MILKDROP_PRESET_VERSION=201
PSVERSION=3
PSVERSION_WARP=3
PSVERSION_COMP=2
[preset00]
fRating=2.000
fGammaAdj=1.980
fDecay=0.500
fVideoEchoZoom=1.000
fVideoEchoAlpha=0.500
nVideoEchoOrientation=3
nWaveMode=0
bAdditiveWaves=0
bWaveDots=0
bWaveThick=0
bModWaveAlphaByVolume=0
bMaximizeWaveColor=0
bTexWrap=1
bDarkenCenter=0
bRedBlueStereo=0
bBrighten=0
bDarken=1
bSolarize=0
bInvert=0
fWaveAlpha=0.002
fWaveScale=0.140
fWaveSmoothing=0.000
fWaveParam=-0.840
fModWaveAlphaStart=0.710
fModWaveAlphaEnd=1.300
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=1.000
wave_g=0.000
wave_b=0.600
wave_x=0.500
wave_y=0.500
ob_size=0.010
ob_r=1.000
ob_g=1.000
ob_b=1.000
ob_a=0.000
ib_size=0.260
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=0.000
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=1
wavecode_0_bUseDots=1
wavecode_0_bDrawThick=0
wavecode_0_bAdditive=1
wavecode_0_scaling=0.50330
wavecode_0_smoothing=0.50000
wavecode_0_r=0.500
wavecode_0_g=0.100
wavecode_0_b=1.000
wavecode_0_a=0.100
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=23
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=0.72143
shapecode_0_ang=0.00000
shapecode_0_tex_ang=0.62832
shapecode_0_tex_zoom=0.04020
shapecode_0_r=1.000
shapecode_0_g=1.000
shapecode_0_b=1.000
shapecode_0_a=0.900
shapecode_0_r2=0.900
shapecode_0_g2=1.000
shapecode_0_b2=1.000
shapecode_0_a2=0.300
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=vis = bnot(q27%8)*q22/2;
shape_0_per_frame2=vis = min(vis,1);
shape_0_per_frame3=a = vis/2; a2 = vis/2;
shape_0_per_frame4=//tex_ang = 3*(1-vis);
shape_0_per_frame5=
shape_0_per_frame6=tex_zoom = 1;
shape_0_per_frame7=rad = vis*.3; 
shapecode_1_enabled=0
shapecode_1_sides=5
shapecode_1_additive=0
shapecode_1_thickOutline=0
shapecode_1_textured=1
shapecode_1_num_inst=1
shapecode_1_x=0.500
shapecode_1_y=0.500
shapecode_1_rad=4.77803
shapecode_1_ang=0.00000
shapecode_1_tex_ang=0.00000
shapecode_1_tex_zoom=1.78051
shapecode_1_r=1.000
shapecode_1_g=1.000
shapecode_1_b=1.000
shapecode_1_a=1.000
shapecode_1_r2=1.000
shapecode_1_g2=1.000
shapecode_1_b2=1.000
shapecode_1_a2=1.000
shapecode_1_border_r=1.000
shapecode_1_border_g=0.990
shapecode_1_border_b=1.000
shapecode_1_border_a=0.000
shape_1_per_frame1=ang =sin(time/65) ;
shape_1_per_frame2=rad = q24/8;
shapecode_2_enabled=1
shapecode_2_sides=5
shapecode_2_additive=1
shapecode_2_thickOutline=0
shapecode_2_textured=0
shapecode_2_num_inst=4
shapecode_2_x=0.900
shapecode_2_y=0.500
shapecode_2_rad=0.24732
shapecode_2_ang=0.00000
shapecode_2_tex_ang=0.00000
shapecode_2_tex_zoom=0.40839
shapecode_2_r=1.000
shapecode_2_g=0.600
shapecode_2_b=0.000
shapecode_2_a=0.400
shapecode_2_r2=0.000
shapecode_2_g2=0.000
shapecode_2_b2=0.600
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_per_frame1=steps = q28+1;
shape_2_per_frame2=steps = 4;
shape_2_per_frame3=ampl = .2; //.2 bis .5 praktisch
shape_2_per_frame4=
shape_2_per_frame5=x = .5 + ampl*cos((q27/steps+instance/4)*6.28);
shape_2_per_frame6=y = .5 + ampl*sin((q27/steps+instance/4)*6.28);
shape_2_per_frame7=
shape_2_per_frame8=a = .4; a2 = .0;
shape_2_per_frame9=
shape_2_per_frame10=
shape_2_per_frame11=trig = q24 * bnot(q27%4);
shape_2_per_frame12=red = bnot(trig)*red+ (rand(100)/100)*trig;
shape_2_per_frame13=green = bnot(trig)*green+ (rand(100)/100)*trig;
shape_2_per_frame14=blue = bnot(trig)*blue+ (rand(100)/100)*trig;
shape_2_per_frame15=
shape_2_per_frame16=k1 = instance / num_inst;
shape_2_per_frame17=
shape_2_per_frame18=r = red *k1;
shape_2_per_frame19=g = green * (1-k1);
shape_2_per_frame20=b = blue * 4*k1*(1-k1);
shape_2_per_frame21=
shape_2_per_frame22=r = red;
shape_2_per_frame23=g = green;
shape_2_per_frame24=b = blue;
shape_2_per_frame25=
shape_2_per_frame26=
shape_2_per_frame27=
shape_2_per_frame28=r2 = r; b2 = b; g2 = g;
shapecode_3_enabled=0
shapecode_3_sides=36
shapecode_3_additive=1
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=0.01000
shapecode_3_ang=0.00000
shapecode_3_tex_ang=0.00000
shapecode_3_tex_zoom=1.00000
shapecode_3_r=0.000
shapecode_3_g=0.120
shapecode_3_b=0.000
shapecode_3_a=1.000
shapecode_3_r2=0.000
shapecode_3_g2=0.000
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=dec_med = exp (-3/fps);
per_frame_2=dec_slow = exp (-.3/fps);
per_frame_3=beat = bass+mid+treb; 
per_frame_4=avg = avg*dec_slow + beat*(1-dec_slow);
per_frame_5=is_beat = above(beat, .1+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) %12;
per_frame_9=index2 = (index2 + is_beat*bnot(index))%4;
per_frame_10=index3 = (index3 + is_beat*bnot(index)*bnot(index2))%3;
per_frame_11=
per_frame_12=q20 = avg;
per_frame_13=q21 = beat;
per_frame_14=q22 = peak;
per_frame_15=q23 = index;
per_frame_16=q24 = is_beat;
per_frame_17=q26 = bass + mid + treb;
per_frame_18=q27 = index + 1;
per_frame_19=q28 = index2;
per_frame_20=
per_frame_21=k1 =  is_beat*equal(index%2,0);
per_frame_22=p1 =  k1*(p1+1) + (1-k1)*p1;
per_frame_23=p2 = dec_med * p2+ (1-dec_med)*p1;
per_frame_24=rott = p2 * 3.1416/4;
per_frame_25=q1 = cos(rott);
per_frame_26=q2 = sin(rott);
per_frame_27=q3 = -q2;
per_frame_28=q4 = q1;
per_frame_29=
per_frame_30=q5 = q1*.01;
per_frame_31=
per_frame_32=drot = (index%4-2) * 30/fps;
per_frame_33=p3 = p3*dec_slow + (1-dec_slow)*30/fps * drot;
per_frame_34=q30 = p3 ;
per_frame_35=
per_frame_36=stag = (q27+index2*1);
per_frame_37=stag = max(stag,1);
per_frame_38=p4 = dec_med*p4 + (1-dec_med)*stag;
per_frame_39=q31 = p4;
per_frame_40=
per_frame_41=zoom = 1 + .05*q1;
per_frame_42=rot = -0.007 * index;
per_frame_43=q32 = exp(-0.12/fps);
per_frame_44=monitor = index2;
per_pixel_1=dy = -.005;
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=`float2 d = (uv1);
warp_6=`float3 mus = GetBlur1(uv);
warp_7=`float k = dot(mus,roam_sin)*8;
warp_8=`
warp_9=`d = mul(uv1,float2x2(cos(k),sin(k),-sin(k),cos(k)));
warp_10=`uv1 += .20*lum(GetBlur1(uv))*d;
warp_11=`uv = uv1-.5 + q5;;
warp_12=`
warp_13=`float3 ret1 = GetBlur1(uv) ;
warp_14=`
warp_15=`float2 zz = uv * texsize.xy *.02;
warp_16=`float h1 = (cos(zz.y*q1) * sin(-zz.y));
warp_17=`float h2 = (sin(zz.x) * cos(zz.y*q2));
warp_18=`
warp_19=`uv -= float2(h1,h2)*texsize.zw * 12;
warp_20=`
warp_21=`float3 crisp = tex2D(sampler_main,uv) ;
warp_22=`
warp_23=`ret = crisp*.99 -.01;
warp_24=`}
comp_1=`sampler sampler_pw_noise_lq;
comp_2=`float z, h1;
comp_3=`float2 rs, uv1, uv2, uv3;
comp_4=`float3 noise, ret1, ret2, rets;
comp_5=`
comp_6=`shader_body {
comp_7=`uv1 = (uv-.5)*aspect.xy;
comp_8=`
comp_9=`h1 = 8;
comp_10=`float hori = (uv1.y+0*uv1.x*uv1.x); 
comp_11=`z = h1/(pow(hori,.05));
comp_12=`rs.x = uv1.x * z + 0*time * sign(uv1.x);
comp_13=`rs.y = z/2 + time;
comp_14=`noise = tex2D(sampler_noise_hq,rs);
comp_15=`noise *= (noise >= .0);
comp_16=`ret1 = noise-.5;
comp_17=`
comp_18=`uv2 = 1*uv1 * (1-0*abs(uv1.x)) ;
comp_19=`float mask = saturate(hori*32);
comp_20=`//mask = 1;
comp_21=`uv3 =frac(uv2-.5-ret1*.1* mask);
comp_22=`
comp_23=`ret1 = tex2D (sampler_main, uv3) + tex2D (sampler_main, float2(1-uv3.x,uv3.y));
comp_24=`
comp_25=`uv1 *= aspect.xy;
comp_26=`float moon  = saturate(.05/length(cos(uv1*2+2 )));
comp_27=`
comp_28=`ret = ret1* (1+1*lum(ret1))/3 
comp_29=`+ (0*moon)* (1-mask);    
comp_30=`}
