MILKDROP_PRESET_VERSION=201
PSVERSION=3
PSVERSION_WARP=3
PSVERSION_COMP=3
[preset00]
fRating=3.000000
fGammaAdj=1.980
fDecay=0.500
fVideoEchoZoom=0.952
fVideoEchoAlpha=0.500
nVideoEchoOrientation=3
nWaveMode=6
bAdditiveWaves=1
bWaveDots=0
bWaveThick=1
bModWaveAlphaByVolume=1
bMaximizeWaveColor=0
bTexWrap=1
bDarkenCenter=0
bRedBlueStereo=0
bBrighten=0
bDarken=1
bSolarize=0
bInvert=0
fWaveAlpha=0.001
fWaveScale=2.103
fWaveSmoothing=0.540
fWaveParam=0.380
fModWaveAlphaStart=0.810
fModWaveAlphaEnd=1.400
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=0.000
wave_g=0.000
wave_b=0.000
wave_x=0.500
wave_y=0.500
ob_size=0.015
ob_r=0.000
ob_g=0.000
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=1.850
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=0
wavecode_0_bUseDots=0
wavecode_0_bDrawThick=1
wavecode_0_bAdditive=1
wavecode_0_scaling=0.04505
wavecode_0_smoothing=0.00000
wavecode_0_r=1.000
wavecode_0_g=1.000
wavecode_0_b=1.000
wavecode_0_a=0.100
wavecode_1_enabled=0
wavecode_1_samples=100
wavecode_1_sep=0
wavecode_1_bSpectrum=0
wavecode_1_bUseDots=1
wavecode_1_bDrawThick=1
wavecode_1_bAdditive=0
wavecode_1_scaling=0.89152
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
wavecode_2_enabled=0
wavecode_2_samples=512
wavecode_2_sep=0
wavecode_2_bSpectrum=0
wavecode_2_bUseDots=0
wavecode_2_bDrawThick=1
wavecode_2_bAdditive=0
wavecode_2_scaling=0.89152
wavecode_2_smoothing=0.82000
wavecode_2_r=1.000
wavecode_2_g=1.000
wavecode_2_b=1.000
wavecode_2_a=0.100
wavecode_3_enabled=0
wavecode_3_samples=512
wavecode_3_sep=0
wavecode_3_bSpectrum=1
wavecode_3_bUseDots=1
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=16
shapecode_0_additive=0
shapecode_0_thickOutline=1
shapecode_0_textured=1
shapecode_0_num_inst=3
shapecode_0_x=0.730
shapecode_0_y=0.500
shapecode_0_rad=0.29466
shapecode_0_ang=0.00000
shapecode_0_tex_ang=0.00000
shapecode_0_tex_zoom=1.87511
shapecode_0_r=0.700
shapecode_0_g=0.700
shapecode_0_b=1.000
shapecode_0_a=1.000
shapecode_0_r2=0.000
shapecode_0_g2=0.000
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=0.000
shapecode_0_border_a=0.000
shape_0_per_frame1=trig = q25;
shape_0_per_frame2=a = trig*.8; a2 = 0;
shape_0_per_frame3=
shape_0_per_frame4=x0 = x0 *bnot(trig) + trig*rand(100)/100;
shape_0_per_frame5=y0 = y0 *bnot(trig) + trig*rand(100)/100;
shape_0_per_frame6=tex_ang = rand(20);
shape_0_per_frame7=rad = .1+rand(10)/8;
shape_0_per_frame8=
shape_0_per_frame9=x = x0; y = y0;
shape_0_per_frame10=r = .7+.3*sin(time/12);
shape_0_per_frame11=b = .7+.3*sin(time/15);
shape_0_per_frame12=g = .7+.3*sin(time/8);
shape_0_per_frame13=r2 = r; b2 = b; g2 = g;
shapecode_1_enabled=1
shapecode_1_sides=36
shapecode_1_additive=0
shapecode_1_thickOutline=1
shapecode_1_textured=1
shapecode_1_num_inst=4
shapecode_1_x=0.300
shapecode_1_y=0.500
shapecode_1_rad=0.05429
shapecode_1_ang=1.25664
shapecode_1_tex_ang=0.37699
shapecode_1_tex_zoom=1.02841
shapecode_1_r=1.000
shapecode_1_g=0.700
shapecode_1_b=0.500
shapecode_1_a=1.000
shapecode_1_r2=1.000
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=0.590
shapecode_1_border_b=0.000
shapecode_1_border_a=0.000
shape_1_per_frame1=x = q31; y = q32;
shape_1_per_frame2=rad = .06;
shape_1_per_frame3=tex_ang = time;
shape_1_per_frame4=a = q30;
shapecode_2_enabled=0
shapecode_2_sides=63
shapecode_2_additive=0
shapecode_2_thickOutline=0
shapecode_2_textured=0
shapecode_2_num_inst=1
shapecode_2_x=0.123
shapecode_2_y=0.000
shapecode_2_rad=0.27319
shapecode_2_ang=0.00000
shapecode_2_tex_ang=0.00000
shapecode_2_tex_zoom=0.49981
shapecode_2_r=1.000
shapecode_2_g=1.000
shapecode_2_b=1.000
shapecode_2_a=1.000
shapecode_2_r2=1.000
shapecode_2_g2=1.000
shapecode_2_b2=1.000
shapecode_2_a2=0.000
shapecode_2_border_r=0.500
shapecode_2_border_g=0.500
shapecode_2_border_b=0.500
shapecode_2_border_a=0.000
shapecode_3_enabled=0
shapecode_3_sides=24
shapecode_3_additive=0
shapecode_3_thickOutline=0
shapecode_3_textured=1
shapecode_3_num_inst=1
shapecode_3_x=0.700
shapecode_3_y=0.510
shapecode_3_rad=0.19869
shapecode_3_ang=0.00000
shapecode_3_tex_ang=1.00531
shapecode_3_tex_zoom=0.49981
shapecode_3_r=1.000
shapecode_3_g=1.000
shapecode_3_b=0.990
shapecode_3_a=0.000
shapecode_3_r2=0.000
shapecode_3_g2=0.000
shapecode_3_b2=0.000
shapecode_3_a2=1.000
shapecode_3_border_r=0.000
shapecode_3_border_g=0.500
shapecode_3_border_b=0.500
shapecode_3_border_a=0.000
per_frame_init_1=t0a = time; t0 = time+.5;
per_frame_init_2=spb_ = .5; ;
per_frame_init_3=volb = .5; volx = .5;
per_frame_init_4=vol_= 1; index = 0; mov1 = 0;
per_frame_init_5=sdev = .1; wamp_ = .1;
per_frame_init_6=
per_frame_1=dec_med = exp (-3/fps);
per_frame_2=dec_slow = exp (-1/fps);
per_frame_3=
per_frame_4=vol = (bass+med+treb)/1.5; vol_ = vol_*dec_slow + (1-dec_slow)*vol;
per_frame_5=
per_frame_6=is_beat = above(vol, vol_+2*peak) * above (time, t0+spb_*.45);
per_frame_7=t0a  = if(is_beat,t0,t0a); t0 = if(is_beat,time,t0);
per_frame_8=peak = if(is_beat,vol,peak*dec_med);
per_frame_9=index = (index + is_beat) %128;
per_frame_10=
per_frame_11=spb = min(t0-t0a + .01,2);
per_frame_12=spb_ = if(is_beat,spb_ *.9 +.1*spb, spb_);
per_frame_13=
per_frame_14=
per_frame_15=q20 = vol_;
per_frame_16=q21 = above(vol,2.7*vol_);
per_frame_17=q22 = max(0,peak-.0)+.01;
per_frame_18=hpeak = hpeak*dec_med + (1-dec_med)*q21;
per_frame_19=q23 = hpeak * (1+rand(8));
per_frame_20=q24 = is_beat;
per_frame_21=q25 = q22*(1+rand(8))/8;
per_frame_22=
per_frame_23=mindev = min(min(abs(spb-spb_),abs(spb*2-spb_)),abs(spb-spb_*2));
per_frame_24=sdev = if(is_beat,sdev * .8 + .2*pow(mindev+.02,2),sdev);
per_frame_25=
per_frame_26=speed = 1/fps/spb_;
per_frame_27=trel = trel + speed;
per_frame_28=q10 = trel;
per_frame_29=
per_frame_30=wamp =  min(.001/sdev,.15);
per_frame_31=wamp_ = wamp_*dec_slow + (1-dec_slow)*wamp;
per_frame_32=q11 = sin(trel/2)*wamp_;
per_frame_33=q12 = wamp_/2;
per_frame_34=
per_frame_35=rota = 2*wamp_*sin(trel/3);
per_frame_36=//rota = .2*sin(wamp_*32);
per_frame_37=q5 = cos(rota);
per_frame_38=q6 = sin(rota);
per_frame_39=q7 = -q6;
per_frame_40=q8 = q5;
per_frame_41=
per_frame_42=q15 = -sin(trel*.5)*.05;
per_frame_43=q16 = cos(trel)*wamp_/2;
per_frame_44=
per_frame_45=q19 = .1*sin(trel/12);
per_frame_46=
per_frame_47=//ODD PLANET MOVEMENT
per_frame_48=trig1 = bnot(vis)*bnot(rand(100*fps));
per_frame_49=vis = if (trig1,1,vis*below(mov1,1));
per_frame_50=q30 = vis;
per_frame_51=mov1 = if (vis,mov1+2*speed/fps,-1);
per_frame_52=dir = if(trig1,rand(100),dir); 
per_frame_53=q31 = .5+.5*cos(dir)*mov1;
per_frame_54=q32 = .5+.5*sin(dir)*mov1;
per_frame_55=
per_frame_56=q29 = (2+sin(time/17)); //reflection water
per_frame_57=
per_frame_58=monitor = wamp;
per_pixel_1=zoom = 1+.02*rad*q20;
per_pixel_2=dy = -.00;
per_pixel_3=warp =.1; dx = .0;
warp_1=`sampler sampler_pw_noise_lq;
warp_2=`float3 crisp,dx,dy,ret1;
warp_3=`float2 zz, uv1,uv2;
warp_4=`float  n1,n2,n3,n4,zv,z, noise, k1, wave;
warp_5=`static float2 sunpos = float2 (0*sin(time/3),-.0);
warp_6=`static float2x2 ofs = float2x2 (texsize.z,0,0,texsize.w)*4;
warp_7=`static float3 suncol = 1+normalize(slow_roam_cos);
warp_8=`float3 cloud (float2 uv_in) {
warp_9=`return (.2+(1+bass_att)*.01/length(uv_in-sunpos)*suncol+(rand_preset.z-.5)*uv_in.y);} 
warp_10=`
warp_11=`shader_body {
warp_12=`
warp_13=`float2 uv1 = float2(uv.x-0.5+q19,uv.y-0.5);//*aspect.xy;
warp_14=`
warp_15=`dx = tex2D(sampler_main,uv+ofs[0]) - tex2D(sampler_main,uv-ofs[0]);
warp_16=`dy = tex2D(sampler_main,uv+ofs[1]) - tex2D(sampler_main,uv-ofs[1]);
warp_17=`zz = float2(dx.b,dy.b);
warp_18=`
warp_19=`//clouds
warp_20=`zv = time*.06 ;
warp_21=`zv = time*.08+ .0*GetPixel(uv); //##
warp_22=`uv2 = 3*uv1+ float2(0.02*time,-.05*time);
warp_23=`
warp_24=`n1 = tex3D(sampler_noisevol_hq,float3 (uv2.x,uv2.y,zv)).b;
warp_25=`n2 = tex3D(sampler_noisevol_hq,float3 (uv2.x*2,uv2.y*2,zv*2)).b;
warp_26=`n3 = tex3D(sampler_noisevol_hq,float3 (uv2.x*4,uv2.y*4,zv*3)).b;
warp_27=`n4 = tex3D(sampler_noisevol_hq,float3 (uv2.x*8,uv2.y*8,zv*7)).b;
warp_28=`noise = n1 + n2/2 + n3/4 + n4/8 -1;
warp_29=`noise = pow(noise,1);
warp_30=`uv2 = uv1+noise*.1;
warp_31=`
warp_32=`//*******************************
warp_33=`ret1 = cloud(uv2);
warp_34=`float k1 = .1;
warp_35=`ret = ret1*k1/2 + GetPixel(uv-.02*zz)*(1-k1)-.01;
warp_36=`
warp_37=`//ret = 0;
warp_38=`}
comp_1=`float z,mask,water,rain;
comp_2=`float2 rs0, rs, uv0, uv1, uv2, uv3, uv4, uv5, uv_wat, uv_sky, 
comp_3=`       uv_stars, sunpos, uv_clouds;
comp_4=`float3 ret1, ret2, sun, sunshine;
comp_5=`static float trel = q10;
comp_6=`
comp_7=`shader_body {
comp_8=`uv0 = uv;
comp_9=`float2x2 ang1 = float2x2 (_qb);
comp_10=`uv = mul((uv-.5),ang1)*.7*aspect.xy+.5+float2(q15,q16);
comp_11=`
comp_12=`float2 center = float2 (.5,q11+.6+q12*(sin(uv.x*6+trel)*cos(uv.y*8+time*.6))); 
comp_13=`rain = tex2D (sampler_noise_lq,float2(uv.x*4,uv.y)*.2-time);
comp_14=`rain += tex2D (sampler_noise_lq,float2(uv.x*4,uv.y)*.5-time);
comp_15=`rain *= 1*saturate(q20/2-abs(sin(uv0.x/4-time/4)));
comp_16=`
comp_17=`
comp_18=`uv1 = (uv-center+rain*.01);
comp_19=`
comp_20=`float noise = tex3D (sampler_noisevol_hq,float3(uv1.y,uv1.x*2,time*.2))
comp_21=`              *(.5-abs(uv1.y));
comp_22=`uv1 += noise*.05;
comp_23=`mask = saturate(128*uv1.y);
comp_24=`z = .4/max(0.001,abs(uv1.y));
comp_25=`
comp_26=`rs0.x = uv1.x * z; rs0.y = z ;
comp_27=`rs = float2 (rs0.x+time/4, rs0.y+time*4)*mask;
comp_28=`water = tex2D(sampler_noise_hq,rs) + tex2D(sampler_noise_hq,rs/4-time/8);
comp_29=`//water = pow(water/2,2);
comp_30=`water -= 1 ;
comp_31=`uv_sky = float2(uv.x,uv.y);
comp_32=`uv_wat = float2(uv1.x+.5,abs(.5-uv1.y))-.2*water;
comp_33=`
comp_34=`ret1 = GetPixel(uv_sky+rain*.0)*(1-mask) + //Himmel
comp_35=`GetPixel(uv_wat)*mask*pow(1/z,.2)*(2-rand_preset.y) + //Wasser
comp_36=`(.25+rand_preset.y)*
comp_37=`(1+rand_preset.x*water)*mask/z*float3(0,.1,.1); //Leuchten Wasser
comp_38=`
comp_39=`ret1 += .06*rain*(1);
comp_40=`ret = 1-exp(-pow(ret1,1.5)*8*(1+q23*4));
comp_41=`}
