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=2
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=0.527
fWaveSmoothing=0.450
fWaveParam=0.000
fModWaveAlphaStart=0.000
fModWaveAlphaEnd=1.320
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=0.300
b3x=1.000
b1ed=0.000
wavecode_0_enabled=0
wavecode_0_samples=282
wavecode_0_sep=20
wavecode_0_bSpectrum=0
wavecode_0_bUseDots=1
wavecode_0_bDrawThick=0
wavecode_0_bAdditive=0
wavecode_0_scaling=7.85800
wavecode_0_smoothing=0.10000
wavecode_0_r=1.000
wavecode_0_g=0.000
wavecode_0_b=0.000
wavecode_0_a=0.600
wave_0_init1=t1 = 1 + (rand(101)*.01 - rand(101)*.01)*.3;
wave_0_init2=t2 = 1 + (rand(101)*.01 - rand(101)*.01)*.3;
wave_0_init3=t3 = 1 + (rand(101)*.01 - rand(101)*.01)*.3;
wave_0_init4=t4 = 1 + (rand(101)*.01 - rand(101)*.01)*.3;
wave_0_init5=t5 = 1 + (rand(101)*.01 - rand(101)*.01)*.3;
wave_0_init6=t6 = 1 + (rand(101)*.01 - rand(101)*.01)*.3;
wave_0_init7=t7 = 1 + (rand(101)*.01 - rand(101)*.01)*.3;
wave_0_init8=t8 = 1 + (rand(101)*.01 - rand(101)*.01)*.3;
wave_0_init9=
wavecode_1_enabled=0
wavecode_1_samples=512
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=0.82000
wavecode_1_r=1.000
wavecode_1_g=1.000
wavecode_1_b=1.000
wavecode_1_a=0.100
wave_1_init1=t1 = 1 + (rand(101)*.01 - rand(101)*.01)*.3;
wave_1_init2=t2 = 1 + (rand(101)*.01 - rand(101)*.01)*.3;
wave_1_init3=t3 = 1 + (rand(101)*.01 - rand(101)*.01)*.3;
wave_1_init4=t4 = 1 + (rand(101)*.01 - rand(101)*.01)*.3;
wave_1_init5=t5 = 1 + (rand(101)*.01 - rand(101)*.01)*.3;
wave_1_init6=t6 = 1 + (rand(101)*.01 - rand(101)*.01)*.3;
wave_1_init7=t7 = 1 + (rand(101)*.01 - rand(101)*.01)*.3;
wave_1_init8=t8 = 1 + (rand(101)*.01 - rand(101)*.01)*.3;
wave_1_init9=
wavecode_2_enabled=0
wavecode_2_samples=512
wavecode_2_sep=0
wavecode_2_bSpectrum=0
wavecode_2_bUseDots=0
wavecode_2_bDrawThick=0
wavecode_2_bAdditive=0
wavecode_2_scaling=0.89152
wavecode_2_smoothing=0.00000
wavecode_2_r=0.500
wavecode_2_g=0.000
wavecode_2_b=0.500
wavecode_2_a=1.000
wave_2_init1=t1 = 1 + (rand(101)*.01 - rand(101)*.01)*.3;
wave_2_init2=t2 = 1 + (rand(101)*.01 - rand(101)*.01)*.3;
wave_2_init3=t3 = 1 + (rand(101)*.01 - rand(101)*.01)*.3;
wave_2_init4=t4 = 1 + (rand(101)*.01 - rand(101)*.01)*.3;
wave_2_init5=t5 = 1 + (rand(101)*.01 - rand(101)*.01)*.3;
wave_2_init6=t6 = 1 + (rand(101)*.01 - rand(101)*.01)*.3;
wave_2_init7=t7 = 1 + (rand(101)*.01 - rand(101)*.01)*.3;
wave_2_init8=t8 = 1 + (rand(101)*.01 - rand(101)*.01)*.3;
wave_2_init9=
wavecode_3_enabled=0
wavecode_3_samples=512
wavecode_3_sep=0
wavecode_3_bSpectrum=1
wavecode_3_bUseDots=0
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=1
shapecode_0_sides=32
shapecode_0_additive=1
shapecode_0_thickOutline=0
shapecode_0_textured=1
shapecode_0_num_inst=1
shapecode_0_x=0.500
shapecode_0_y=0.660
shapecode_0_rad=0.34546
shapecode_0_ang=0.00000
shapecode_0_tex_ang=1.50796
shapecode_0_tex_zoom=0.61299
shapecode_0_r=0.800
shapecode_0_g=0.800
shapecode_0_b=1.000
shapecode_0_a=0.080
shapecode_0_r2=0.000
shapecode_0_g2=0.000
shapecode_0_b2=0.000
shapecode_0_a2=0.000
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=16
shapecode_1_additive=0
shapecode_1_thickOutline=1
shapecode_1_textured=0
shapecode_1_num_inst=32
shapecode_1_x=0.500
shapecode_1_y=0.670
shapecode_1_rad=0.02007
shapecode_1_ang=0.00000
shapecode_1_tex_ang=0.00000
shapecode_1_tex_zoom=1.25486
shapecode_1_r=0.700
shapecode_1_g=0.000
shapecode_1_b=0.000
shapecode_1_a=0.500
shapecode_1_r2=0.000
shapecode_1_g2=0.000
shapecode_1_b2=0.000
shapecode_1_a2=0.000
shapecode_1_border_r=0.300
shapecode_1_border_g=0.700
shapecode_1_border_b=0.800
shapecode_1_border_a=0.000
shape_1_per_frame1=//blood drooling
shape_1_per_frame2=
shape_1_per_frame3=// "random" values per instance
shape_1_per_frame4=phase = sin(instance*3);
shape_1_per_frame5=speed = 2+cos(instance*12);
shape_1_per_frame6=x0 = .5 + .06/q2*sin(instance*17);
shape_1_per_frame7=
shape_1_per_frame8=trel = (time-phase)*speed/16;
shape_1_per_frame9=tinst = trel - int(trel);
shape_1_per_frame10=
shape_1_per_frame11=x = x0;
shape_1_per_frame12=y = .5-q3 - tinst;
shape_1_per_frame13=
shape_1_per_frame14=a = min(sqrt(tinst)+.1,1);
shape_1_per_frame15=a = a*q17;
shapecode_2_enabled=0
shapecode_2_sides=3
shapecode_2_additive=0
shapecode_2_thickOutline=0
shapecode_2_textured=0
shapecode_2_num_inst=6
shapecode_2_x=0.503
shapecode_2_y=0.370
shapecode_2_rad=0.06391
shapecode_2_ang=0.94248
shapecode_2_tex_ang=0.00000
shapecode_2_tex_zoom=9.18052
shapecode_2_r=1.000
shapecode_2_g=1.000
shapecode_2_b=1.000
shapecode_2_a=1.000
shapecode_2_r2=1.000
shapecode_2_g2=1.000
shapecode_2_b2=1.000
shapecode_2_a2=0.000
shapecode_2_border_r=0.000
shapecode_2_border_g=0.000
shapecode_2_border_b=0.000
shapecode_2_border_a=0.000
shape_2_per_frame1=k1 = instance/num_inst-.5;
shape_2_per_frame2=
shape_2_per_frame3=x = .5 + k1/8;
shape_2_per_frame4=
shape_2_per_frame5=y = .4 + (k1)*0;
shape_2_per_frame6=ang = 0;
shape_2_per_frame7=a = .1; a2 = .0;
shapecode_3_enabled=1
shapecode_3_sides=9
shapecode_3_additive=0
shapecode_3_thickOutline=0
shapecode_3_textured=0
shapecode_3_num_inst=2
shapecode_3_x=0.520
shapecode_3_y=0.510
shapecode_3_rad=0.01800
shapecode_3_ang=0.00000
shapecode_3_tex_ang=0.00000
shapecode_3_tex_zoom=1.91509
shapecode_3_r=0.000
shapecode_3_g=0.000
shapecode_3_b=0.000
shapecode_3_a=1.000
shapecode_3_r2=0.500
shapecode_3_g2=0.000
shapecode_3_b2=0.000
shapecode_3_a2=0.000
shapecode_3_border_r=0.200
shapecode_3_border_g=0.700
shapecode_3_border_b=0.500
shapecode_3_border_a=0.000
shape_3_per_frame1=x = .5 + (instance-.5)*.04;
shape_3_per_frame2=rad = .01+q22*.01;
per_frame_init_1=crumple = 0; 
per_frame_init_2=mwidth = .5;
per_frame_init_3=mshape = 0;
per_frame_init_4=dist = 4;
per_frame_init_5=dist_ = 4;
per_frame_1=dec_med = pow (0.8, 30/fps);
per_frame_2=dec_b = pow (0.9, 30/fps);
per_frame_3=dec_slow = pow (0.9, 30/fps);
per_frame_4=beat = max (max (bass, mid), treb); 
per_frame_5=avg = avg*dec_slow + beat*(1-dec_slow);
per_frame_6=is_beat = above(beat, avg+peak) * above (time, t0+.1);
per_frame_7=t0 = is_beat*time + (1-is_beat)*t0;
per_frame_8=peak = is_beat * beat + (1-is_beat)*peak*dec_med;
per_frame_9=index = (index + is_beat) %32;
per_frame_10=index2 = (index2 + is_beat*bnot(index))%4;
per_frame_11=
per_frame_12=q20 = avg;
per_frame_13=q21 = beat;
per_frame_14=q22 = peak;
per_frame_15=q24 = is_beat;
per_frame_16=q26 = bass_att + mid_att + treb_att;
per_frame_17=q27 = index +1;
per_frame_18=q28 = index2;
per_frame_19=
per_frame_20=light = light * dec_med + (1-dec_med)*q22;
per_frame_21=light = min(light,3);
per_frame_22=q15 = light/3;
per_frame_23=
per_frame_24=ph1 = below(q27,8);
per_frame_25=ph2 = above(q27,8)*below(q27,16);
per_frame_26=ph2a = above(q27,29); // open mouth
per_frame_27=ph3 = above(q27,30);
per_frame_28=
per_frame_29=blend = above(q27,30)+below(q27,2);
per_frame_30=blend_ = dec_b*blend_ + (1-dec_b)*blend;
per_frame_31=q19 = blend_;
per_frame_32=q18 = 1-blend_;
per_frame_33=dist = if(ph1,3,dist);
per_frame_34=dist = if(ph2,max(dist -1/fps,1.8),dist);
per_frame_35=dist = if(ph3,max(dist - 8/fps,-1),dist);
per_frame_36=dist_ = dist_ * dec_med + dist*(1-dec_med);
per_frame_37=
per_frame_38=q11 = dist_;//q11 = 2;
per_frame_39=open = if(ph2a,open*dec_slow,4);
per_frame_40=q16 = 4-open+q27/16+q15/2;
per_frame_41=q17 = above(q27,16); //drool
per_frame_42=
per_frame_43=trel1 = trel1 + 1/fps * (1 + q15*2*((q27%2)-.5));
per_frame_44=trel2 = trel2 + 1/fps * (1 + q15*2*((q27%4)-1.5));
per_frame_45=px_ = sin(trel1)/5;
per_frame_46=py_ = cos(trel2)/5-.1;
per_frame_47=
per_frame_48=px__ = dec_slow*px__ + px_ * (1-dec_slow);
per_frame_49=py__ = dec_slow*py__ + py_ * (1-dec_slow);
per_frame_50=
per_frame_51=q5 = px_+.1*sin(time); 
per_frame_52=q6 = py_+.1*cos(2*time); //light pos
per_frame_53=
per_frame_54=q9 = px__*sqrt(dist_)/2;  //head pos
per_frame_55=q10 = py__*sqrt(dist_)/2;
per_frame_56=
per_frame_57=trig = equal(q27,31)*q24;
per_frame_58=crumple = if(trig,rand(20)-5,crumple);
per_frame_59=mwidth =  if(trig,.2+rand(20)/15,mwidth);
per_frame_60=mshape =  if(trig, rand(20)/40,mshape);
per_frame_61=
per_frame_62=q1 = crumple;;
per_frame_63=q2 = mwidth;
per_frame_64=q3 = .1; //y-pos mouth
per_frame_65=q4 = mshape;
per_frame_66=
per_frame_67=monitor = trig;
per_frame_68=
per_frame_69=
warp_1=`sampler sampler_sampler_pw_noise_lq;
warp_2=`float hole;
warp_3=`float2 dz,uv1,uv2,uv3,uv4,uv6, mod;
warp_4=`float3 blur, blur2, noise2, noise3;
warp_5=`static float2 eyepos = float2(.1,-.1);
warp_6=`static float eyerad = .02+.01*q22;
warp_7=`static float mouth_y = q3;
warp_8=`static float direct = 1;
warp_9=`static float crumple = q1;
warp_10=`static float mwidth = q2;
warp_11=`static float mopen = q16;
warp_12=`static float mshape= q4;
warp_13=`static float dist = q11;
warp_14=`shader_body {
warp_15=`
warp_16=`float3 blur = lum(GetBlur1(frac(uv)))*crumple;
warp_17=`float2 hor = float2 (texsize.z,0)*8*blur;
warp_18=`float2 ver = float2 (0,texsize.w)*8*blur;
warp_19=`float dx = lum(tex2D(sampler_main,uv+hor) - tex2D(sampler_main,uv-hor));
warp_20=`float dy = lum(tex2D(sampler_main,uv+ver) - tex2D(sampler_main,uv-ver));
warp_21=`float2 dz = float2 (dx + (uv.x-.5)*.0,dy+.0);
warp_22=`
warp_23=`uv1 = float2 (abs(uv.x-.5),uv.y-.5);
warp_24=`
warp_25=`float teeth = sin((uv1.x)*142+1.5*sign(uv1.y-mouth_y))-mopen*.008/abs(uv1.y-mouth_y);
warp_26=`
warp_27=`float eyes = saturate(eyerad/length(uv1-eyepos));
warp_28=`eyes = pow(eyes,4);
warp_29=`float mouth = saturate(.05/sqrt(uv1.x*uv1.x*mwidth + (.05/(.01+mshape*uv1.x))*(1+q15)/mopen*pow(uv1.y-mouth_y,2)));
warp_30=`mouth = pow(mouth,3);
warp_31=`mod = eyes + mouth*mopen;
warp_32=`hole = pow(max(eyes,mouth),1);
warp_33=`
warp_34=`float3 eyeball = saturate(cos(1.4/eyerad*length(uv1-eyepos)))/3*(2-direct)*roam_sin*2;
warp_35=`eyeball = eyeball - (length(uv1-eyepos-.02*float2(q9*0,q10-eyepos.y)) < .01*q15);
warp_36=`
warp_37=`noise3 = lum(tex2D(sampler_noise_lq,uv1))+.5;
warp_38=`uv1 += mod/4;
warp_39=`teeth *= (mouth);
warp_40=`
warp_41=`float2 ang2= tex2D (sampler_noise_hq,uv1/4+time/400).xy;
warp_42=`//uv6 = mul(uv1,float2x2(ang2.y,-ang2.x,ang2.x,ang2.y));
warp_43=`uv6 = uv1 + .5*(uv1*4*ang2);
warp_44=`float mus = cos(uv6.y*18)+(sin(uv6.x*18));
warp_45=`noise2 = abs(mus)/6*(1+abs(crumple/16))+.2;
warp_46=`noise2 *= float3 (1,.9,.8);
warp_47=`noise2 = lerp(noise2,teeth,mouth);
warp_48=`noise2 = lerp(noise2,eyeball,eyes);
warp_49=`blur2 = GetBlur2(frac(noise3));
warp_50=`
warp_51=`float3 crisp = GetPixel(frac(uv+dz*.003));
warp_52=`//crisp = max(crisp, .8*float3(1,1,1)*GetPixel(uv*1+.3)*saturate(1-2*lum(GetPixel(uv+.31))));
warp_53=`crisp += -0.0*blur2 - length(dz)*.1;
warp_54=`
warp_55=`
warp_56=`ret = crisp * (.99-hole/2*direct) -  .01 + noise2*(.045+hole*direct)  ;
warp_57=`//ret = hole;
warp_58=`//ret = 1-eyes;
warp_59=`//ret = tex2D (sampler_shub1,uv1);
warp_60=`}
comp_1=`float dx, dy, k1;
comp_2=`float2 uv1, uv2, uv3, uv4, tmp;
comp_3=`float3 noise, ret1, ret2, beast, bcopy;
comp_4=`
comp_5=`static float2 hor = float2 (texsize.z,0)*4;
comp_6=`static float2 ver = float2 (0,texsize.w)*4;
comp_7=`static float2 lightpos = float2(q5,q6);
comp_8=`static float vis = q18;
comp_9=`static float dist = q11;
comp_10=`static float mouth_y = q3;
comp_11=`
comp_12=`float2 rs (float2 uv_in) {
comp_13=`uv_in.x += q9;
comp_14=`return  uv_in*dist*(.4+clamp(abs(uv_in.x),-1/dist,1/dist)+4*q9*uv_in.x)-.5+float2(0,q10+mouth_y);}
comp_15=`
comp_16=`float2 rs2 (float2 uv_in) {
comp_17=`uv_in.x += q9*.96 ;
comp_18=`tmp = uv_in*1.1*dist*(.4+clamp(abs(uv_in.x),-1/dist,1/dist)+4*q9*uv_in.x)-.5+float2(0,q10*.96+mouth_y);
comp_19=`return tmp;}
comp_20=`
comp_21=`
comp_22=`float2 dz (float2 uv_in) {
comp_23=`  dx = lum(tex2D(sampler_main,uv_in+hor) - tex2D(sampler_main,uv_in-hor));
comp_24=`  dy = lum(tex2D(sampler_main,uv_in+ver) - tex2D(sampler_main,uv_in-ver));
comp_25=`  return float2 (dx+0*(lightpos.x),dy);}
comp_26=`
comp_27=`
comp_28=`shader_body {
comp_29=`float2 uv4 = uv-.5+float2(q9,q10);
comp_30=`
comp_31=`
comp_32=`float water = tex2D (sampler_noise_mq,uv/2+time/5);
comp_33=`uv1 = (uv-.5)*aspect.xy + water *.0;
comp_34=`uv3 = rs(uv1);
comp_35=`float rad1 = saturate(.2/dist/length(uv1.x+q9));
comp_36=`float rad2 = saturate(.05/dist/length(uv1+float2(q9,q10)));
comp_37=`beast = tex2D (sampler_main, uv3)*rad1;
comp_38=`bcopy = tex2D (sampler_main, rs2(uv1))*saturate(1-8*lum(beast))*rad2/2;;
comp_39=`
comp_40=`
comp_41=`float light = 2*saturate(.05/length(uv1+lightpos+2*dz(uv3)));
comp_42=`float flatlight = saturate ((1+q15)*.5/dist/length(uv1+lightpos));
comp_43=`
comp_44=`
comp_45=`float2 uv5 = normalize(uv1+float2(.1,.1)+lightpos)*1+lightpos;
comp_46=`float3 ray = saturate(GetPixel(rs(uv5)));
comp_47=`
comp_48=`//flatlight = 1;
comp_49=`
comp_50=`
comp_51=`beast *= pow(flatlight,2)*.7;
comp_52=`beast += lum(beast)*light*light *pow(flatlight,2) ;    
comp_53=`//beast = lerp(beast,.2*float3(.5,.5,1)*flatlight,4*abs(uv1.x));
comp_54=`//beast = (q22/4+2*(.5-q22/4)*beast) *flatlight;
comp_55=`ret = (beast+bcopy*flatlight);
comp_56=`ret = lerp(saturate(flatlight*float3(q22,0,0)),ret, vis);
comp_57=`
comp_58=`//ret = tex2D (sampler_main,((uv-.5)*aspect.xy+.5));
comp_59=`//ret = rad1;
comp_60=`}
