MILKDROP_PRESET_VERSION=201
PSVERSION=3
PSVERSION_WARP=3
PSVERSION_COMP=3
[preset00]
fRating=4.000000
fGammaAdj=1.980001
fDecay=0.500000
fVideoEchoZoom=0.999998
fVideoEchoAlpha=0.500000
nVideoEchoOrientation=3
nWaveMode=6
bAdditiveWaves=0
bWaveDots=0
bWaveThick=0
bModWaveAlphaByVolume=0
bMaximizeWaveColor=1
bTexWrap=1
bDarkenCenter=0
bRedBlueStereo=0
bBrighten=0
bDarken=1
bSolarize=0
bInvert=0
fWaveAlpha=0.001000
fWaveScale=5.098400
fWaveSmoothing=0.810000
fWaveParam=0.000000
fModWaveAlphaStart=0.470000
fModWaveAlphaEnd=1.320000
fWarpAnimSpeed=1.459500
fWarpScale=2.006700
fZoomExponent=1.000000
fShader=0.000000
zoom=0.999900
rot=0.000000
cx=0.500000
cy=0.500000
dx=0.000000
dy=0.000000
warp=0.010000
sx=0.999900
sy=1.000000
wave_r=1.000000
wave_g=0.000000
wave_b=0.000000
wave_x=0.500000
wave_y=0.500000
ob_size=0.000000
ob_r=1.000000
ob_g=0.000000
ob_b=1.000000
ob_a=1.000000
ib_size=0.260000
ib_r=0.250000
ib_g=0.250000
ib_b=0.250000
ib_a=0.000000
nMotionVectorsX=64.000000
nMotionVectorsY=47.999996
mv_dx=0.000000
mv_dy=0.000000
mv_l=2.150000
mv_r=0.400000
mv_g=0.200000
mv_b=0.099900
mv_a=0.000000
b1n=0.000000
b2n=0.000000
b3n=0.000000
b1x=0.699900
b2x=1.000000
b3x=1.000000
b1ed=0.000000
wavecode_0_enabled=0
wavecode_0_samples=102
wavecode_0_sep=10
wavecode_0_bSpectrum=0
wavecode_0_bUseDots=0
wavecode_0_bDrawThick=0
wavecode_0_bAdditive=0
wavecode_0_scaling=0.891519
wavecode_0_smoothing=0.000000
wavecode_0_r=1.000000
wavecode_0_g=0.500000
wavecode_0_b=0.500000
wavecode_0_a=0.600000
wave_0_per_frame1=t2 = t2 + bass_att;
wavecode_1_enabled=0
wavecode_1_samples=512
wavecode_1_sep=0
wavecode_1_bSpectrum=0
wavecode_1_bUseDots=0
wavecode_1_bDrawThick=1
wavecode_1_bAdditive=0
wavecode_1_scaling=0.891519
wavecode_1_smoothing=0.820000
wavecode_1_r=1.000000
wavecode_1_g=1.000000
wavecode_1_b=1.000000
wavecode_1_a=0.100000
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=0.891519
wavecode_2_smoothing=0.820000
wavecode_2_r=1.000000
wavecode_2_g=1.000000
wavecode_2_b=1.000000
wavecode_2_a=0.100000
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=1.000000
wavecode_3_smoothing=0.500000
wavecode_3_r=1.000000
wavecode_3_g=1.000000
wavecode_3_b=1.000000
wavecode_3_a=1.000000
wave_3_per_point1=ra = .8;
wave_3_per_point2=rb = .5;
wave_3_per_point3=pib = 6.28318530718;
wave_3_per_point4=
wave_3_per_point5=
wave_3_per_point6=tic = min(time-tin,.1);
wave_3_per_point7=tin = if(equal(sample,0),time,tin);
wave_3_per_point8=
wave_3_per_point9=mod = 1.5 + .5*sin(time*.15);
wave_3_per_point10=med = 1.5 + .5*sin(time*.134);
wave_3_per_point11=med = 5;
wave_3_per_point12=amod = 3;
wave_3_per_point13=
wave_3_per_point14=vr = rand(10001)*.0001;
wave_3_per_point15=rb = rb + rand(10001)*.0001*.1;
wave_3_per_point16=
wave_3_per_point17=a = vr;
wave_3_per_point18=
wave_3_per_point19=sa = vr*pib*.5;
wave_3_per_point20=sp = sa*mod + q1*1.3;
wave_3_per_point21=sam = sa*med - q1*.219;
wave_3_per_point22=
wave_3_per_point23=ox = ra*sin(sam*pib);
wave_3_per_point24=oy = ra*cos(sam*pib);
wave_3_per_point25=ox = ox + rb*-cos(sp)*sin(sam*pib);
wave_3_per_point26=oz = rb*-sin(sp);
wave_3_per_point27=oy = oy + rb*-cos(sp)*cos(sam*pib);
wave_3_per_point28=
wave_3_per_point29=
wave_3_per_point30=xang = time*.132;
wave_3_per_point31=xang = q2;
wave_3_per_point32=yang = time*.153;
wave_3_per_point33=yang = q3;
wave_3_per_point34=zang = time*.110;
wave_3_per_point35=zang = q4;
wave_3_per_point36=fov = 0.6 + 0.2*sin(time);
wave_3_per_point37=fov = .5;
wave_3_per_point38=
wave_3_per_point39=mx = ox*cos(zang) - oy*sin(zang);
wave_3_per_point40=my = ox*sin(zang) + oy*cos(zang);
wave_3_per_point41=ox = mx;
wave_3_per_point42=oy = my;
wave_3_per_point43=mx = ox*cos(yang) + oz*sin(yang);
wave_3_per_point44=mz = - ox*sin(yang) + oz*cos(yang);
wave_3_per_point45=ox = mx;
wave_3_per_point46=oz = mz;
wave_3_per_point47=my = oy*cos(xang) - oz*sin(xang);
wave_3_per_point48=mz = oy*sin(xang) + oz*cos(xang);
wave_3_per_point49=oy = my;
wave_3_per_point50=oz = mz;
wave_3_per_point51=
wave_3_per_point52=oz = oz - 2;
wave_3_per_point53=x = ox*fov/oz + 0.5;
wave_3_per_point54=x = (x-.5)*0.75 + 0.5;
wave_3_per_point55=y = oy*fov/oz + 0.5;
wave_3_per_point56=
shapecode_0_enabled=1
shapecode_0_sides=4
shapecode_0_additive=0
shapecode_0_thickOutline=1
shapecode_0_textured=1
shapecode_0_x=0.530000
shapecode_0_y=0.500000
shapecode_0_rad=0.088200
shapecode_0_ang=0.000000
shapecode_0_tex_ang=0.000000
shapecode_0_tex_zoom=0.492800
shapecode_0_r=1.000000
shapecode_0_g=1.000000
shapecode_0_b=1.000000
shapecode_0_a=0.700000
shapecode_0_r2=0.600000
shapecode_0_g2=0.300000
shapecode_0_b2=0.100000
shapecode_0_a2=1.000000
shapecode_0_border_r=0.000000
shapecode_0_border_g=0.000000
shapecode_0_border_b=0.000000
shapecode_0_border_a=0.000000
shape_0_per_frame1=trig = equal(q28%2,1)*q24;
shape_0_per_frame2=
shape_0_per_frame3=seed = sqr(time - int(time));
shape_0_per_frame4=rr1 = rr1 * (1-trig) + seed*trig;
shape_0_per_frame5=
shape_0_per_frame6=textured = 1;
shape_0_per_frame7=ang = 0;
shape_0_per_frame8=tex_ang = .2*sin(time/9);
shape_0_per_frame9=
shape_0_per_frame10=x = .5; y = .5;
shape_0_per_frame11=
shape_0_per_frame12=a = .9; a2 = 0;
shape_0_per_frame13=rad = .35;
shape_0_per_frame14=tex_zoom = 2.2;
shapecode_1_enabled=1
shapecode_1_sides=54
shapecode_1_additive=0
shapecode_1_thickOutline=0
shapecode_1_textured=0
shapecode_1_x=0.520000
shapecode_1_y=0.500000
shapecode_1_rad=0.241462
shapecode_1_ang=0.000000
shapecode_1_tex_ang=0.000000
shapecode_1_tex_zoom=0.028461
shapecode_1_r=1.000000
shapecode_1_g=1.000000
shapecode_1_b=1.000000
shapecode_1_a=0.030000
shapecode_1_r2=1.000000
shapecode_1_g2=1.000000
shapecode_1_b2=1.000000
shapecode_1_a2=0.000000
shapecode_1_border_r=0.500000
shapecode_1_border_g=0.500000
shapecode_1_border_b=0.500000
shapecode_1_border_a=0.000000
shape_1_per_frame1=a = q24;a2 = 0.1;
shape_1_per_frame2=
shape_1_per_frame3=r = .0; b =.0; g = 0; 
shape_1_per_frame4=r2 = .0; b2 = .0; g2 = 0;
shapecode_2_enabled=0
shapecode_2_sides=4
shapecode_2_additive=0
shapecode_2_thickOutline=0
shapecode_2_textured=0
shapecode_2_x=0.553000
shapecode_2_y=0.600000
shapecode_2_rad=0.796895
shapecode_2_ang=0.000000
shapecode_2_tex_ang=0.000000
shapecode_2_tex_zoom=0.499805
shapecode_2_r=1.000000
shapecode_2_g=1.000000
shapecode_2_b=1.000000
shapecode_2_a=0.000000
shapecode_2_r2=1.000000
shapecode_2_g2=0.000000
shapecode_2_b2=1.000000
shapecode_2_a2=0.010000
shapecode_2_border_r=1.000000
shapecode_2_border_g=0.500000
shapecode_2_border_b=0.500000
shapecode_2_border_a=1.000000
shape_2_per_frame1=x = .5 + .0*sin(time);
shape_2_per_frame2=y = .5 + .2*cos(time);
shapecode_3_enabled=1
shapecode_3_sides=44
shapecode_3_additive=0
shapecode_3_thickOutline=0
shapecode_3_textured=0
shapecode_3_x=0.450000
shapecode_3_y=0.500000
shapecode_3_rad=0.202682
shapecode_3_ang=0.000000
shapecode_3_tex_ang=0.628319
shapecode_3_tex_zoom=4.461715
shapecode_3_r=0.500000
shapecode_3_g=0.000000
shapecode_3_b=0.000000
shapecode_3_a=0.500000
shapecode_3_r2=0.000000
shapecode_3_g2=0.000000
shapecode_3_b2=0.000000
shapecode_3_a2=0.000000
shapecode_3_border_r=0.500000
shapecode_3_border_g=0.500000
shapecode_3_border_b=0.500000
shapecode_3_border_a=0.000000
shape_3_per_frame1=dx =  rand(200)/1000-.1;
shape_3_per_frame2=dy =  rand(200)/1000-.1;
shape_3_per_frame3=
shape_3_per_frame4=x = .5 + dx*(1-q22/4);
shape_3_per_frame5=y = .5 + dy*(1-q22/4);
shape_3_per_frame6=
shape_3_per_frame7=
shape_3_per_frame8=a = .9;
shape_3_per_frame9=a2 = .8; 
shape_3_per_frame10=g = rand(10)/50;
shape_3_per_frame11=rad = .05*q24+0.04 +q22/40; 
per_frame_init_1=p3 = 0;p2=0; p1=0;
per_frame_init_2=t_rel = 0;
per_frame_init_3=op=2;avg=1;
per_frame_1=dec_med = pow (0.8, 30/fps);
per_frame_2=dec_slow = pow (0.95, 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, .5+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) %8;
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=monitor = index4;
per_frame_13=
per_frame_14=q20 = avg;
per_frame_15=q21 = beat;
per_frame_16=q22 = peak;
per_frame_17=q23 = index;
per_frame_18=q24 = is_beat;
per_frame_19=q26 = bass_att + mid_att + treb_att+1;
per_frame_20=
per_frame_21=q20 = max(q20-1,0);
per_frame_22=op1 = dec_med*op1 + q20*(1-dec_med);
per_frame_23=op2 = dec_med*op2 + q20*op1;
per_frame_24=
per_frame_25=q10 = atan(op2*1.5)*1.2;
per_frame_26=
per_frame_27=//k1 =  is_beat*bnot(index)*bnot(index2);
per_frame_28=
per_frame_29=k1 =  is_beat*equal(index,0);
per_frame_30=p1 =  k1*(p1+1) + (1-k1)*p1;
per_frame_31=p2 = dec_slow * p2+ (1-dec_slow)*p1;
per_frame_32=p3 = dec_slow * p3+ (1-dec_slow)*p2;
per_frame_33=rott = p3 * 3.14159265359/4;
per_frame_34=
per_frame_35=
per_frame_36=q27 = 8-index;
per_frame_37=q28 = index2;
per_frame_38=
per_frame_39=//q28 = sin(time)+1;
per_frame_40=
per_frame_41=q1 = cos(rott);
per_frame_42=q2 = sin(rott);
per_frame_43=q3 = -q2;
per_frame_44=q4 = q1;
per_frame_45=
per_frame_46=t_rel = t_rel + .02*30/fps*q1*q1;
per_frame_47=
per_frame_48=q5 = cos(t_rel);
per_frame_49=q6 = sin(t_rel);
per_frame_50=q7 = -q6;
per_frame_51=q8 = q5;
per_frame_52=
per_frame_53=puls1 = puls1*dec_med + q24*(1-dec_med);
per_frame_54=puls2 = puls2*dec_med + puls1*(1-dec_med);
per_frame_55=q25 = puls2;
per_frame_56=
per_frame_57=roty = roty + .003*30/fps;
per_frame_58=q29=roty;
per_frame_59=
per_frame_60=zoom = 1+.0*q22;
warp_1=`sampler sampler_worms;
warp_2=`float3 color, mus;
warp_3=`float2 uv1, uv6;
warp_4=`float dx,dy;
warp_5=`
warp_6=`shader_body {
warp_7=`
warp_8=`uv1 = (uv-.5);
warp_9=`
warp_10=`float2 ang2= tex2D (sampler_noise_hq,uv1/3+.006*time).xy;
warp_11=`uv6 = mul(uv1,float2x2(ang2.y,-ang2.x,ang2.x,ang2.y));
warp_12=`
warp_13=`mus = abs(.5*cos(uv6.y*14)-(cos(uv6.x*71)));
warp_14=`mus *= float3 (1,.96,.9)/25;
warp_15=`
warp_16=`uv6 = .2*sin(12*uv+rand_frame);
warp_17=`float3 dots = .001/length(uv6)* float3 (0.2,1,1);
warp_18=`
warp_19=`//dots = lum(tex2D (sampler_noise_hq,uv +rand_frame));
warp_20=`//dots = (dots-.7) * (dots >= .7) * float3 (0.2,1,1);
warp_21=`
warp_22=`mus -= dots;
warp_23=`
warp_24=`
warp_25=`float3 blur = GetBlur1(frac(uv));
warp_26=`
warp_27=`float2 hor = float2 (texsize.z,0);
warp_28=`float2 ver = float2 (0,texsize.w);
warp_29=`hor = float2 (.004,0);
warp_30=`ver = float2 (0,.004);
warp_31=`
warp_32=`
warp_33=`
warp_34=`float dx = lum(GetPixel(uv+hor)-GetPixel(uv-hor));
warp_35=`float dy = lum(GetPixel(uv+ver)-GetPixel(uv-ver));
warp_36=`
warp_37=`float2 zz = float2 (dx,dy);
warp_38=`
warp_39=`
warp_40=`float3 crisp= tex2D(sampler_main,uv+zz*.02);
warp_41=`crisp +=.015 - length(zz)*blur/1.5;
warp_42=`
warp_43=`float3 ret1 = crisp - lum(blur)*.012 + mus;
warp_44=`//ret1 = abs(mus)/2;
warp_45=`ret = ret1 * .99 -  .04 ;
warp_46=`}
comp_1=`
comp_2=`float2 rs, rs0, uv2, uv3,uv4;
comp_3=`float3 noise, ret1;
comp_4=`
comp_5=`shader_body {
comp_6=`uv.y = uv.y-.2*q1;
comp_7=`
comp_8=`float2 uv1 = (uv-.5 )*aspect.xy;
comp_9=`
comp_10=`float z = .1/uv1.y/uv1.x;
comp_11=`rs0.x = uv1.x*z;
comp_12=`rs0.y = z;
comp_13=`rs = rs0 + time/2;
comp_14=`
comp_15=`//uv1 = mul(uv1,float2x2(_qa));
comp_16=`noise = lum(tex2D(sampler_noise_hq,rs/2));
comp_17=`noise = noise-.56;
comp_18=`
comp_19=`float3 mask = saturate(12*(uv1.y)) ;
comp_20=`
comp_21=`/////////////
comp_22=`
comp_23=`uv2 = 2*uv1 * abs(pow(sqrt(uv1.x),.3+q10)) ;
comp_24=`
comp_25=`uv4 = 8*uv1 * (pow(abs(uv1.x),.4+q25))+float2(0.5,.5+time/8) ;
comp_26=`
comp_27=`float mask2 = pow(1-rad,8);
comp_28=`mask2 = pow(1-length(2*uv1),8);
comp_29=`
comp_30=`uv3 = frac(uv2-.5-.1*noise*mask);
comp_31=`
comp_32=`float2 hor = float2 (texsize.z,0);
comp_33=`float2 ver = float2 (0, texsize.w);
comp_34=`float dx = lum(GetPixel(uv3+hor) - GetPixel(uv3-hor));
comp_35=`float dy = lum(GetPixel(uv3+ver) - GetPixel(uv3-ver));
comp_36=`float2 dz = float2 (dx,dy);
comp_37=`
comp_38=`ret1 = 0 ;
comp_39=`ret1 = GetBlur1(frac(uv3))*0 + GetPixel(uv3);
comp_40=`ret1 *= 1-.5*mask;
comp_41=`//////////
comp_42=`
comp_43=`ret1 *= .2+ bass_att/3;
comp_44=`
comp_45=`float2 uv6 = .3*sin(4*uv1) + dz*8;
comp_46=`float3 mus = ((.06/length(uv6))-.2);
comp_47=`
comp_48=`ret = (1-.5*mask2)*ret1*(1+mus)  
comp_49=`+ saturate(q10*(2-8*ret1.r)*mask2*GetPixel(uv4));    
comp_50=`}
