MILKDROP_PRESET_VERSION=201
PSVERSION=2
PSVERSION_WARP=2
PSVERSION_COMP=2
[preset00]
fRating=5.000000
fGammaAdj=1.700
fDecay=0.960
fVideoEchoZoom=1.000
fVideoEchoAlpha=0.500
nVideoEchoOrientation=3
nWaveMode=7
bAdditiveWaves=1
bWaveDots=0
bWaveThick=0
bModWaveAlphaByVolume=1
bMaximizeWaveColor=0
bTexWrap=1
bDarkenCenter=0
bRedBlueStereo=0
bBrighten=0
bDarken=1
bSolarize=0
bInvert=0
fWaveAlpha=0.001
fWaveScale=1.286
fWaveSmoothing=0.630
fWaveParam=0.000
fModWaveAlphaStart=0.710
fModWaveAlphaEnd=1.300
fWarpAnimSpeed=1.000
fWarpScale=1.331
fZoomExponent=1.00000
fShader=0.000
zoom=0.99951
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=0.010
ob_g=0.000
ob_b=0.000
ob_a=1.000
ib_size=0.005
ib_r=0.250
ib_g=0.000
ib_b=0.000
ib_a=1.000
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=1
wavecode_0_samples=512
wavecode_0_sep=0
wavecode_0_bSpectrum=1
wavecode_0_bUseDots=0
wavecode_0_bDrawThick=0
wavecode_0_bAdditive=1
wavecode_0_scaling=1.00000
wavecode_0_smoothing=0.50000
wavecode_0_r=0.000
wavecode_0_g=0.000
wavecode_0_b=0.000
wavecode_0_a=0.030
wave_0_per_point1=r = .6 + .4*sin(time);
wave_0_per_point2=g = .4 + .4*sin(time + 2.094);
wave_0_per_point3=b = .4 + .4*sin(time + 4.188);
wave_0_per_point4=
wave_0_per_point5=sw = 1-sw;
wave_0_per_point6=
wave_0_per_point7=mx = equal(int(q2)%2,0);
wave_0_per_point8=mx = abs(mx - (q2 - int(q2)));
wave_0_per_point9=my = .5 + (.5 - mx);
wave_0_per_point10=
wave_0_per_point11=
wave_0_per_point12=x = mx + value1*(1-2*sw);
wave_0_per_point13=y = my + value2*(1-2*sw);
wave_0_per_point14=
wavecode_1_enabled=1
wavecode_1_samples=512
wavecode_1_sep=0
wavecode_1_bSpectrum=1
wavecode_1_bUseDots=0
wavecode_1_bDrawThick=0
wavecode_1_bAdditive=1
wavecode_1_scaling=1.00000
wavecode_1_smoothing=0.50000
wavecode_1_r=0.000
wavecode_1_g=0.000
wavecode_1_b=0.000
wavecode_1_a=0.030
wave_1_per_point1=g = .6 + .4*sin(time);
wave_1_per_point2=b = .4 + .4*sin(time + 2.094);
wave_1_per_point3=r = .4 + .4*sin(time + 4.188);
wave_1_per_point4=
wave_1_per_point5=sw = 1-sw;
wave_1_per_point6=
wave_1_per_point7=mx = equal(int(q3)%2,0);
wave_1_per_point8=mx = abs(mx - (q3 - int(q3)));
wave_1_per_point9=my = .5 + (.5 - mx);
wave_1_per_point10=
wave_1_per_point11=
wave_1_per_point12=x = mx + value1*(1-2*sw);
wave_1_per_point13=y = my + value2*(1-2*sw);
wave_1_per_point14=
wavecode_2_enabled=1
wavecode_2_samples=512
wavecode_2_sep=0
wavecode_2_bSpectrum=1
wavecode_2_bUseDots=0
wavecode_2_bDrawThick=0
wavecode_2_bAdditive=1
wavecode_2_scaling=1.00000
wavecode_2_smoothing=0.50000
wavecode_2_r=0.000
wavecode_2_g=0.000
wavecode_2_b=0.000
wavecode_2_a=0.030
wave_2_per_point1=b = .6 + .4*sin(time);
wave_2_per_point2=r = .4 + .4*sin(time + 2.094);
wave_2_per_point3=g = .4 + .4*sin(time + 4.188);
wave_2_per_point4=
wave_2_per_point5=sw = 1-sw;
wave_2_per_point6=
wave_2_per_point7=mx = equal(int(q4)%2,0);
wave_2_per_point8=mx = abs(mx - (q4 - int(q4)));
wave_2_per_point9=my = .5 + (.5 - mx);
wave_2_per_point10=
wave_2_per_point11=
wave_2_per_point12=x = mx + value1*(1-2*sw);
wave_2_per_point13=y = my + value2*(1-2*sw);
wave_2_per_point14=
wavecode_3_enabled=0
wavecode_3_samples=512
wavecode_3_sep=0
wavecode_3_bSpectrum=0
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
wave_3_per_point1=x = rand(1001)*.001;
wave_3_per_point2=y = rand(1001)*.001;
shapecode_0_enabled=0
shapecode_0_sides=34
shapecode_0_additive=0
shapecode_0_thickOutline=0
shapecode_0_textured=1
shapecode_0_num_inst=1
shapecode_0_x=0.000
shapecode_0_y=0.000
shapecode_0_rad=1.32910
shapecode_0_ang=0.00000
shapecode_0_tex_ang=1.57080
shapecode_0_tex_zoom=1.00000
shapecode_0_r=1.000
shapecode_0_g=1.000
shapecode_0_b=1.000
shapecode_0_a=1.000
shapecode_0_r2=1.000
shapecode_0_g2=1.000
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=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_1=wave_a = 0;
per_frame_2=
per_frame_3=
per_frame_4=
per_frame_5=//Thanks to Zylot for rainbow generator
per_frame_6=counter1 = if(equal(counter2,1),if(equal(counter1,1),0,counter1+.2),1);
per_frame_7=counter2 = if(equal(counter1,1),if(equal(counter2,1),0,counter2+.2),1);
per_frame_8=cdelay1 = if(equal(cdelay2,1),1,if(equal(colorcounter%2,1),if(equal(counter1,1),2 ,0), if(equal(counter2,1),2,0)));
per_frame_9=cdelay2 = if(equal(cdelay1,2),1,0);
per_frame_10=colorcounter = if(above(colorcounter,7),0,if(equal(cdelay1,1),colorcounter+1,colorcounter));
per_frame_11=ib_r = .5*if(equal(colorcounter,1),1, if(equal(colorcounter,2),1, if(equal(colorcounter,3),1, if(equal(colorcounter,4),sin(counter2+2.1), if(equal(colorcounter,5),0, if(equal(colorcounter,6),0,sin(counter1)))))));
per_frame_12=q1=ib_r;
per_frame_13=q2=ib_g;
per_frame_14=q3=ib_b;
per_frame_15=
per_frame_16=
per_frame_17=
per_frame_18=decay =1;
per_frame_19=
per_frame_20=
per_frame_21=//echo_orient=((bass_att+mid_att+treb_att)/3)*3;
per_frame_22=//solarize=above(0.5,bass)
per_frame_23=//darken=above(0.4,treb);
per_frame_24=
per_frame_25=musictime=musictime+(mid*mid*mid)*0.02*(75/fps);
per_frame_26=
per_frame_27=xpos=cos(musictime*0.6)*0.6;
per_frame_28=ypos=sin(musictime*0.4)*0.6;
per_frame_29=q4=xpos;
per_frame_30=//q5=ypos
per_frame_31=q5=-0.37;
per_frame_32=
per_pixel_1=//flip= (-2 * above(sin(time),-0.9) )+1;
per_pixel_2=//var=(bass+mid+treb)/3;
per_pixel_3=//rot=((ang&rad/rad)/(var*20))/10;
per_pixel_4=//sx=.99-(var*0.01);
per_pixel_5=//cx=var*0.1*(ang/12);
per_pixel_6=//sy=sx;
per_pixel_7=
per_pixel_8=//zoom=-1;
per_pixel_9=sx=-1+(bass*0.2);
per_pixel_10=sy=-1-(treb*0.2);
per_pixel_11=
per_pixel_12=cx=0.5+q4;
per_pixel_13=cy=0.5-q5;
per_pixel_14=rd=sqrt( sqr( (x-0.5-q4)*2) + sqr( (y-0.5+q5)*1.5 ) );
per_pixel_15=//zm=(1.1-(rd/4));
per_pixel_16=zm=1;
per_pixel_17=
per_pixel_18=ag=atan( (y-0.5+q5)/(x-0.5-q4) );
per_pixel_19=star=sin(ag*6+time)*((2-rd)-ag)/5;
per_pixel_20=zm=zm+star/20;
per_pixel_21=sx=zm*rd;
per_pixel_22=sy=zm*rd;
per_pixel_23=//rot=above(rd,0.7)*(rd-0.7)*sin(time*0.3)
warp_1=`shader_body
warp_2=`{
warp_3=`
warp_4=`//Geiss's Motion Blur
warp_5=`
warp_6=`    // sample previous frame
warp_7=`    ret = tex2D( sampler_main, uv ).xyz;
warp_8=`
warp_9=`    // this vector points exactly one pixel, in the direction of motion
warp_10=`    float2 v = normalize(uv-uv_orig)*texsize.zw;
warp_11=`
warp_12=`    float3 s;
warp_13=`    ret = max(ret, tex2D(sampler_main, uv+v)*0.97);
warp_14=`    ret = max(ret, tex2D(sampler_main, uv-v)*0.97);
warp_15=`    ret = max(ret, tex2D(sampler_main, uv+v*2)*0.90);
warp_16=`    ret = max(ret, tex2D(sampler_main, uv-v*2)*0.90);
warp_17=`
warp_18=`    // darken over time
warp_19=`    ret *= 0.95;
warp_20=`
warp_21=`    // add noise
warp_22=`    //float2 uv_noise = uv*texsize_noise_lq.zw*texsize.xy + rand_frame.xy;
warp_23=`      //ret += (tex2D(sampler_noise_lq, uv_noise)*2-1)*0.02;
warp_24=`}
comp_1=`shader_body
comp_2=`{
comp_3=`
comp_4=`
comp_5=`    float2 uv_echo2 = (uv - 0.5)*1.000*float2(-1,1) + 0.5;
comp_6=`    float3 ret3 = tex2D(sampler_main, uv).xyz*+saturate(GetBlur2(uv)*2.8 - 0.13); 
comp_7=`    float3 ret4 = tex2D(sampler_main, uv_echo2).xyz*+saturate(GetBlur2(uv_echo2)*2.8 - 0.13);
comp_8=`    ret3 = lerp(ret3,ret4,.5);
comp_9=`    ret3 *= ret3; //darken
comp_10=`    ret3 *= float3(.9,1.6,2.3);
comp_11=`    ret3 *= 2; //gamma
comp_12=`    //ret3 = pow(ret3,1-ret3);
comp_13=`   
comp_14=`
comp_15=`uv =(6+2*sin(q1))*uv-sin(q1);
comp_16=`float2 m = floor(frac(uv*0.5)*2);
comp_17=`uv = frac(uv)*(1-m) + (m)*frac(1-uv);
comp_18=`    uv = float2(rad,uv_orig.y);
comp_19=`
comp_20=`
comp_21=`    float2 uv_echo = (uv - 0.5)*1.000*float2(-1,-1) + 0.5;
comp_22=`//  ret = tex2D(sampler_main, uv).xyz*+saturate(GetBlur2(uv)*2.8 - 0.13); 
comp_23=`    float3 ret2 = tex2D(sampler_main, uv_echo).xyz*+saturate(GetBlur2(uv_echo)*2.8 - 0.13);
comp_24=`//  ret = lerp(ret,ret2,.5);
comp_25=`//  ret *= ret; //darken
comp_26=`    ret *= float3(.9,1.6,2.3);
comp_27=`    ret *= 3; //gamma
comp_28=`    //ret -= lum(ret3); 
comp_29=`    //ret *= 2;
comp_30=`    //ret = pow(ret,5);
comp_31=`    //ret = ret;
comp_32=`    ret = lerp(ret3.xyz,ret.zxy,.25);
comp_33=`}
