MILKDROP_PRESET_VERSION=201
PSVERSION=3
PSVERSION_WARP=3
PSVERSION_COMP=3
[preset00]
fRating=2.000000
fGammaAdj=1.980
fDecay=0.500
fVideoEchoZoom=1.000
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=128
wavecode_0_sep=0
wavecode_0_bSpectrum=0
wavecode_0_bUseDots=0
wavecode_0_bDrawThick=1
wavecode_0_bAdditive=1
wavecode_0_scaling=0.89152
wavecode_0_smoothing=0.00000
wavecode_0_r=1.000
wavecode_0_g=1.000
wavecode_0_b=1.000
wavecode_0_a=1.000
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=0
shapecode_0_sides=64
shapecode_0_additive=0
shapecode_0_thickOutline=1
shapecode_0_textured=1
shapecode_0_num_inst=1
shapecode_0_x=0.500
shapecode_0_y=0.500
shapecode_0_rad=0.53526
shapecode_0_ang=0.00000
shapecode_0_tex_ang=0.00000
shapecode_0_tex_zoom=1.35028
shapecode_0_r=1.000
shapecode_0_g=1.000
shapecode_0_b=1.000
shapecode_0_a=0.400
shapecode_0_r2=1.000
shapecode_0_g2=1.000
shapecode_0_b2=1.000
shapecode_0_a2=0.500
shapecode_0_border_r=1.000
shapecode_0_border_g=1.000
shapecode_0_border_b=0.000
shapecode_0_border_a=0.000
shapecode_1_enabled=1
shapecode_1_sides=14
shapecode_1_additive=0
shapecode_1_thickOutline=0
shapecode_1_textured=0
shapecode_1_num_inst=78
shapecode_1_x=0.600
shapecode_1_y=0.500
shapecode_1_rad=0.02217
shapecode_1_ang=0.00000
shapecode_1_tex_ang=0.00000
shapecode_1_tex_zoom=60.80383
shapecode_1_r=1.000
shapecode_1_g=1.000
shapecode_1_b=1.000
shapecode_1_a=0.900
shapecode_1_r2=0.000
shapecode_1_g2=0.000
shapecode_1_b2=0.000
shapecode_1_a2=1.000
shapecode_1_border_r=1.000
shapecode_1_border_g=0.590
shapecode_1_border_b=1.000
shapecode_1_border_a=1.000
shape_1_init1=t1 = rand(10)/10;
shape_1_init2=t2 = .2 + rand(8)/10;
shape_1_per_frame1=speed = .02;
shape_1_per_frame2=trel = int(time*speed)- time*speed+1;
shape_1_per_frame3=k1 = instance/num_inst; 
shape_1_per_frame4=k1 = k1 - int(k1);
shape_1_per_frame5=dist = 1.4-k1; //################# soll 1 sein
shape_1_per_frame6=//dist = dist - int(dist);
shape_1_per_frame7=
shape_1_per_frame8=
shape_1_per_frame9=fov = .1;
shape_1_per_frame10=arg = dist-.02*time;
shape_1_per_frame11=posx = fov/dist * (sin(arg*13) + .2*sin(dist*332));
shape_1_per_frame12=posy = fov/dist * (cos(arg*36)+ .2*sin(dist*332));
shape_1_per_frame13=
shape_1_per_frame14=xl = .5 + posx;
shape_1_per_frame15=yl = .5 + posy;
shape_1_per_frame16=
shape_1_per_frame17=time2 = time/4 + cos(instance) ;
shape_1_per_frame18=xw = .5 + .5 * (sin(arg*14) + .02*cos(arg*1131)) ;
shape_1_per_frame19=yw = time2 - int(time2);
shape_1_per_frame20=
shape_1_per_frame21=x = if(bnot(q19),xl,xw);
shape_1_per_frame22=y = if(bnot(q19),yl,yw);
shape_1_per_frame23=
shape_1_per_frame24=ang = time * sin(k1*44)*12;
shape_1_per_frame25=a = t1; border_a = 0; a2 = t2;
shape_1_per_frame26=rad = .01/dist;
shape_1_per_frame27=
shape_1_per_frame28=r = .5 + .3* sin(instance+arg); 
shape_1_per_frame29=b = .5 + .3* sin(instance-2+arg); 
shape_1_per_frame30=g = .5 + .3* sin(instance*2+arg);
shape_1_per_frame31=
shape_1_per_frame32=
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=0.503
shapecode_2_y=0.670
shapecode_2_rad=0.05033
shapecode_2_ang=0.00000
shapecode_2_tex_ang=0.00000
shapecode_2_tex_zoom=0.49981
shapecode_2_r=0.000
shapecode_2_g=1.000
shapecode_2_b=1.000
shapecode_2_a=1.000
shapecode_2_r2=0.000
shapecode_2_g2=0.000
shapecode_2_b2=0.000
shapecode_2_a2=1.000
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=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=0.510
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=0.400
shapecode_3_b=0.000
shapecode_3_a=0.700
shapecode_3_r2=1.000
shapecode_3_g2=1.000
shapecode_3_b2=1.000
shapecode_3_a2=0.000
shapecode_3_border_r=0.500
shapecode_3_border_g=0.500
shapecode_3_border_b=0.500
shapecode_3_border_a=0.000
per_frame_init_1=index = rand(100);
per_frame_init_2=index2 = rand(100);
per_frame_init_3=rand1 = rand(12);
per_frame_init_4=rand2 = rand(3);
per_frame_init_5=p1 = rand(10);
per_frame_init_6=p2 = p1;
per_frame_init_7=p3 = p2;
per_frame_init_8=movy = rand(100)/23;
per_frame_1=dec_med = pow (0.95, 30/fps);
per_frame_2=dec_slow = pow (0.98, 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, .2+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) %64;
per_frame_9=index2 = (index2 + is_beat*bnot(index))%3;
per_frame_10=
per_frame_11=q20 = avg;
per_frame_12=q21 = beat;
per_frame_13=q22 = peak;
per_frame_14=
per_frame_15=ps = dec_slow*ps + (1-dec_slow)*q22;
per_frame_16=q23 = ps;
per_frame_17=q24 = is_beat;
per_frame_18=q26 = bass_att + mid_att + treb_att;
per_frame_19=q27 = index +1;
per_frame_20=q28 = index2;
per_frame_21=
per_frame_22=k1 =  is_beat*bnot(index%20);
per_frame_23=p1 =  k1*(p1+1) + (1-k1)*p1;
per_frame_24=p2 = dec_med * p2+ (1-dec_med)*p1;
per_frame_25=p3 = dec_med * p3+ (1-dec_med)*p2;
per_frame_26=rott = p3 * 3.1416/4;
per_frame_27=q1 = cos(rott);
per_frame_28=q2 = sin(rott);
per_frame_29=q3 = -q2;
per_frame_30=q4 = q1;
per_frame_31=
per_frame_32=dirx = dirx*dec_med + (1-dec_med)*(index2);
per_frame_33=
per_frame_34=movx = movx + .02*dirx/fps;
per_frame_35=movy = movy + .04*q1/fps;
per_frame_36=q15= movx;
per_frame_37=q16 = movy;
per_frame_38=
per_frame_39=movp = movp +.02*q23/fps;
per_frame_40=q17 = movp;
per_frame_41=
per_frame_42=trig1 = q24* bnot(index%4) * above(t1,1.9);
per_frame_43=t1 = if(trig1,0,t1+.3/fps);
per_frame_44=t1 = min(t1,2);
per_frame_45=
per_frame_46=radi = .7;
per_frame_47=q10 = (-1 + t1)*radi*1.5;
per_frame_48=q11 = (1 - 2*sqr(t1-1))*radi-.4;
per_frame_49=q12 = 0;
per_frame_50=
per_frame_51=q5 = .03 + .1*(1+sin(time/27+rand1)); //dia
per_frame_52=q6 = 2 + sin(time/27+rand2*2.5);
per_frame_53=q8 = sin(time/16);
per_frame_54=q19 = rand2*.002;
per_frame_55=
per_frame_56=monitor = index;
warp_1=`sampler sampler_pw_noise_lq;
warp_2=`
warp_3=`float3 ret1, stone, window;
warp_4=`float2 rsk, uv1, uv2, uv3, uv4, dz1, Kugel1;
warp_5=`float mask1, rad1, rill;
warp_6=`static float iter6 = (rand_preset.z > .5);
warp_7=`shader_body {
warp_8=`
warp_9=`float dx = abs(.5-frac(uv.x*88))*0;
warp_10=`float dy = abs(.5-frac(uv.y*88))*1;
warp_11=`uv += float2(dx,dy)*.0;
warp_12=`
warp_13=`uv1 = float2(uv.x-.5,uv.y-0.5);
warp_14=`
warp_15=`float2 uv3 = uv1;float dist = 43+18*iter6;
warp_16=`uv3 = dist * uv1;
warp_17=`
warp_18=`float ky = saturate(.04-uv3.y/40);
warp_19=`float k1 = uv3.x*.8 ;;
warp_20=`
warp_21=`k1 = k1 - sign (k1)*14; //Verdoppelung
warp_22=`k1 = k1 - sign (k1)*11; //Verdoppelung
warp_23=`k1 = k1 - sign (k1)*(2+rand_preset.y*8); //Verdoppelung
warp_24=`
warp_25=`int n = 1 ;
warp_26=`float delta = .1;
warp_27=`while (n <= 4+2*iter6) 
warp_28=`{
warp_29=`  k1 += (-16*n*sign(k1))*ky*ky;
warp_30=`  ky = saturate (ky - delta);
warp_31=`  delta *= 1;
warp_32=`  n++; 
warp_33=`}
warp_34=`float k2 = k1;
warp_35=`k1 = clamp(k1,-1.6,1.6);
warp_36=`stone = saturate(cos(k1) -.1);
warp_37=`
warp_38=`rill = (rand_preset-.3)*saturate(cos(8*k2))*stone;
warp_39=`
warp_40=`ret = max(stone/2, GetPixel((uv-.5)*2
warp_41=`+float2(-q15,q16))*(.66)) -.2*rill - 0.01;
warp_42=`}
comp_1=`float2 rs, rs0, uv2, uv3,uv4,dz;
comp_2=`float3 noise, ret1, neu;
comp_3=`static float2 hor = float2 (texsize.z,0);
comp_4=`static float2 ver = float2 (0, texsize.w);
comp_5=`static float dia = q18;
comp_6=`static float cstretch = .7*sqrt(2*rand_preset.x-1);
comp_7=`
comp_8=`shader_body {
comp_9=`
comp_10=`float noise = tex2D (sampler_noise_lq,float2(uv.x+time*.06,uv.y/4+time*.02));
comp_11=`
comp_12=`float2 uv1 = (uv-.5 );//*aspect.xy;
comp_13=`uv1 += noise*q19;
comp_14=`float z = .1/uv1.y/uv1.x;
comp_15=`
comp_16=`float dist = 1;
comp_17=`float inten = 1;
comp_18=`ret1 = 0;
comp_19=`
comp_20=`dz = 0; neu = 0;
comp_21=`    uv1.x *= 1/(uv1.y*(rand_preset.x-.5)*2+1);
comp_22=`    uv3 = frac(2*uv1 +.5 + float2(q15*2 ,-2*q16));
comp_23=`
comp_24=`    dz.x = inten*(2*lum(GetPixel(uv3+hor))- 2*lum(GetPixel(uv3-hor)));
comp_25=`    dz.y = inten*(2*lum(GetPixel(uv3+ver))- 2*lum(GetPixel(uv3-ver)));
comp_26=`    ret1 = GetPixel(uv3);
comp_27=`
comp_28=`dz = dz*1.5;
comp_29=`
comp_30=`float2 pos = float2 (sin(q15*2), sin(q16*2))*.6;
comp_31=`
comp_32=`uv2 = uv1;
comp_33=`float2 uv_rr = (uv2-pos + dz*(1-cstretch));
comp_34=`float2 uv_gg = (uv2-pos + dz);
comp_35=`float2 uv_bb = (uv2-pos + dz*(1+cstretch));
comp_36=`
comp_37=`dia = q5;
comp_38=`float3 mus = float3(dia/length(uv_rr),
comp_39=`dia/length(uv_gg),
comp_40=`dia/length(uv_bb));
comp_41=`mus = mus + .04;
comp_42=`mus *= (.75+mus);
comp_43=`ret = saturate(mus) * saturate (1-q6*lum(ret1)) ;
comp_44=`
comp_45=`ret += pow(saturate(1-2*sqrt(mus))*ret1,2)/dia/2*q8; //mauer sichtbar
comp_46=`//ret = GetPixel(uv);
comp_47=`}
