MILKDROP_PRESET_VERSION=201
PSVERSION=3
PSVERSION_WARP=3
PSVERSION_COMP=3
[preset00]
fRating=5.000
fGammaAdj=1.980
fDecay=0.500
fVideoEchoZoom=1.000
fVideoEchoAlpha=0.500
nVideoEchoOrientation=3
nWaveMode=6
bAdditiveWaves=1
bWaveDots=1
bWaveThick=1
bModWaveAlphaByVolume=1
bMaximizeWaveColor=0
bTexWrap=1
bDarkenCenter=0
bRedBlueStereo=0
bBrighten=0
bDarken=1
bSolarize=0
bInvert=0
fWaveAlpha=0.001
fWaveScale=6.671
fWaveSmoothing=0.000
fWaveParam=0.200
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=1.000
wave_g=0.000
wave_b=0.000
wave_x=0.500
wave_y=0.500
ob_size=0.000
ob_r=0.100
ob_g=0.000
ob_b=0.000
ob_a=1.000
ib_size=0.260
ib_r=0.250
ib_g=0.250
ib_b=0.250
ib_a=0.000
nMotionVectorsX=12.800
nMotionVectorsY=9.600
mv_dx=0.000
mv_dy=0.000
mv_l=0.050
mv_r=1.000
mv_g=1.000
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=193
wavecode_0_sep=0
wavecode_0_bSpectrum=0
wavecode_0_bUseDots=0
wavecode_0_bDrawThick=0
wavecode_0_bAdditive=1
wavecode_0_scaling=0.89152
wavecode_0_smoothing=0.82000
wavecode_0_r=1.000
wavecode_0_g=1.000
wavecode_0_b=1.000
wavecode_0_a=0.600
wave_0_init1=t1 = rand(100)/300+.5;
wave_0_init2=t2 = rand(100)/100+1;
wave_0_per_point1=x = sample; y =.51;
wavecode_1_enabled=0
wavecode_1_samples=232
wavecode_1_sep=0
wavecode_1_bSpectrum=0
wavecode_1_bUseDots=1
wavecode_1_bDrawThick=1
wavecode_1_bAdditive=1
wavecode_1_scaling=0.89152
wavecode_1_smoothing=0.82000
wavecode_1_r=1.000
wavecode_1_g=0.000
wavecode_1_b=0.000
wavecode_1_a=0.100
wavecode_2_enabled=0
wavecode_2_samples=100
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=0.000
wavecode_2_b=0.000
wavecode_2_a=1.000
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=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=0.600
shapecode_0_rad=0.43865
shapecode_0_ang=0.00000
shapecode_0_tex_ang=3.01593
shapecode_0_tex_zoom=10.04050
shapecode_0_r=1.000
shapecode_0_g=1.000
shapecode_0_b=1.000
shapecode_0_a=1.000
shapecode_0_r2=0.000
shapecode_0_g2=0.000
shapecode_0_b2=0.000
shapecode_0_a2=0.000
shapecode_0_border_r=0.800
shapecode_0_border_g=0.000
shapecode_0_border_b=1.000
shapecode_0_border_a=1.000
shape_0_per_frame1=rad = min(2,1/q22);
shapecode_1_enabled=1
shapecode_1_sides=3
shapecode_1_additive=1
shapecode_1_thickOutline=0
shapecode_1_textured=0
shapecode_1_num_inst=174
shapecode_1_x=0.500
shapecode_1_y=0.500
shapecode_1_rad=1.99863
shapecode_1_ang=0.00000
shapecode_1_tex_ang=0.00000
shapecode_1_tex_zoom=0.49981
shapecode_1_r=1.000
shapecode_1_g=1.000
shapecode_1_b=0.000
shapecode_1_a=0.100
shapecode_1_r2=0.000
shapecode_1_g2=0.000
shapecode_1_b2=0.000
shapecode_1_a2=0.000
shapecode_1_border_r=0.500
shapecode_1_border_g=0.500
shapecode_1_border_b=0.500
shapecode_1_border_a=0.000
shape_1_per_frame1=x0 = rand(1000)/1200+.1;
shape_1_per_frame2=y0 = rand(1000)/1000;
shape_1_per_frame3=
shape_1_per_frame4=x = x0;
shape_1_per_frame5=y = .45+y0*y0;
shape_1_per_frame6=rad = .02 * rand(200)/100;
shape_1_per_frame7=a = .1*q17;
shapecode_2_enabled=1
shapecode_2_sides=13
shapecode_2_additive=1
shapecode_2_thickOutline=0
shapecode_2_textured=0
shapecode_2_num_inst=117
shapecode_2_x=0.500
shapecode_2_y=0.500
shapecode_2_rad=0.73893
shapecode_2_ang=0.00000
shapecode_2_tex_ang=0.00000
shapecode_2_tex_zoom=1.22384
shapecode_2_r=1.000
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=1.000
shapecode_2_a2=0.000
shapecode_2_border_r=0.500
shapecode_2_border_g=0.500
shapecode_2_border_b=0.500
shapecode_2_border_a=0.000
shape_2_per_frame1=k1 = instance/num_inst*6.28;
shape_2_per_frame2=
shape_2_per_frame3=oz = ((65*instance+37)%4096)/199 + time*.3;
shape_2_per_frame4=oz = 1 + int(oz)-oz;
shape_2_per_frame5=
shape_2_per_frame6=ox = sin(k1*72);
shape_2_per_frame7=oy = cos(k1*112); //# Mult aendern
shape_2_per_frame8=
shape_2_per_frame9=fov = .02;
shape_2_per_frame10=//fov = .012/q23 + .005;
shape_2_per_frame11=//oz = oz*oz;
shape_2_per_frame12=
shape_2_per_frame13=k2 = .0;
shape_2_per_frame14=dx = fov*ox/(oz+k2);
shape_2_per_frame15=x = (instance/num_inst)*.9 +0.05 ;
shape_2_per_frame16=
shape_2_per_frame17=y = .4*fov*abs(oy)/(oz+k2)+.5;
shape_2_per_frame18=rad = min(2*fov/oz,.3);
shape_2_per_frame19=
shape_2_per_frame20=a = above(oz,0)*(.05+.01*q17) * max(0,(1-pow(oz,1))*sqrt(oz));
shape_2_per_frame21=
shape_2_per_frame22=a2 = 0;
shapecode_3_enabled=0
shapecode_3_sides=63
shapecode_3_additive=0
shapecode_3_thickOutline=0
shapecode_3_textured=1
shapecode_3_num_inst=1
shapecode_3_x=0.500
shapecode_3_y=1.000
shapecode_3_rad=0.54822
shapecode_3_ang=0.00000
shapecode_3_tex_ang=0.00000
shapecode_3_tex_zoom=0.49981
shapecode_3_r=1.000
shapecode_3_g=1.000
shapecode_3_b=1.000
shapecode_3_a=1.000
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=ran1 = .4;
per_frame_init_2=ran1_ = ran1;
per_frame_init_3=ran1__ = ran1;
per_frame_init_4=speed = 1;
per_frame_init_5=index = rand(16);
per_frame_init_6=
per_frame_init_7=dir = (rand(100)/100-.5)*1.5;
per_frame_init_8=dir_s = sir;
per_frame_1=dec_m = pow (0.85, 30/fps); dec_s = pow (0.96, 30/fps); 
per_frame_2=
per_frame_3=beat = bass+mid+treb; 
per_frame_4=avg = avg*dec_s + beat*(1-dec_s);
per_frame_5=is_beat = above(beat, 1+avg+peak) * above (time, t0+.5);
per_frame_6=t0 = is_beat*time + (1-is_beat)*t0;
per_frame_7=peak = is_beat * beat + (1-is_beat)*peak*dec_m;
per_frame_8=index = (index + is_beat) %24;
per_frame_9=index2 = (index2 + is_beat*bnot(index))%8;
per_frame_10=
per_frame_11=q22 = max(0,peak-.0)+.01;
per_frame_12=q24 = is_beat;
per_frame_13=q27 = index +1;
per_frame_14=pulse = pulse*dec_m + (1-dec_m)*beat;
per_frame_15=q23 = pulse/4;
per_frame_16=trel = trel + pulse/fps/2;
per_frame_17=q26 = trel;
per_frame_18=
per_frame_19=k1 =  is_beat*bnot(index%4);
per_frame_20=p1 =  k1*(p1+1) + (1-k1)*p1;
per_frame_21=p2 = dec_m * p2+ (1-dec_m)*p1;
per_frame_22=p3 = dec_m * p3+ (1-dec_m)*p2;
per_frame_23=rott = p3 * 3.14159265359/4;
per_frame_24=
per_frame_25=q13 = cos(rott);
per_frame_26=q14 = sin(rott);
per_frame_27=q15 = -q14;
per_frame_28=q16 = q13;
per_frame_29=
per_frame_30=trig = is_beat * bnot(index%12);
per_frame_31=dir_s = if(trig,(rand(100)/30-1.5)*above(rand(100),80),dir_s);
per_frame_32=storm = storm*dec_m + (1-dec_m)* bnot(dir_s)*below(abs(dir),.1);
per_frame_33=q17 = storm;
per_frame_34=speed = speed*dec_s + (1-dec_s)*(1+3*storm);
per_frame_35=monitor = index;
per_frame_36=
per_frame_37=ddir = -(dir - dir_s)*.2;
per_frame_38=ddir_ = ddir_ *dec_s + ddir *(1-dec_s);
per_frame_39=dir = dir + ddir_/fps*abs(speed) ;
per_frame_40=//dir = 0;
per_frame_41=q9 = dir;
per_frame_42=q10 = max(min(tan(dir),1),-1)*.5+.5;
per_frame_43=q12 = dir;
per_frame_44=
per_frame_45=height = 4;
per_frame_46=trig = is_beat * bnot(index%8);
per_frame_47=ran1 = if (trig,rand(100)/250+.1,ran1);
per_frame_48=ran1_ = ran1_*dec_m + (1-dec_m) * ran1;
per_frame_49=ran1__ = ran1__*dec_s + (1-dec_s) * ran1_;
per_frame_50=vdir = ran1__;
per_frame_51=q7 = vdir; //Blick vertikal; verschiebt nur uv1.y
per_frame_52=q8 = if (above(vdir,0),height,height-4*vdir); //Flughoehe; 
per_frame_53=
per_frame_54=//***** Tilt
per_frame_55=ddir3 = ddir3*dec_m + (1-dec_m)*(ddir_+sin(trel/4)*.1);
per_frame_56=q1 = cos(ddir3*speed/2);
per_frame_57=q2 = sin(-ddir3*speed/2);
per_frame_58=
per_frame_59=//***** moving direction
per_frame_60=q3 = cos(dir);
per_frame_61=q4 = sin(dir);
per_frame_62=
per_frame_63=//***** x-y-Position
per_frame_64=pos1 = pos1 + q3/fps*speed+.8/fps*speed;
per_frame_65=pos2 = pos2 + q4/fps*speed;
per_frame_66=q5 = -pos2;
per_frame_67=q6 = pos1;
per_frame_68=
per_frame_69=q29 = .05*sin(time/7.5)+.1;
per_frame_70=q30 = 1-(.07+.04*q13 +.02*q17)*30/fps;
per_frame_71=q31 = 1.00-.1*q17*30/fps;
per_frame_72=
per_frame_73=zoom = 1;
per_frame_74=rot = 0.0;
per_frame_75=dx = 0.005*q14*(4*q17+1)*30/fps;
per_frame_76=dy = .002*sin(time/2)*q17*30/fps;
per_frame_77=warp = .1;
warp_1=`
warp_2=`sampler sampler_pw_noise_lq;
warp_3=`shader_body {
warp_4=`float corr = texsize.xy*texsize_noise_lq.zw;
warp_5=`float2 dis = float2 (.5,.5 +.02*(1-q17) +q17*.08*sin(4*uv.x+q26+q12));
warp_6=`float3 ret1, ret2;
warp_7=`float del = (uv.y>=.5);
warp_8=`
warp_9=`float2 uv1 = (uv-dis)*float2(q31,q30)+dis;
warp_10=`
warp_11=`uv1 += GetBlur1(uv)*0;
warp_12=`
warp_13=`float3 seed = tex2D(sampler_noise_lq,corr*uv+rand_frame +float2(0,time*0));
warp_14=`
warp_15=`float2 dz = tex2D (sampler_main, uv1+seed).xy;
warp_16=`dz = (seed-.5)*.003;
warp_17=`
warp_18=`ret1 = tex2D (sampler_fw_main, uv1+dz) + 0.1*(seed-.5);
warp_19=`
warp_20=`ret = (ret1 - .01) * 1 * (.99-.03*GetBlur1(uv)); 
warp_21=`ret -= (1-q17)*del*.04;
warp_22=`}
warp_23=`
warp_24=`written by martin
warp_25=`END
comp_1=`static const float quality = 3, depth = 2.5;
comp_2=`float3 rsl, rsl2, rss, ret1,screen3,cloud;
comp_3=`float2 uv0, uv1, uv2;
comp_4=`float sand,tmp, lprof,lprof2,sprof,sprof2, n, stone,stone_lit,sun,sky;
comp_5=`float hormask, lavmask,ilavmask,cldmask,ncloud;
comp_6=`static float lav_gnd = 0,hordist = 8, tele = 1+0*q17;
comp_7=`static float2 mov = float2 (q5,q6);
comp_8=`
comp_9=`float hq_n (float3 uvi) {return lum(tex2D (sampler_noise_hq ,uvi.xy));}
comp_10=`float noise2 (float3 uvi) {return tex2D (sampler_noise_lq,uvi*8);}
comp_11=`
comp_12=`float noise4 (float2 uvi) { float n1,n2,n3,n4,zv; zv = 0.006*time;
comp_13=`  n1 = lum(tex2D(sampler_noise_hq, (uvi)));
comp_14=`  n2 = lum(tex2D(sampler_noise_hq, (uvi*2+zv)));
comp_15=`  n3 = lum(tex2D(sampler_noise_hq, (uvi*4+zv)));
comp_16=`  n4 = lum(tex2D(sampler_noise_hq, (uvi*8+4*zv)));
comp_17=`  return n1 + n2/2 + n3/4 + n4/8;}
comp_18=`
comp_19=`float noise3 (float3 uvi) {float arg;
comp_20=`return  clamp(tex2D (sampler_noise_hq,uvi.xy/16)-.5,-.25,.25)*2
comp_21=`        +(tex2D (sampler_noise_hq,uvi.xy/8)-.5)/4
comp_22=`        +(tex2D (sampler_noise_hq,(uvi.x + sin(2*uvi.y))/2))/8;}
comp_23=`
comp_24=`float3 rs_lav (float2 uvi, float berg) {  float z; float2 rs;
comp_25=`  z = 8/(uvi.y)*(q8-4*berg); z = clamp(z,-8,100*hordist); //#final check !
comp_26=`  rs.x = uvi.x*z ; rs.y = z; 
comp_27=`  rs = mul(rs,float2x2(q3,q4,-q4,q3));  
comp_28=`  return float3(rs/64,z); } 
comp_29=`
comp_30=`float3 rs_sky (float2 uvi, float berg) {  float z; float2 rs;
comp_31=`  z = 8/(uvi.y - berg-.5); z = clamp(z,-32,1);
comp_32=`  rs.x = (uvi.x)*z ; rs.y = z; 
comp_33=`  rs = mul(rs,float2x2(q3,q4,-q4,q3));
comp_34=`  return float3(-rs/64+mov/512,z); }
comp_35=`
comp_36=`shader_body {uv0 = uv;
comp_37=`uv1 = uv*aspect.xy-float2(.5,q7) ;
comp_38=`uv1 = mul(uv1,float2x2(q1,q2,-q2,q1));
comp_39=`
comp_40=`float fx = .8;
comp_41=`uv2 = uv1*float2(fx,fx)+float2(.5-q12,.44);
comp_42=`sand = lum(GetPixel(uv2)) * (1-0*length(uv1));
comp_43=`float sand2 =lum(GetPixel(float2(uv2.x,1-uv2.y)));
comp_44=`
comp_45=`//CLOUDS
comp_46=`uv2 = rs_sky(uv1,0);tmp = 0;
comp_47=`for (int n = 1; n <= 3; n++) {
comp_48=`  uv2 = rs_sky(uv1,tmp*.03);
comp_49=`  tmp = saturate(lum(tex2D (sampler_noise_hq,uv2 +.03*noise4(uv2*2))-.5));}
comp_50=`tmp = saturate(pow(tmp,1.4) * sign(tmp));
comp_51=`cloud = tmp;
comp_52=`ncloud = saturate(1-tmp);
comp_53=`
comp_54=`//DUNES
comp_55=`for (n=1; n <= quality; n++) {
comp_56=`  rsl = rs_lav(tele*uv1,lav_gnd)+float3(mov,0); //#spiele an uv-Vorfakt - zoom, auch bei sky !
comp_57=`  lprof = noise3(rsl);
comp_58=`  lav_gnd -= lprof/quality*depth/sqrt(rsl.z); } 
comp_59=`rsl = rs_lav(tele*uv1,lav_gnd)+float3(mov,0); 
comp_60=`stone = noise2(rsl);
comp_61=`
comp_62=`float3 rsl3 = rsl + float3(0,.1,0);
comp_63=`lprof2 = noise3(rsl3);
comp_64=`stone_lit = .3+4*saturate(.2+lprof-lprof2);
comp_65=`
comp_66=`//------------------- masking -----------------------------------------
comp_67=`lavmask = saturate (hordist-rsl.z/100) * (rsl.z >= 0); // # !
comp_68=`ilavmask = saturate(1-lavmask);
comp_69=`
comp_70=`//---------------- skylight first-----------------
comp_71=`ret1 = ncloud*uv.y*float3 (.3,.4,1); 
comp_72=`ret1 += cloud*2;
comp_73=`ret1 *= ilavmask;  
comp_74=`
comp_75=`//----------------lava / stone  -----------------
comp_76=`ret1 += stone *stone_lit*lavmask * float3(1,.4,.0);
comp_77=`
comp_78=`float2 uv3 = rs_lav(uv1,lav_gnd);
comp_79=`
comp_80=`float shad =  saturate (8+12*abs(cos(uv3.x*8))-uv3.y*8 -24*abs(uv3.x) );
comp_81=`ret1 *= 1-.8*shad*(rsl.z >= 0)*(abs(uv3.x)<=.5);
comp_82=`
comp_83=`ret1 = ret1*(1-saturate(sand*sand)) + sand*float3(1,.46,0) ;
comp_84=`
comp_85=`ret = 1-exp(-ret1*1.5); 
comp_86=`
comp_87=`//ret = GetPixel(uv);
comp_88=`}
comp_89=`
comp_90=`written by martin
comp_91=`END
