MILKDROP_PRESET_VERSION=201
PSVERSION=2
PSVERSION_WARP=2
PSVERSION_COMP=2
[preset00]
fRating=5.000000
fGammaAdj=1.900
fDecay=0.980
fVideoEchoZoom=1.169
fVideoEchoAlpha=0.000
nVideoEchoOrientation=0
nWaveMode=2
bAdditiveWaves=1
bWaveDots=1
bWaveThick=0
bModWaveAlphaByVolume=1
bMaximizeWaveColor=1
bTexWrap=0
bDarkenCenter=0
bRedBlueStereo=0
bBrighten=0
bDarken=0
bSolarize=0
bInvert=0
fWaveAlpha=0.001
fWaveScale=50.050
fWaveSmoothing=0.756
fWaveParam=0.800
fModWaveAlphaStart=0.710
fModWaveAlphaEnd=1.300
fWarpAnimSpeed=0.010
fWarpScale=0.010
fZoomExponent=1.00000
fShader=0.000
zoom=1.00000
rot=0.00000
cx=0.500
cy=0.500
dx=0.00000
dy=0.00000
warp=0.01000
sx=1.00000
sy=1.00000
wave_r=0.650
wave_g=0.650
wave_b=0.650
wave_x=0.500
wave_y=0.500
ob_size=0.000
ob_r=0.110
ob_g=0.000
ob_b=0.100
ob_a=0.000
ib_size=0.000
ib_r=0.000
ib_g=0.000
ib_b=0.000
ib_a=0.000
nMotionVectorsX=64.000
nMotionVectorsY=48.000
mv_dx=0.000
mv_dy=0.000
mv_l=2.800
mv_r=0.800
mv_g=0.800
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=1
wavecode_0_samples=512
wavecode_0_sep=0
wavecode_0_bSpectrum=1
wavecode_0_bUseDots=1
wavecode_0_bDrawThick=1
wavecode_0_bAdditive=0
wavecode_0_scaling=1.00000
wavecode_0_smoothing=0.50000
wavecode_0_r=1.000
wavecode_0_g=0.000
wavecode_0_b=1.000
wavecode_0_a=1.000
wave_0_per_point1=ma=ma+(above(bass,1)*3.1415*.01*bass);
wave_0_per_point2=ma=ma-(above(treb,1)*3.1415*.01*treb);
wave_0_per_point3=
wave_0_per_point4=mx=mx+(-.0001*cos(ma));
wave_0_per_point5=my=my+(-.0001*sin(ma));
wave_0_per_point6=
wave_0_per_point7=mx=if(above(mx,.9),(.9-mx),mx);
wave_0_per_point8=my=if(above(my,.9),(.9-my),my);
wave_0_per_point9=mx=if(below(mx,.1),(.9+mx),mx);
wave_0_per_point10=my=if(below(my,.1),(.9+my),my);
wave_0_per_point11=
wave_0_per_point12=x=mx;
wave_0_per_point13=y=my;
wave_0_per_point14=
wave_0_per_point15=a=(above(bass+mid+treb,.8));
wavecode_1_enabled=1
wavecode_1_samples=512
wavecode_1_sep=0
wavecode_1_bSpectrum=1
wavecode_1_bUseDots=1
wavecode_1_bDrawThick=1
wavecode_1_bAdditive=0
wavecode_1_scaling=1.00000
wavecode_1_smoothing=0.50000
wavecode_1_r=1.000
wavecode_1_g=0.000
wavecode_1_b=1.000
wavecode_1_a=1.000
wave_1_per_point1=ma=ma+(above(bass,1)*3.1415*.05*bass);
wave_1_per_point2=ma=ma-(above(mid,1)*3.1415*.05*mid);
wave_1_per_point3=
wave_1_per_point4=mx=mx+(.0002*cos(ma));
wave_1_per_point5=my=my+(.0002*sin(ma));
wave_1_per_point6=
wave_1_per_point7=mx=if(above(mx,.9),(.9-mx),mx);
wave_1_per_point8=my=if(above(my,.9),(.9-my),my);
wave_1_per_point9=mx=if(below(mx,.1),(.9+mx),mx);
wave_1_per_point10=my=if(below(my,.1),(.9+my),my);
wave_1_per_point11=
wave_1_per_point12=x=mx;
wave_1_per_point13=y=my;
wave_1_per_point14=
wave_1_per_point15=a=(above(bass+mid+treb,.1));
wavecode_2_enabled=1
wavecode_2_samples=512
wavecode_2_sep=0
wavecode_2_bSpectrum=1
wavecode_2_bUseDots=1
wavecode_2_bDrawThick=1
wavecode_2_bAdditive=0
wavecode_2_scaling=1.00000
wavecode_2_smoothing=0.50000
wavecode_2_r=1.000
wavecode_2_g=0.000
wavecode_2_b=1.000
wavecode_2_a=1.000
wave_2_per_point1=ma=ma+(above(mid,1)*3.1415*.01*mid);
wave_2_per_point2=ma=ma-(above(treb,1)*3.1415*.01*treb);
wave_2_per_point3=
wave_2_per_point4=mx=mx+(.0014*cos(ma));
wave_2_per_point5=my=my+(.0014*sin(ma));
wave_2_per_point6=
wave_2_per_point7=mx=if(above(mx,.9),(.9-mx),mx);
wave_2_per_point8=my=if(above(my,.9),(.9-my),my);
wave_2_per_point9=mx=if(below(mx,.1),(.9+mx),mx);
wave_2_per_point10=my=if(below(my,.1),(.9+my),my);
wave_2_per_point11=
wave_2_per_point12=x=mx;
wave_2_per_point13=y=my;
wave_2_per_point14=
wave_2_per_point15=a=(above(bass+mid+treb,.3));
wavecode_3_enabled=1
wavecode_3_samples=512
wavecode_3_sep=0
wavecode_3_bSpectrum=0
wavecode_3_bUseDots=0
wavecode_3_bDrawThick=1
wavecode_3_bAdditive=0
wavecode_3_scaling=1.00000
wavecode_3_smoothing=0.50000
wavecode_3_r=1.000
wavecode_3_g=0.000
wavecode_3_b=1.000
wavecode_3_a=1.000
wave_3_per_point1=ma=ma+(above(bass,.5)*3.1415*.02*bass);
wave_3_per_point2=ma=ma-(above(treb,.5)*3.1415*.02*treb);
wave_3_per_point3=
wave_3_per_point4=mx=mx+(.0008*cos(ma));
wave_3_per_point5=my=my+(.0008*sin(ma));
wave_3_per_point6=
wave_3_per_point7=mx=if(above(mx,.9),(.9-mx),mx);
wave_3_per_point8=my=if(above(my,.9),(.9-my),my);
wave_3_per_point9=mx=if(below(mx,.1),(.9+mx),mx);
wave_3_per_point10=my=if(below(my,.1),(.9+my),my);
wave_3_per_point11=
wave_3_per_point12=x=mx;
wave_3_per_point13=y=my;
wave_3_per_point14=
wave_3_per_point15=a=(above(bass+mid+treb,.2));
shapecode_0_enabled=0
shapecode_0_sides=100
shapecode_0_additive=1
shapecode_0_thickOutline=1
shapecode_0_textured=1
shapecode_0_num_inst=1
shapecode_0_x=0.500
shapecode_0_y=0.500
shapecode_0_rad=0.27867
shapecode_0_ang=0.00000
shapecode_0_tex_ang=2.82744
shapecode_0_tex_zoom=1.00816
shapecode_0_r=0.000
shapecode_0_g=0.000
shapecode_0_b=0.500
shapecode_0_a=0.500
shapecode_0_r2=0.300
shapecode_0_g2=0.000
shapecode_0_b2=0.150
shapecode_0_a2=0.500
shapecode_0_border_r=1.000
shapecode_0_border_g=0.000
shapecode_0_border_b=1.000
shapecode_0_border_a=0.000
shape_0_per_frame1=//ang=sin(time*.4);
shape_0_per_frame2=tex_zoom=.557;
shape_0_per_frame3=tex_ang=.001;
shapecode_1_enabled=0
shapecode_1_sides=100
shapecode_1_additive=0
shapecode_1_thickOutline=0
shapecode_1_textured=1
shapecode_1_num_inst=2
shapecode_1_x=0.510
shapecode_1_y=0.560
shapecode_1_rad=0.64283
shapecode_1_ang=0.00000
shapecode_1_tex_ang=0.06283
shapecode_1_tex_zoom=0.38091
shapecode_1_r=1.000
shapecode_1_g=0.000
shapecode_1_b=0.100
shapecode_1_a=0.550
shapecode_1_r2=0.000
shapecode_1_g2=0.050
shapecode_1_b2=0.050
shapecode_1_a2=0.550
shapecode_1_border_r=0.000
shapecode_1_border_g=0.000
shapecode_1_border_b=1.000
shapecode_1_border_a=0.000
shapecode_2_enabled=0
shapecode_2_sides=100
shapecode_2_additive=1
shapecode_2_thickOutline=1
shapecode_2_textured=1
shapecode_2_num_inst=1
shapecode_2_x=0.520
shapecode_2_y=0.500
shapecode_2_rad=0.89269
shapecode_2_ang=0.00000
shapecode_2_tex_ang=1.19381
shapecode_2_tex_zoom=0.80340
shapecode_2_r=0.300
shapecode_2_g=0.050
shapecode_2_b=1.000
shapecode_2_a=0.100
shapecode_2_r2=0.600
shapecode_2_g2=0.000
shapecode_2_b2=0.000
shapecode_2_a2=0.550
shapecode_2_border_r=0.000
shapecode_2_border_g=0.000
shapecode_2_border_b=1.000
shapecode_2_border_a=0.000
shapecode_3_enabled=0
shapecode_3_sides=100
shapecode_3_additive=1
shapecode_3_thickOutline=1
shapecode_3_textured=1
shapecode_3_num_inst=1
shapecode_3_x=0.420
shapecode_3_y=0.440
shapecode_3_rad=0.64926
shapecode_3_ang=0.00000
shapecode_3_tex_ang=0.18850
shapecode_3_tex_zoom=0.55595
shapecode_3_r=0.200
shapecode_3_g=0.000
shapecode_3_b=0.000
shapecode_3_a=1.000
shapecode_3_r2=0.150
shapecode_3_g2=0.000
shapecode_3_b2=0.450
shapecode_3_a2=0.100
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_init_1=mv_x=64;mv_y=48;
per_frame_init_2=nut=0;
per_frame_init_3=stp=0;stq=0;
per_frame_init_4=rtp=0;rtq=0;
per_frame_init_5=wvr=0;
per_frame_init_6=decay=0;
per_frame_init_7=dcsp=0
per_frame_init_8=
per_frame_1=decay=0.97;
per_frame_2=zoom=1.000;
per_frame_3=
per_frame_4=q1=time;
per_frame_5=q2=time;
per_frame_6=q3=time;
per_frame_7=
per_frame_8=
per_frame_9=
per_frame_10=
warp_1=`shader_body
warp_2=`{
warp_3=`    ret = tex2D( sampler_main, (uv-0.5)*1.00 + 0.5 );
warp_4=`    ret /= ret.x+ret.y+ret.z;
warp_5=`    float zoom = dot(ret, float3(1,0.985,0.95));
warp_6=`
warp_7=`    ret.xyz = tex2D( sampler_main, (uv-0.5)*zoom + 0.5 );
warp_8=`
warp_9=`    // shift mass from red to green and on to blue (corresponds to AGE of pixel)
warp_10=`    // .x = fastest layer, .z = slowest
warp_11=`    float r = 0.02; 
warp_12=`    float3 xfer = saturate((ret - 0.05)*99);
warp_13=`    xfer.yz *= saturate((0.1-ret.xy)*99);
warp_14=`    ret += xfer.xxx*float3(-1,1,0)*r*0.7;
warp_15=`    ret += xfer.yyy*float3(0,-1,1)*r*4;
warp_16=`    ret += xfer.zzz*float3(0,0,-1)*r;
warp_17=`
warp_18=`    // ERROR DIFFUSION DITHER - looks great
warp_19=`    float2 dither_uv = uv_orig*texsize.xy*texsize_noise_lq.zw + rand_frame.xy;
warp_20=`    ret += (tex2D(sampler_noise_lq, dither_uv).xyz-0.5)/256.0*float3(1,3,8)*5;
warp_21=`}
comp_1=`sampler sampler_seaweed;
comp_2=`
comp_3=`shader_body
comp_4=`{
comp_5=`    ret = tex2D(sampler_main, uv).xyz;
comp_6=`    //float lum = ret.x;
comp_7=`    //ret = lum;
comp_8=`
comp_9=`    float2 texc = 0.4 + float2(ret.x, time*0.003);
comp_10=`    ret = tex2D(sampler_seaweed, texc) * ret.z * 3;
comp_11=`
comp_12=`    // add some stripes:
comp_13=`    //ret += 0.04*cos(lum*29+2.8);
comp_14=`}
