MILKDROP_PRESET_VERSION=201
PSVERSION=2
PSVERSION_WARP=2
PSVERSION_COMP=2
[preset00]
fRating=5.000000
fGammaAdj=1.000
fDecay=1.000
fVideoEchoZoom=1.007
fVideoEchoAlpha=0.500
nVideoEchoOrientation=1
nWaveMode=4
bAdditiveWaves=1
bWaveDots=1
bWaveThick=0
bModWaveAlphaByVolume=1
bMaximizeWaveColor=1
bTexWrap=1
bDarkenCenter=0
bRedBlueStereo=0
bBrighten=0
bDarken=0
bSolarize=0
bInvert=0
fWaveAlpha=0.524
fWaveScale=2.718
fWaveSmoothing=0.900
fWaveParam=1.000
fModWaveAlphaStart=0.750
fModWaveAlphaEnd=0.950
fWarpAnimSpeed=1.000
fWarpScale=1.331
fZoomExponent=1.00000
fShader=0.000
zoom=0.99950
rot=0.00000
cx=0.500
cy=0.500
dx=0.00000
dy=0.00000
warp=0.00900
sx=1.00000
sy=1.00000
wave_r=0.130
wave_g=0.500
wave_b=1.000
wave_x=0.500
wave_y=0.600
ob_size=0.500
ob_r=0.010
ob_g=0.000
ob_b=0.000
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=12.000
nMotionVectorsY=9.000
mv_dx=0.000
mv_dy=0.000
mv_l=0.900
mv_r=1.000
mv_g=1.000
mv_b=1.000
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=0
shapecode_0_sides=4
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=0.10000
shapecode_0_ang=0.00000
shapecode_0_tex_ang=0.00000
shapecode_0_tex_zoom=1.00000
shapecode_0_r=1.000
shapecode_0_g=0.000
shapecode_0_b=0.000
shapecode_0_a=1.000
shapecode_0_r2=0.000
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=0.100
shapecode_1_enabled=0
shapecode_1_sides=4
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=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=0.000
shapecode_1_b=0.000
shapecode_1_a=1.000
shapecode_1_r2=0.000
shapecode_1_g2=1.000
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=0.100
shapecode_2_enabled=0
shapecode_2_sides=4
shapecode_2_additive=0
shapecode_2_thickOutline=0
shapecode_2_textured=0
shapecode_2_num_inst=1
shapecode_2_x=0.500
shapecode_2_y=0.500
shapecode_2_rad=0.10000
shapecode_2_ang=0.00000
shapecode_2_tex_ang=0.00000
shapecode_2_tex_zoom=1.00000
shapecode_2_r=1.000
shapecode_2_g=0.000
shapecode_2_b=0.000
shapecode_2_a=1.000
shapecode_2_r2=0.000
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=0.100
shapecode_3_enabled=0
shapecode_3_sides=4
shapecode_3_additive=0
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=0.10000
shapecode_3_ang=0.00000
shapecode_3_tex_ang=0.00000
shapecode_3_tex_zoom=1.00000
shapecode_3_r=1.000
shapecode_3_g=0.000
shapecode_3_b=0.000
shapecode_3_a=1.000
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=0.100
per_frame_init_1=x1 = 2;
per_frame_init_2=y1= 2;
per_frame_init_3=z1 = 2;
per_frame_1=// raytraced sphere code
per_frame_2=
per_frame_3=d = 20; // distance of the sphere, the farther you're away the more you'll see on the horizon
per_frame_4=z = 4; // distance of the pane where the scene is projected on, wider distance = smaller apex angle of the camera, very small distances = fish eyes view
per_frame_5=
per_frame_6=zz = 1 + bass_att*0; // linear zoom
per_frame_7=
per_frame_8=pi = asin(1)*2;
per_frame_9=pi2inv = 0.5/pi;
per_frame_10=maskangle = asin( 1/d);
per_frame_11=q32 = maskangle; // hit = (cameras angle < mask_angle)
per_frame_12=q31 = d;
per_frame_13=q30 = z;
per_frame_14=q29 = pi2inv;
per_frame_15=q28 = pi;
per_frame_16=q27 = 1/zz;
per_frame_17=
per_frame_18=v = 0.4;
per_frame_19=j1 = j1*0.95 + sqr(bass*4)*v;
per_frame_20=j2 = j2*0.95 + sqr(mid*4)*v;
per_frame_21=j3 = j3*0.95 + sqr(treb*4)*v;
per_frame_22=
per_frame_23=n = n + j1*0.0152;
per_frame_24=n1 = n1 + j2*0.0152;
per_frame_25=n2 = n2 + j3*0.0152;
per_frame_26=
per_frame_27=vol=(bass+mid+treb)*0.25;
per_frame_28=vol=vol;
per_frame_29=q3=vol;
per_frame_30=mtime = mtime+vol*0.01;
per_frame_31=q1=mtime;
per_frame_32=
per_frame_33=zoom = zoom + 0.015*vol;
per_frame_34=
per_frame_35=w1 = n*0.01;    // solid angles to rotate the sphere in its origin
per_frame_36=w2 = n1*0.01;
per_frame_37=w3 = n2*0.01;
per_frame_38=
per_frame_39=q20 = cos(w1);
per_frame_40=q21 = sin(w1);
per_frame_41=q22 = cos(w2);
per_frame_42=q23 = sin(w2);
per_frame_43=q24 = cos(w3);
per_frame_44=q25 = sin(w3);
warp_1=`sampler sampler_worms;
warp_2=`float3 color, mus;
warp_3=`float dx,dy;
warp_4=`shader_body {
warp_5=`float2 uv1 = (uv-.2) * aspect.xy;
warp_6=`
warp_7=`
warp_8=`float2 uv6 = uv1;
warp_9=`float z = q29*2*length(uv1)+rand_frame * 32;
warp_10=`float2 d = normalize(uv1);
warp_11=`float2 rs = clamp(tan(z)*d,-8,8);
warp_12=`uv += .004*GetBlur1(uv)*float2 (0,1);//rs/20;
warp_13=`
warp_14=`
warp_15=`uv6 = .4*sin(uv1*18*rand_frame);
warp_16=`mus = .051/(length(uv6));
warp_17=`mus *= float3 (1,.8,.5);
warp_18=`
warp_19=`float3 blur = GetBlur2(frac(uv));
warp_20=`
warp_21=`float3 crisp= tex2D(sampler_main,uv);
warp_22=`
warp_23=`float3 ret1 = crisp - blur*.03 + .15*mus;
warp_24=`float2 uv2 = (uv_orig-.5)-float2(.5,.5+0.1*q25);
warp_25=`
warp_26=`q25 = 1;
warp_27=`ret = q25*(ret1*.99-.02) + (1-q25)* GetPixel(uv_orig);
warp_28=`
warp_29=`}
comp_1=`shader_body
comp_2=`{
comp_3=`    float rad_lq = rad * length(texsize.xy)*0.5;
comp_4=`    float ang_lq = ang;
comp_5=`    float2 uv_temp1 = (uv - 0.5) * texsize.xy;
comp_6=`    float rad_hq = length(uv_temp1);
comp_7=`    float ang_hq = atan2(-uv_temp1.y, uv_temp1.x);
comp_8=`
comp_9=`    float2 uv2 = (uv - 0.5);
comp_10=`    float rad2 = rad_lq*0.8;
comp_11=`    float ang2 = ang_lq * M_INV_PI_2;
comp_12=`
comp_13=`        // ROTATION OVER TIME
comp_14=`        #if 1
comp_15=`          ang2 += time*0.025;   //rotate over time
comp_16=`        #endif
comp_17=`
comp_18=`        // FIN TYPE
comp_19=`        float fins = 3 + floor(rand_preset.z*5.95);
comp_20=`        #if 1     // SHARP FINS
comp_21=`          ang2 = frac(ang2*fins)/fins;
comp_22=`              // ENABLE THIS TO MAKE THE FINS ALTERNATE: (seamless!)
comp_23=`              ang2 = abs(ang2 - 0.5/fins);
comp_24=`        #else     // COSINE FINS - a bit slow
comp_25=`          ang2 = cos(ang2*M_PI_2*fins) * 0.023;
comp_26=`        #endif
comp_27=`
comp_28=`        // RADIAL KALEIDOSCOPING?
comp_29=`        #if 0
comp_30=`          rad2 *= g_fTexSize.z;
comp_31=`            // choose one:
comp_32=`            //rad2 = lerp(rad2, frac(rad2*3)/3.0, 0.5);
comp_33=`            rad2 = cos(rad2*5);
comp_34=`            //rad2 = sqrt(rad2)*0.5;
comp_35=`            //rad2 += abs(frac(rad2*7)-0.5)/7.0 * 1.15;  // stepifier
comp_36=`            //rad2 += cos(rad2*61)*0.02;
comp_37=`          rad2 *= g_fTexSize.x;
comp_38=`        #endif
comp_39=`
comp_40=`    ang2 *= M_PI_2;
comp_41=`    uv2 = 0.5 + rad2*float2(cos(ang2),sin(ang2))*texsize.zw;
comp_42=`
comp_43=`    ret = tex2D(sampler_main,uv2).y*float3(0.6,0.2,1.5) + tex2D(sampler_fw_main,uv2).x*float3(1,0.66,0) - tex2D(sampler_main,uv2).z*float3(-0.6,1,2);
comp_44=`}
