MILKDROP_PRESET_VERSION=201
PSVERSION=2
PSVERSION_WARP=2
PSVERSION_COMP=2
[preset00]
fRating=4.0
fGammaAdj=1.0
fDecay=0.960
fVideoEchoZoom=1.007
fVideoEchoAlpha=0.0
nVideoEchoOrientation=1
nWaveMode=2
bAdditiveWaves=0
bWaveDots=1
bWaveThick=0
bModWaveAlphaByVolume=0
bMaximizeWaveColor=0
bTexWrap=0
bDarkenCenter=0
bRedBlueStereo=0
bBrighten=0
bDarken=1
bSolarize=0
bInvert=0
fWaveAlpha=0.001
fWaveScale=0.012
fWaveSmoothing=0.9
fWaveParam=0.0
fModWaveAlphaStart=0.750
fModWaveAlphaEnd=0.950
fWarpAnimSpeed=0.010
fWarpScale=1.611
fZoomExponent=1.0
fShader=0.0
zoom=1.0
rot=0.00400
cx=0.5
cy=0.5
dx=0.0
dy=0.0
warp=0.12532
sx=1.0
sy=1.0
wave_r=0.5
wave_g=0.4
wave_b=0.3
wave_x=0.5
wave_y=0.5
ob_size=0.0
ob_r=0.110
ob_g=0.0
ob_b=0.1
ob_a=0.0
ib_size=0.0
ib_r=0.0
ib_g=0.0
ib_b=0.0
ib_a=0.0
nMotionVectorsX=3.0
nMotionVectorsY=2.0
mv_dx=0.020
mv_dy=-0.020
mv_l=0.150
mv_r=0.490
mv_g=0.480
mv_b=0.3
mv_a=0.0
b1n=0.0
b2n=0.0
b3n=0.0
b1x=1.0
b2x=1.0
b3x=1.0
b1ed=0.250
wavecode_0_enabled=1
wavecode_0_samples=512
wavecode_0_sep=0
wavecode_0_bSpectrum=0
wavecode_0_bUseDots=0
wavecode_0_bDrawThick=1
wavecode_0_bAdditive=0
wavecode_0_scaling=1.0
wavecode_0_smoothing=0.5
wavecode_0_r=0.1
wavecode_0_g=1.0
wavecode_0_b=0.7
wavecode_0_a=1.0
wave_0_per_point1=n=sample*6.283;
wave_0_per_point2=phs=-sample * 0.2;
wave_0_per_point3=tm=q1 + phs;
wave_0_per_point4=
wave_0_per_point5=flip=flip+1;
wave_0_per_point6=flip=flip*below(flip,2);
wave_0_per_point7=
wave_0_per_point8=xp=0;
wave_0_per_point9=yp=flip*0.1 + (sin(tm)*0.5 + 0.5)*0.2;
wave_0_per_point10=zp=0;
wave_0_per_point11=
wave_0_per_point12=//wrist movement;
wave_0_per_point13=ang=sin(tm*2)*0.5 +0.5;
wave_0_per_point14=
wave_0_per_point15=xq=xp;
wave_0_per_point16=yq=yp*sin(ang) + zp*cos(ang);
wave_0_per_point17=zq=yp*cos(ang) - zp*sin(ang);
wave_0_per_point18=yq=yp;
wave_0_per_point19=zq=zp;
wave_0_per_point20=
wave_0_per_point21=ang=tm*8;
wave_0_per_point22=xp=xq*sin(ang) + yq*cos(ang);
wave_0_per_point23=yp=xq*cos(ang) - yq*sin(ang);
wave_0_per_point24=zp=zq;
wave_0_per_point25=
wave_0_per_point26=//forearm movement;
wave_0_per_point27=zp=zp-0.3;
wave_0_per_point28=ang=3.14 + sin(tm*2 - 0.5)*1.5;
wave_0_per_point29=xq=xp;
wave_0_per_point30=yq=yp*sin(ang) + zp*cos(ang);
wave_0_per_point31=zq=yp*cos(ang) - zp*sin(ang);
wave_0_per_point32=
wave_0_per_point33=//upper arm twist
wave_0_per_point34=ang=-1.0 + cos(tm*3 + 0.5);
wave_0_per_point35=xp=xq*sin(ang) + yq*cos(ang);
wave_0_per_point36=yp=xq*cos(ang) - yq*sin(ang);
wave_0_per_point37=zp=zq;
wave_0_per_point38=
wave_0_per_point39=//upper arm outward;
wave_0_per_point40=zp=zp-0.35;
wave_0_per_point41=ang=cos(tm*2)*0.75 - 1.05;
wave_0_per_point42=xq=xp*sin(ang) + zp*cos(ang);
wave_0_per_point43=yq=yp;
wave_0_per_point44=zq=xp*cos(ang) - zp*sin(ang);
wave_0_per_point45=
wave_0_per_point46=//upper arm up down;
wave_0_per_point47=ang=cos(tm)*0.5 - 0.5;
wave_0_per_point48=xp=xq;
wave_0_per_point49=yp=yq*cos(ang) - zq*sin(ang);
wave_0_per_point50=zp=yq*sin(ang) + zq*cos(ang);
wave_0_per_point51=
wave_0_per_point52=//xp=xq;yp=yq;zp=zq;
wave_0_per_point53=
wave_0_per_point54=
wave_0_per_point55=//project into screenspace and draw on screen
wave_0_per_point56=zp=zp+2;
wave_0_per_point57=xs=xp/zp;
wave_0_per_point58=ys=yp/zp;
wave_0_per_point59=
wave_0_per_point60=x=xs+0.5;
wave_0_per_point61=y=ys*1.3+0.5;
wave_0_per_point62=
wave_0_per_point63=
wave_0_per_point64=a=(1-sample)*flip;
wave_0_per_point65=
wave_0_per_point66=b=b+pow(1-sample,2)*0.3
wavecode_1_enabled=1
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=1.0
wavecode_1_smoothing=0.5
wavecode_1_r=0.2
wavecode_1_g=1.0
wavecode_1_b=0.6
wavecode_1_a=1.0
wave_1_per_point1=n=sample*6.283;
wave_1_per_point2=phs=-sample * 0.2;
wave_1_per_point3=tm=q1 + phs;
wave_1_per_point4=
wave_1_per_point5=flip=flip+1;
wave_1_per_point6=flip=flip*below(flip,2);
wave_1_per_point7=
wave_1_per_point8=xp=0;
wave_1_per_point9=yp=flip*0.1 + (sin(tm)*0.5 + 0.5)*0.2;
wave_1_per_point10=yp=-yp;
wave_1_per_point11=zp=0;
wave_1_per_point12=
wave_1_per_point13=//wrist movement;
wave_1_per_point14=ang=sin(tm*2)*0.5 +0.5;
wave_1_per_point15=
wave_1_per_point16=xq=xp;
wave_1_per_point17=yq=yp*sin(ang) + zp*cos(ang);
wave_1_per_point18=zq=yp*cos(ang) - zp*sin(ang);
wave_1_per_point19=yq=yp;
wave_1_per_point20=zq=zp;
wave_1_per_point21=
wave_1_per_point22=ang=tm*8;
wave_1_per_point23=xp=xq*sin(ang) + yq*cos(ang);
wave_1_per_point24=yp=xq*cos(ang) - yq*sin(ang);
wave_1_per_point25=zp=zq;
wave_1_per_point26=
wave_1_per_point27=//forearm movement;
wave_1_per_point28=zp=zp-0.3;
wave_1_per_point29=ang=3.14 + sin(tm*2 - 0.5)*1.5;
wave_1_per_point30=xq=xp;
wave_1_per_point31=yq=yp*sin(ang) + zp*cos(ang);
wave_1_per_point32=zq=yp*cos(ang) - zp*sin(ang);
wave_1_per_point33=
wave_1_per_point34=//upper arm twist
wave_1_per_point35=ang=-1.0 + cos(tm*3 + 0.5);
wave_1_per_point36=xp=xq*sin(ang) + yq*cos(ang);
wave_1_per_point37=yp=xq*cos(ang) - yq*sin(ang);
wave_1_per_point38=zp=zq;
wave_1_per_point39=
wave_1_per_point40=//upper arm outward;
wave_1_per_point41=zp=zp-0.35;
wave_1_per_point42=ang=cos(tm*2)*0.75 - 1.05;
wave_1_per_point43=xq=xp*sin(ang) + zp*cos(ang);
wave_1_per_point44=yq=yp;
wave_1_per_point45=zq=xp*cos(ang) - zp*sin(ang);
wave_1_per_point46=
wave_1_per_point47=//upper arm up down;
wave_1_per_point48=ang=cos(tm)*0.5 - 0.5;
wave_1_per_point49=xp=xq;
wave_1_per_point50=yp=yq*cos(ang) - zq*sin(ang);
wave_1_per_point51=zp=yq*sin(ang) + zq*cos(ang);
wave_1_per_point52=
wave_1_per_point53=//xp=xq;yp=yq;zp=zq;
wave_1_per_point54=
wave_1_per_point55=
wave_1_per_point56=//project into screenspace and draw on screen
wave_1_per_point57=zp=zp+2;
wave_1_per_point58=xs=xp/zp;
wave_1_per_point59=ys=yp/zp;
wave_1_per_point60=
wave_1_per_point61=x=xs+0.5;
wave_1_per_point62=y=ys*1.3+0.5;
wave_1_per_point63=
wave_1_per_point64=
wave_1_per_point65=a=(1-sample)*flip;
wave_1_per_point66=
wave_1_per_point67=
wave_1_per_point68=b=b+pow(1-sample,2)*0.3
wave_1_per_point69=
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=1
wavecode_2_scaling=1.0
wavecode_2_smoothing=0.5
wavecode_2_r=1.0
wavecode_2_g=0.6
wavecode_2_b=0.1
wavecode_2_a=1.0
wave_2_per_point1=n=sample*6.283;
wave_2_per_point2=tm=q1;
wave_2_per_point3=phs=-sample*0.5;
wave_2_per_point4=
wave_2_per_point5=flip=flip+1;
wave_2_per_point6=flip=flip*below(flip,2);
wave_2_per_point7=
wave_2_per_point8=xp=0;
wave_2_per_point9=yp=flip*0.1;
wave_2_per_point10=zp=0;
wave_2_per_point11=
wave_2_per_point12=//wrist movement;
wave_2_per_point13=ang=sin(tm*2+phs - 2)*0.5 +0.5 + 2;
wave_2_per_point14=
wave_2_per_point15=xq=xp;
wave_2_per_point16=yq=yp*sin(ang) + zp*cos(ang);
wave_2_per_point17=zq=yp*cos(ang) - zp*sin(ang);
wave_2_per_point18=
wave_2_per_point19=ang=cos(tm*2+phs - 2)*1.5 ;
wave_2_per_point20=xp=xq*sin(ang) + yq*cos(ang);
wave_2_per_point21=yp=xq*cos(ang) - yq*sin(ang);
wave_2_per_point22=zp=zq;
wave_2_per_point23=
wave_2_per_point24=//forearm movement;
wave_2_per_point25=zp=zp-0.3;
wave_2_per_point26=ang=3.14 + sin(tm*2+phs - 0.5)*1.5;
wave_2_per_point27=xq=xp;
wave_2_per_point28=yq=yp*sin(ang) + zp*cos(ang);
wave_2_per_point29=zq=yp*cos(ang) - zp*sin(ang);
wave_2_per_point30=
wave_2_per_point31=//upper arm twist
wave_2_per_point32=ang=-1.0 + cos(tm*3 + 0.5 +phs + 0.5);
wave_2_per_point33=xp=xq*sin(ang) + yq*cos(ang);
wave_2_per_point34=yp=xq*cos(ang) - yq*sin(ang);
wave_2_per_point35=zp=zq;
wave_2_per_point36=
wave_2_per_point37=//upper arm outward;
wave_2_per_point38=zp=zp-0.35;
wave_2_per_point39=ang=cos(tm*2+phs)*0.75 - 1.05;
wave_2_per_point40=xq=xp*sin(ang) + zp*cos(ang);
wave_2_per_point41=yq=yp;
wave_2_per_point42=zq=xp*cos(ang) - zp*sin(ang);
wave_2_per_point43=
wave_2_per_point44=//upper arm up down;
wave_2_per_point45=ang=cos(tm+phs)*0.5 - 0.5;
wave_2_per_point46=xp=xq;
wave_2_per_point47=yp=yq*cos(ang) - zq*sin(ang);
wave_2_per_point48=zp=yq*sin(ang) + zq*cos(ang);
wave_2_per_point49=
wave_2_per_point50=//xp=xq;yp=yq;zp=zq;
wave_2_per_point51=
wave_2_per_point52=
wave_2_per_point53=//project into screenspace and draw on screen
wave_2_per_point54=zp=zp+2;
wave_2_per_point55=xs=xp/zp;
wave_2_per_point56=ys=yp/zp;
wave_2_per_point57=
wave_2_per_point58=x=xs+0.5;
wave_2_per_point59=y=ys*1.3+0.5;
wave_2_per_point60=
wave_2_per_point61=
wave_2_per_point62=a=(1-sample)*0.05
wave_2_per_point63=
wavecode_3_enabled=0
wavecode_3_samples=512
wavecode_3_sep=0
wavecode_3_bSpectrum=0
wavecode_3_bUseDots=0
wavecode_3_bDrawThick=1
wavecode_3_bAdditive=1
wavecode_3_scaling=1.0
wavecode_3_smoothing=0.5
wavecode_3_r=1.0
wavecode_3_g=0.3
wavecode_3_b=0.1
wavecode_3_a=1.0
wave_3_per_point1=n=sample*6.283;
wave_3_per_point2=tm=q1 ;
wave_3_per_point3=phs=-sample*0.5;
wave_3_per_point4=
wave_3_per_point5=flip=flip+1;
wave_3_per_point6=flip=flip*below(flip,2);
wave_3_per_point7=
wave_3_per_point8=xp=0;
wave_3_per_point9=yp=flip*0.1;
wave_3_per_point10=zp=0;
wave_3_per_point11=
wave_3_per_point12=//wrist movement;
wave_3_per_point13=ang=sin(tm*2+phs-2)*0.5 +0.5 + 2;
wave_3_per_point14=
wave_3_per_point15=xq=xp;
wave_3_per_point16=yq=yp*sin(ang) + zp*cos(ang);
wave_3_per_point17=zq=yp*cos(ang) - zp*sin(ang);
wave_3_per_point18=
wave_3_per_point19=ang=cos(tm*2+phs-2)*1.5;
wave_3_per_point20=xp=xq*sin(ang) + yq*cos(ang);
wave_3_per_point21=yp=xq*cos(ang) - yq*sin(ang);
wave_3_per_point22=zp=zq;
wave_3_per_point23=
wave_3_per_point24=//forearm movement;
wave_3_per_point25=zp=zp-0.3;
wave_3_per_point26=ang=3.14 + sin(tm*2+phs-0.5)*1.5;
wave_3_per_point27=xq=xp;
wave_3_per_point28=yq=yp*sin(ang) + zp*cos(ang);
wave_3_per_point29=zq=yp*cos(ang) - zp*sin(ang);
wave_3_per_point30=
wave_3_per_point31=//upper arm twist
wave_3_per_point32=ang=-1.0 + cos(tm*3 + 0.5 +phs);
wave_3_per_point33=xp=xq*sin(ang) + yq*cos(ang);
wave_3_per_point34=yp=xq*cos(ang) - yq*sin(ang);
wave_3_per_point35=zp=zq;
wave_3_per_point36=
wave_3_per_point37=//upper arm outward;
wave_3_per_point38=zp=zp-0.35;
wave_3_per_point39=ang=cos(tm*2+phs)*0.75 - 1.05;
wave_3_per_point40=xq=xp*sin(ang) + zp*cos(ang);
wave_3_per_point41=yq=yp;
wave_3_per_point42=zq=xp*cos(ang) - zp*sin(ang);
wave_3_per_point43=
wave_3_per_point44=//upper arm up down;
wave_3_per_point45=ang=cos(tm+phs)*0.5 - 0.5;
wave_3_per_point46=xp=xq;
wave_3_per_point47=yp=yq*cos(ang) - zq*sin(ang);
wave_3_per_point48=zp=yq*sin(ang) + zq*cos(ang);
wave_3_per_point49=
wave_3_per_point50=//xp=xq;yp=yq;zp=zq;
wave_3_per_point51=
wave_3_per_point52=
wave_3_per_point53=//project into screenspace and draw on screen
wave_3_per_point54=zp=zp+2;
wave_3_per_point55=xs=xp/zp;
wave_3_per_point56=ys=yp/zp;
wave_3_per_point57=
wave_3_per_point58=x=-xs+0.5;
wave_3_per_point59=y=ys*1.3+0.5;
wave_3_per_point60=
wave_3_per_point61=
wave_3_per_point62=a=(1-sample)*0.05;
wave_3_per_point63=
shapecode_0_enabled=1
shapecode_0_sides=5
shapecode_0_additive=0
shapecode_0_thickOutline=0
shapecode_0_textured=1
shapecode_0_num_inst=1
shapecode_0_x=0.5
shapecode_0_y=0.5
shapecode_0_rad=1.06779
shapecode_0_ang=0.75398
shapecode_0_tex_ang=0.0
shapecode_0_tex_zoom=0.77977
shapecode_0_r=1.0
shapecode_0_g=1.0
shapecode_0_b=1.0
shapecode_0_a=1.0
shapecode_0_r2=1.0
shapecode_0_g2=1.0
shapecode_0_b2=1.0
shapecode_0_a2=0.0
shapecode_0_border_r=1.0
shapecode_0_border_g=1.0
shapecode_0_border_b=1.0
shapecode_0_border_a=0.0
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=0.5
shapecode_1_y=0.5
shapecode_1_rad=0.1
shapecode_1_ang=0.0
shapecode_1_tex_ang=0.0
shapecode_1_tex_zoom=1.0
shapecode_1_r=1.0
shapecode_1_g=0.0
shapecode_1_b=0.0
shapecode_1_a=1.0
shapecode_1_r2=0.0
shapecode_1_g2=1.0
shapecode_1_b2=0.0
shapecode_1_a2=0.0
shapecode_1_border_r=1.0
shapecode_1_border_g=1.0
shapecode_1_border_b=1.0
shapecode_1_border_a=0.1
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=0.5
shapecode_2_y=0.5
shapecode_2_rad=0.1
shapecode_2_ang=0.0
shapecode_2_tex_ang=0.0
shapecode_2_tex_zoom=1.0
shapecode_2_r=1.0
shapecode_2_g=0.0
shapecode_2_b=0.0
shapecode_2_a=1.0
shapecode_2_r2=0.0
shapecode_2_g2=1.0
shapecode_2_b2=0.0
shapecode_2_a2=0.0
shapecode_2_border_r=1.0
shapecode_2_border_g=1.0
shapecode_2_border_b=1.0
shapecode_2_border_a=0.1
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=0.5
shapecode_3_y=0.5
shapecode_3_rad=0.1
shapecode_3_ang=0.0
shapecode_3_tex_ang=0.0
shapecode_3_tex_zoom=1.0
shapecode_3_r=1.0
shapecode_3_g=0.0
shapecode_3_b=0.0
shapecode_3_a=1.0
shapecode_3_r2=0.0
shapecode_3_g2=1.0
shapecode_3_b2=0.0
shapecode_3_a2=0.0
shapecode_3_border_r=1.0
shapecode_3_border_g=1.0
shapecode_3_border_b=1.0
shapecode_3_border_a=0.1
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=0.98;
per_frame_2=zoom=1.002;
per_frame_3=
per_frame_4=q1=time*0.9;
per_frame_5=
per_frame_6=
per_frame_7=
per_frame_8=
warp_1=`shader_body
warp_2=`{
warp_3=`    // sample previous frame
warp_4=`    ret = tex2D( sampler_fc_main, uv ).xyz;
warp_5=`    
warp_6=`    // darken (decay) over time
warp_7=`    //ret *= 0.96; //or try: ret -= 0.004;
warp_8=`
warp_9=`
warp_10=`}
comp_1=`shader_body
comp_2=`{
comp_3=`    float2 uv2;
comp_4=`
comp_5=`    // the weights of the 4 height value frequencies:
comp_6=`    float4 c = float4(1,0.3,0.1,0);
comp_7=`
comp_8=`    uv2 = uv + float2(1,0)*texsize.zw;
comp_9=`    float gx1 = GetPixel(uv2).x*c.x + GetBlur1(uv2).x*c.y + GetBlur2(uv2).x*c.z + GetBlur3(uv2).x*c.w;
comp_10=`    uv2 = uv + float2(-1,0)*texsize.zw;
comp_11=`    float gx2 = GetPixel(uv2).x*c.x + GetBlur1(uv2).x*c.y + GetBlur2(uv2).x*c.z + GetBlur3(uv2).x*c.w;
comp_12=`
comp_13=`    uv2 = uv + float2(0,1)*texsize.zw;
comp_14=`    float gy1 = GetPixel(uv2).x*c.x + GetBlur1(uv2).x*c.y + GetBlur2(uv2).x*c.z + GetBlur3(uv2).x*c.w;
comp_15=`    uv2 = uv + float2(0,-1)*texsize.zw;
comp_16=`    float gy2 = GetPixel(uv2).x*c.x + GetBlur1(uv2).x*c.y + GetBlur2(uv2).x*c.z + GetBlur3(uv2).x*c.w;
comp_17=`
comp_18=`    // compute gradient vector:
comp_19=`    float3 g = normalize(float3(gx1-gx2, gy1-gy2, 0.08));
comp_20=`
comp_21=`    // hacked default lighting from it:
comp_22=`    float3 dir1 = normalize(float3(0.3,-0.13,0.05));
comp_23=`    float3 col1 = float3(1.3,0.9,0.6)*1.5;
comp_24=`    ret = col1 * saturate(dot(g,dir1));
comp_25=`
comp_26=`}
