time) + 0.40*sin(0.277*time) );
per_frame_49=dy = dy + 0.002*( 0.60*sin(0.384*time) + 0.40*sin(0.477*time) );
warp_1=`shader_body {
warp_2=`
warp_3=`//uv = uv_orig;
warp_4=`float corr = texsize.xy*texsize_noise_lq.zw;
warp_5=`float2 uv1 = float2(uv.x-0.5,uv.y-0.5)*aspect.xy;
warp_6=`
warp_7=`float2 tmp = uv1;
warp_8=`tmp.x = ang*3; tmp.y = rad;
warp_9=`uv1 = tmp;
warp_10=`
warp_11=`float3 noise = (tex2D(sampler_noise_lq,corr*uv/2+q23)+1);
warp_12=`
warp_13=`float3 ret1 = GetBlur1 (uv)-.3;
warp_14=`float3 crisp = tex2D(sampler_main, uv+ret1*.01 ) + noise*0.1;
warp_15=`float3 blur = GetBlur1 (uv/4+.4*float2(.3*ret1.x,ret1.y)) - noise*.1;
warp_16=`
warp_17=`ret = -.4*blur + crisp;
warp_18=`    
warp_19=` ret *= 0.98 * pow(1-.01*q28*q28*rad,2); 
warp_20=`  ret -= 0.04;
warp_21=`float4 noise2 = tex3D(sampler_noisevol_hq, 
warp_22=`                      ((uv1.xyy
warp_23=`                       )*texsize.xyy*texsize_noisevol_hq.zww
warp_24=`                      ).xyz*
warp_25=`                      float3(1,1,0)*0.05 + 
warp_26=`                      time*float3(0,0,1)*0.4 
warp_27=`                     );
warp_28=`ret -= (noise2)*.1; 
warp_29=`}
comp_1=`shader_body
comp_2=`{
comp_3=`    
comp_4=`    //rotate texture cords
comp_5=`    float texRotU2 = (uv[0] - 0.5)*cos(-q8*0.29) + (uv[1] - 0.5)*sin(-q8*0.29);
comp_6=`    float texRotv2 = -(uv[0] - 0.5)*sin(-q8*0.29) + (uv[1] - 0.5)*cos(-q8*0.29);
comp_7=`
comp_8=`	
comp_9=`	    float2 uv2 = float2(texRotU2*0.8 +0.5, texRotv2*0.8 + 0.5);
comp_10=`
comp_11=`    float2 uv_echo = (uv - 0.5)*1.000*float2(-1,-1) + 0.5;
comp_12=`    ret = lerp( tex2D(sampler_main, uv).xyz, 
comp_13=`                tex2D(sampler_main, uv_echo).xyz, 
comp_14=`                0.50 
comp_15=`              )*0.8;
comp_16=`    
comp_17=`    ret += tex2D(sampler_main, uv2*q9).xyz*0.2;
comp_18=`    ret *= 1.00; //gamma
comp_19=`    ret = 1 - ret*(1 - ret)*4; //invert
comp_20=`float4 noise2 = tex3D(sampler_noisevol_hq, 
comp_21=`                      ((uv_echo.xyy
comp_22=`                       )*texsize.xyy*texsize_noisevol_hq.zww
comp_23=`                      ).xyz*
comp_24=`                      float3(1,1,0)*0.05 + 
comp_25=`                      time*float3(0,0,1)*0.4 
comp_26=`                     );
comp_27=`ret += (noise2)*.2; 
comp_28=`}
