MILKDROP_PRESET_VERSION=201
PSVERSION=3
PSVERSION_WARP=3
PSVERSION_COMP=3
[preset00]
fRating=5.000000
fGammaAdj=1.000
fDecay=0.960
fVideoEchoZoom=2.723
fVideoEchoAlpha=0.500
nVideoEchoOrientation=1
nWaveMode=7
bAdditiveWaves=1
bWaveDots=0
bWaveThick=0
bModWaveAlphaByVolume=1
bMaximizeWaveColor=0
bTexWrap=1
bDarkenCenter=0
bRedBlueStereo=0
bBrighten=1
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=1.459
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=0.650
wave_g=0.650
wave_b=0.650
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=20.160
mv_dx=0.000
mv_dy=0.000
mv_l=0.400
mv_r=1.000
mv_g=0.400
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=0
wavecode_0_bUseDots=1
wavecode_0_bDrawThick=1
wavecode_0_bAdditive=1
wavecode_0_scaling=1.12682
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
wave_0_init1=mx=.5;
wave_0_init2=my=.4;
wave_0_init3=md=3;
wave_0_per_point1=oldmd=md;
wave_0_per_point2=md=(md+rand(4))%4;
wave_0_per_point3=md=if(equal(md,oldmd),(md+1)%4,md);
wave_0_per_point4=
wave_0_per_point5=mx=mx+(equal(md,0)*.002*bass);
wave_0_per_point6=mx=mx-(equal(md,1)*.002*bass);
wave_0_per_point7=my=my+(equal(md,2)*.002*treb);
wave_0_per_point8=my=my-(equal(md,3)*.002*treb);
wave_0_per_point9=
wave_0_per_point10=mx=if(above(mx,.9),.5,mx);
wave_0_per_point11=mx=if(below(mx,.1),.5,mx);
wave_0_per_point12=my=if(above(my,.9),.5,my);
wave_0_per_point13=my=if(below(my,.1),.5,my);
wave_0_per_point14=
wave_0_per_point15=x=mx;
wave_0_per_point16=y=my;
wave_0_per_point17=a=cos(tan(treb + bass*.1));
wavecode_1_enabled=1
wavecode_1_samples=512
wavecode_1_sep=0
wavecode_1_bSpectrum=0
wavecode_1_bUseDots=1
wavecode_1_bDrawThick=1
wavecode_1_bAdditive=1
wavecode_1_scaling=1.12682
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
wave_1_init1=mx=.5;
wave_1_init2=my=.4;
wave_1_init3=md=3;
wave_1_per_point1=oldmd=md;
wave_1_per_point2=md=(md+rand(4))%4;
wave_1_per_point3=md=if(equal(md,oldmd),(md+1)%4,md);
wave_1_per_point4=
wave_1_per_point5=mx=mx+(equal(md,0)*.002*bass);
wave_1_per_point6=mx=mx-(equal(md,1)*.002*bass);
wave_1_per_point7=my=my+(equal(md,2)*.002*treb);
wave_1_per_point8=my=my-(equal(md,3)*.002*treb);
wave_1_per_point9=
wave_1_per_point10=mx=if(above(mx,.9),.5,mx);
wave_1_per_point11=mx=if(below(mx,.1),.5,mx);
wave_1_per_point12=my=if(above(my,.9),.5,my);
wave_1_per_point13=my=if(below(my,.1),.5,my);
wave_1_per_point14=
wave_1_per_point15=x=mx;
wave_1_per_point16=y=my;
wave_1_per_point17=a=cos(tan(treb + bass*.1));
wavecode_2_enabled=1
wavecode_2_samples=512
wavecode_2_sep=0
wavecode_2_bSpectrum=0
wavecode_2_bUseDots=1
wavecode_2_bDrawThick=1
wavecode_2_bAdditive=1
wavecode_2_scaling=1.12682
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
wave_2_init1=mx=.5;
wave_2_init2=my=.4;
wave_2_init3=md=3;
wave_2_per_point1=oldmd=md;
wave_2_per_point2=md=(md+rand(4))%4;
wave_2_per_point3=md=if(equal(md,oldmd),(md+1)%4,md);
wave_2_per_point4=
wave_2_per_point5=mx=mx+(equal(md,0)*.002*bass);
wave_2_per_point6=mx=mx-(equal(md,1)*.002*bass);
wave_2_per_point7=my=my+(equal(md,2)*.002*treb);
wave_2_per_point8=my=my-(equal(md,3)*.002*treb);
wave_2_per_point9=
wave_2_per_point10=mx=if(above(mx,.9),.5,mx);
wave_2_per_point11=mx=if(below(mx,.1),.5,mx);
wave_2_per_point12=my=if(above(my,.9),.5,my);
wave_2_per_point13=my=if(below(my,.1),.5,my);
wave_2_per_point14=
wave_2_per_point15=x=mx;
wave_2_per_point16=y=my;
wave_2_per_point17=a=cos(tan(treb + bass*.1));
wavecode_3_enabled=1
wavecode_3_samples=512
wavecode_3_sep=0
wavecode_3_bSpectrum=0
wavecode_3_bUseDots=1
wavecode_3_bDrawThick=1
wavecode_3_bAdditive=1
wavecode_3_scaling=1.12682
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_init1=mx=.5;
wave_3_init2=my=.4;
wave_3_init3=md=3;
wave_3_per_point1=oldmd=md;
wave_3_per_point2=md=(md+rand(4))%4;
wave_3_per_point3=md=if(equal(md,oldmd),(md+1)%4,md);
wave_3_per_point4=
wave_3_per_point5=mx=mx+(equal(md,0)*.002*bass);
wave_3_per_point6=mx=mx-(equal(md,1)*.002*bass);
wave_3_per_point7=my=my+(equal(md,2)*.002*treb);
wave_3_per_point8=my=my-(equal(md,3)*.002*treb);
wave_3_per_point9=
wave_3_per_point10=mx=if(above(mx,.9),.5,mx);
wave_3_per_point11=mx=if(below(mx,.1),.5,mx);
wave_3_per_point12=my=if(above(my,.9),.5,my);
wave_3_per_point13=my=if(below(my,.1),.5,my);
wave_3_per_point14=
wave_3_per_point15=x=mx;
wave_3_per_point16=y=my;
wave_3_per_point17=a=cos(tan(treb + bass*.1));
shapecode_0_enabled=0
shapecode_0_sides=4
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=1.20321
shapecode_0_ang=0.00000
shapecode_0_tex_ang=0.00000
shapecode_0_tex_zoom=1.22019
shapecode_0_r=1.000
shapecode_0_g=0.000
shapecode_0_b=0.000
shapecode_0_a=0.000
shapecode_0_r2=0.000
shapecode_0_g2=1.000
shapecode_0_b2=0.000
shapecode_0_a2=0.500
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=dec_med = pow (0.9, 30/fps);
per_frame_2=dec_slow = pow (0.99, 30/fps);
per_frame_3=beat = max (max (bass, mid), treb); 
per_frame_4=avg = avg*dec_slow + beat*(1-dec_slow);
per_frame_5=is_beat = above(beat, .4+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=drot = (index%4-2) * 30/fps;
per_frame_31=p3 = p3*dec_slow + (1-dec_slow)*30/fps * drot;
per_frame_32=q30 = p3 ;
per_frame_33=
per_frame_34=stag = (q27+index2*1);
per_frame_35=stag = max(stag,1);
per_frame_36=p4 = dec_med*p4 + (1-dec_med)*stag;
per_frame_37=q31 = p4;
per_frame_38=
per_frame_39=zoom = 1 + .05*q1;
per_frame_40=rot = -0.007 * index;
per_frame_41=
per_frame_42=q32 = pow(0.996, 30/fps); //fade
per_frame_43=
per_frame_44=monitor = index2;
warp_1=`shader_body
warp_2=`{
warp_3=`    float2 scale = float2(1280,1024)*texsize.zw; // 1280x1024 : the resolution i modelled this shader with
warp_4=`    float1 d = 0.005;
warp_5=`    float1 dx = ( GetBlur2(uv + float2(d,0)) - GetBlur2(uv-float2(d,0)) ).x*scale.x;
warp_6=`    float1 dy = ( GetBlur2(uv + float2(0,d)) - GetBlur2(uv-float2(0,d)) ).x*scale.y;
warp_7=`    float1 dxb = ( GetBlur2(uv + float2(d,0)) - GetBlur2(uv-float2(d,0)) ).x*scale.x;
warp_8=`    float1 dyb = ( GetBlur2(uv + float2(0,d)) - GetBlur2(uv-float2(0,d)) ).x*scale.y;
warp_9=`    float2 my_uv = uv - float2(dx,dy)*0.01 + float2(dxb,dyb)*0.003;
warp_10=`
warp_11=`
warp_12=`
warp_13=`    float2 v = 0.01;
warp_14=`    ret.x = tex2D( sampler_fw_main, my_uv -floor(my_uv)*0).x;
warp_15=`
warp_16=`    
warp_17=`    ret.x += (ret.x - GetBlur3(uv).x)*.1;
warp_18=`    ret.x += 0.004;
warp_19=`
warp_20=`
warp_21=`//--------------------------------
warp_22=`
warp_23=`    my_uv = uv + float2(dy,-dx)*0.05*(1.2-GetBlur3(uv).y);
warp_24=`
warp_25=`
warp_26=`
warp_27=`    v = 0.01;
warp_28=`    ret.z = tex2D( sampler_fw_main, my_uv).z;
warp_29=`    
warp_30=`    ret.z += (ret.z - GetBlur1(uv).z)*length(my_uv-uv)*180/length(scale);
warp_31=`    ret.z *= 0.8;
warp_32=`    ret.z += 0.004;
warp_33=`
warp_34=`
warp_35=`
warp_36=`//--------------------------------
warp_37=`
warp_38=`    d = 0.01;
warp_39=`    my_uv = float2(-dy,dx)*0.045;
warp_40=`
warp_41=`    dx = ( GetBlur2(uv + float2(d,0)) - GetBlur2(uv-float2(d,0)) ).y*scale.x;
warp_42=`    dy = ( GetBlur2(uv + float2(0,d)) - GetBlur2(uv-float2(0,d)) ).y*scale.y;
warp_43=`    my_uv += uv - float2(dx,dy)*0.03;
warp_44=`
warp_45=`
warp_46=`
warp_47=`    v = 0.01;
warp_48=`    ret.y =tex2D( sampler_fw_main, my_uv).y;
warp_49=`
warp_50=`    
warp_51=`    ret.y += (ret.y - GetBlur3(my_uv).y)*0.2 + 0.0;
warp_52=`    ret = lerp(ret, tex2D(sampler_main,uv_orig), 0.2); //motionblur
warp_53=`
warp_54=`//ret = 0;
warp_55=`}
comp_1=`shader_body
comp_2=`{
comp_3=`uv = (uv-.5)* aspect.xy + .5;
comp_4=`float2 uv1 = 1-uv;
comp_5=`
comp_6=`float3 ret0 = tex2D (sampler_main,uv) +2*GetBlur2 (uv);
comp_7=`float3 ret1 = tex2D (sampler_main,uv1) + 2*GetBlur2 (uv1);
comp_8=`
comp_9=`
comp_10=`
comp_11=`
comp_12=`ret = ret0 + ret1  ;
comp_13=`
comp_14=`    ret *=.8; //gamma
comp_15=`//    ret *= ret; //darken
comp_16=`}