MILKDROP_PRESET_VERSION=201
PSVERSION=2
PSVERSION_WARP=2
PSVERSION_COMP=2
[preset00]
fRating=5.000000
fGammaAdj=4.290
fDecay=0.975
fVideoEchoZoom=1.032
fVideoEchoAlpha=0.000
nVideoEchoOrientation=0
nWaveMode=1
bAdditiveWaves=0
bWaveDots=0
bWaveThick=1
bModWaveAlphaByVolume=1
bMaximizeWaveColor=1
bTexWrap=0
bDarkenCenter=1
bRedBlueStereo=0
bBrighten=0
bDarken=0
bSolarize=0
bInvert=0
fWaveAlpha=0.001
fWaveScale=0.010
fWaveSmoothing=0.900
fWaveParam=1.000
fModWaveAlphaStart=0.500
fModWaveAlphaEnd=1.000
fWarpAnimSpeed=2.647
fWarpScale=3.712
fZoomExponent=0.01000
fShader=1.000
zoom=0.99990
rot=0.16000
cx=1.970
cy=0.710
dx=0.52000
dy=0.00000
warp=59.23045
sx=1.71141
sy=0.79544
wave_r=1.000
wave_g=0.000
wave_b=1.000
wave_x=0.500
wave_y=0.015
ob_size=0.000
ob_r=1.000
ob_g=0.000
ob_b=0.500
ob_a=0.600
ib_size=0.000
ib_r=1.000
ib_g=1.000
ib_b=0.250
ib_a=0.000
nMotionVectorsX=6.400
nMotionVectorsY=4.800
mv_dx=0.000
mv_dy=0.000
mv_l=5.000
mv_r=0.000
mv_g=0.000
mv_b=1.000
mv_a=0.040
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=100
shapecode_0_additive=0
shapecode_0_thickOutline=1
shapecode_0_textured=1
shapecode_0_num_inst=1
shapecode_0_x=0.000
shapecode_0_y=0.240
shapecode_0_rad=0.40108
shapecode_0_ang=2.70177
shapecode_0_tex_ang=2.76460
shapecode_0_tex_zoom=10.80432
shapecode_0_r=0.000
shapecode_0_g=0.400
shapecode_0_b=0.000
shapecode_0_a=0.880
shapecode_0_r2=0.500
shapecode_0_g2=0.000
shapecode_0_b2=1.000
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
shapecode_1_enabled=1
shapecode_1_sides=100
shapecode_1_additive=1
shapecode_1_thickOutline=1
shapecode_1_textured=0
shapecode_1_num_inst=1
shapecode_1_x=0.560
shapecode_1_y=0.420
shapecode_1_rad=0.14020
shapecode_1_ang=0.00000
shapecode_1_tex_ang=6.28319
shapecode_1_tex_zoom=0.01000
shapecode_1_r=1.000
shapecode_1_g=1.000
shapecode_1_b=0.740
shapecode_1_a=0.720
shapecode_1_r2=1.000
shapecode_1_g2=1.000
shapecode_1_b2=0.230
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 = y + 0.2*sin(time + 0.2*bass);
shape_1_per_frame2=x = x - 0.06*sin(time + 0.1*(treb + mid));
shapecode_2_enabled=1
shapecode_2_sides=3
shapecode_2_additive=0
shapecode_2_thickOutline=1
shapecode_2_textured=1
shapecode_2_num_inst=1
shapecode_2_x=0.920
shapecode_2_y=0.000
shapecode_2_rad=1.51263
shapecode_2_ang=0.00000
shapecode_2_tex_ang=0.00000
shapecode_2_tex_zoom=100.00000
shapecode_2_r=0.800
shapecode_2_g=0.000
shapecode_2_b=0.000
shapecode_2_a=0.700
shapecode_2_r2=1.000
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=0.000
shapecode_3_enabled=1
shapecode_3_sides=100
shapecode_3_additive=1
shapecode_3_thickOutline=0
shapecode_3_textured=1
shapecode_3_num_inst=1
shapecode_3_x=1.000
shapecode_3_y=0.000
shapecode_3_rad=0.10000
shapecode_3_ang=0.00000
shapecode_3_tex_ang=2.51327
shapecode_3_tex_zoom=15.43036
shapecode_3_r=1.000
shapecode_3_g=1.000
shapecode_3_b=1.000
shapecode_3_a=0.700
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=0.000
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*treb_att*mid_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=v=2;
per_frame_15=bb = bb - vvb*v;
per_frame_16=mm = mm - vvm*v;
per_frame_17=tt = tt - vvt*v;
per_frame_18=q4 = -bb;
per_frame_19=q5 = -mm;
per_frame_20=q6 = -tt;
per_frame_21=q4=(q1+q2+q3)*5;
per_frame_22=q5=(q1+q2+q3)*5;
per_frame_23=q6=(q1+q2+q3)*5;
per_frame_24=q7=(q1+q2+q3)*5;
per_frame_25=q8=(q1+q2+q3)*5;
per_frame_26=q9=(q1+q2+q3)*5;
per_frame_27=q10=(q1+q2+q3)*5;
per_frame_28=q11=(q1+q2+q3)*5;
per_frame_29=q12=(q1+q2+q3)*5;
per_frame_30=q13=(q1+q2+q3)*5;
per_frame_31=q14=(q1+q2+q3)*5;
per_frame_32=q15=(q1+q2+q3)*5;
per_frame_33=q16=(q1+q2+q3)*5;
per_frame_34=q17=(q1+q2+q3)*5;
per_frame_35=q18=(q1+q2+q3)*5;
per_frame_36=q19=(q1+q2+q3)*5;
per_frame_37=q20=(q1+q2+q3)*5;
per_frame_38=q21=(q1+q2+q3)*5;
per_frame_39=q22=(q1+q2+q3)*5;
per_frame_40=q23=(q1+q2+q3)*5;
per_frame_41=q24=(q1+q2+q3)*5;
per_frame_42=q25=(q1+q2+q3)*5;
per_frame_43=q26=(q1+q2+q3)*5;
per_frame_44=q27=(q1+q2+q3)*5;
per_frame_45=q28=(q1+q2+q3)*5;
per_frame_46=q29=(q1+q2+q3)*5;
per_frame_47=q30=(q1+q2+q3)*5;
per_frame_48=q31=(q1+q2+q3)*5;
per_frame_49=q32=(q1+q2+q3)*5;
per_frame_50=
per_frame_51=wave_x = wave_x +(0.48*sin(4*bass*treb*mid))*sin(time/bass);
per_frame_52=wave_r = if(above((time*20)%2,0),0,wave_r + 0.5*sin(time));
per_frame_53=wave_b=if(above((time*20)%2,0),1,0);
per_frame_54=rot = rot + 0.0*sin(time);
per_frame_55=decay = + if (above(progress, 0.99), 0.9, 1);
per_frame_56=dy = dy - 0.01 + 0.002*sin(0.01*time);
per_frame_57=ob_r = .1 + if(above(.2*sin(time*.444),0),.3*sin(time*.444),0);
per_frame_58=ob_g =.1 + if(above(.2*sin(time*.777),0),.3*sin(time*.777),0);
per_pixel_1=warp = warp + if (below(y, 0.5), if(below(rad,0.9), +0.4 + 0.2*sin(0.6*time), 0), +0.1);
warp_1=`shader_body
warp_2=`{
warp_3=`float2 uv_m = 1.0 - abs( frac( uv * 0.5 ) * 2.0 - 1.0 ); // Eo.S' mirror code
warp_4=`ret.x = tex2D( sampler_fc_main, uv_m ).z; // first julia fractal iteration
warp_5=`ret.y = lerp(lerp(tex2D( sampler_fc_main, uv_m ).x, ret.x,0.5), 
warp_6=`             GetPixel(uv_orig).y,
warp_7=`             0.75); // 75% of motion blur to the green channel
warp_8=`
warp_9=`
warp_10=`float2 d = texsize.zw*6;
warp_11=`float2 uv_z = (uv_orig-0.5)*0.998 + 0.5; // a small dose of zoom-in
warp_12=`float3 dx = ( GetBlur1(uv_z + float2(1,0)*d) - GetBlur1(uv_z-float2(1,0)*d) );
warp_13=`float3 dy = ( GetBlur1(uv_z + float2(0,1)*d) - GetBlur1(uv_z-float2(0,1)*d) );
warp_14=`uv_z -=float2(dx.z,dy.z)*texsize.zw*2; //shortening of the nebulous matter
warp_15=`ret.z = max((tex2d(sampler_fc_main,uv_m).x-0.5)*3*saturate(1-length(uv_orig-0.5)*3.2), // feeded by the inner of the red channel
warp_16=`             tex2d(sampler_fc_main,uv_z).z);
warp_17=`ret.z += (tex2d(sampler_fc_main,uv_z).z - GetBlur1(saturate(uv_z)).z)*0.02; // sort of geiss' skin dot code
warp_18=`}
comp_1=`shader_body
comp_2=`{
comp_3=`    float2 d = texsize.zw*4;
comp_4=`    float3 dx = ( GetBlur1(uv+float2(1,0)*d)-GetBlur1(uv-float2(1,0)*d) );
comp_5=`    float3 dy = ( GetBlur1(uv+float2(0,1)*d)-GetBlur1(uv-float2(0,1)*d) );
comp_6=`
comp_7=`float2 uv_x = uv - float2(dx.y,dy.y)*0.1 + float2(dx.z,dy.z)*0.06;
comp_8=`ret = GetBlur2(uv_x).x*saturate(1-GetPixel(uv).y)*pow(hue_shader.yxz,8)*3;
comp_9=`ret = lerp(ret,pow(hue_shader.yzx,8)*1.4,GetPixel(uv_x).x*0.8 + GetBlur1(uv_x).x);
comp_10=`ret *= saturate(1 - GetBlur1(uv).z*4);
comp_11=`ret = lerp(ret,1,pow(hue_shader,8)*GetPixel(saturate(uv - float2(dx.z,dy.z)*2)).y*1.2);
comp_12=`ret = lerp(ret,pow(hue_shader,8).zxy*1.8,GetPixel(uv).z);
comp_13=`}
