MILKDROP_PRESET_VERSION=201
PSVERSION=3
PSVERSION_WARP=3
PSVERSION_COMP=3
[preset00]
fRating=4.000
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=0.002
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=0.000
ob_r=0.000
ob_g=0.000
ob_b=0.200
ob_a=1.000
ib_size=0.000
ib_r=0.000
ib_g=0.000
ib_b=0.250
ib_a=1.000
nMotionVectorsX=32.000
nMotionVectorsY=24.000
mv_dx=0.000
mv_dy=0.000
mv_l=0.200
mv_r=0.600
mv_g=0.200
mv_b=0.700
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=1
wavecode_0_bDrawThick=0
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
wave_0_per_point1=x = sample; y = .4;
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=32
shapecode_0_additive=0
shapecode_0_thickOutline=0
shapecode_0_textured=0
shapecode_0_num_inst=155
shapecode_0_x=0.370
shapecode_0_y=0.500
shapecode_0_rad=0.17915
shapecode_0_ang=0.00000
shapecode_0_tex_ang=0.00000
shapecode_0_tex_zoom=1.25943
shapecode_0_r=0.000
shapecode_0_g=0.100
shapecode_0_b=0.600
shapecode_0_a=0.800
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=34
shapecode_1_additive=0
shapecode_1_thickOutline=0
shapecode_1_textured=0
shapecode_1_num_inst=100
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=0.000
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=0.000
shapecode_1_border_r=0.000
shapecode_1_border_g=0.000
shapecode_1_border_b=0.000
shapecode_1_border_a=0.000
shape_1_init1=lit = 0;
shape_1_per_frame1=k1 = 1-instance/num_inst;
shape_1_per_frame2=dist = k1+.15;
shape_1_per_frame3=
shape_1_per_frame4=
shape_1_per_frame5=fov = .1;
shape_1_per_frame6=posx = fov/dist * sin(dist*6.28*3*q5+time/2)*k1;
shape_1_per_frame7=posy = fov * cos(dist*6.28*5*q6+time/3);
shape_1_per_frame8=
shape_1_per_frame9=x = .55 + (posx + -k1/2 + q5/2*k1) + .1*q5;
shape_1_per_frame10=y = .65 - k1/1.8 + .001/k1 +posy*k1;
shape_1_per_frame11=
shape_1_per_frame12=rad0 = .05/dist;
shape_1_per_frame13=
shape_1_per_frame14=trig1 = q24 * bnot(q27%4);
shape_1_per_frame15=trel1 = time*.66;
shape_1_per_frame16=t01 = t01 * bnot(trig1) + trig1*trel1;
shape_1_per_frame17=lit1 = (1-trel1+t01)*num_inst;
shape_1_per_frame18=
shape_1_per_frame19=trig2 = q24 * bnot((q27+2)%4);
shape_1_per_frame20=trel2 = time*2;
shape_1_per_frame21=t02 = t02 * bnot(trig2) + trig2*trel2;
shape_1_per_frame22=lit2 = (trel2-t02)*num_inst;
shape_1_per_frame23=
shape_1_per_frame24=b = min(1,dist*2*q23/abs(instance-lit1)); b2 = b/4;
shape_1_per_frame25=g = min(1,2*q23/abs(instance-lit2)); g2 = g/4;
shape_1_per_frame26=dick = min(1,1/abs(instance-lit1));
shape_1_per_frame27=r = .8; 
shape_1_per_frame28=a = .0;
shape_1_per_frame29=a2 = 1;
shape_1_per_frame30=
shape_1_per_frame31=rad = rad0 + dick*.04*(1+q22/4) ;
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=0.123
shapecode_2_y=0.000
shapecode_2_rad=0.27319
shapecode_2_ang=0.00000
shapecode_2_tex_ang=0.00000
shapecode_2_tex_zoom=0.49981
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=0.500
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_1=dec_med = pow (0.5, 30/fps);
per_frame_2=dec_slow = pow (0.94, 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, 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) %16;
per_frame_9=index2 = (index2 + is_beat*bnot(index))%4;
per_frame_10=monitor = index2;
per_frame_11=
per_frame_12=q20 = avg;
per_frame_13=q21 = beat;
per_frame_14=q22 = peak;
per_frame_15=q23 = index;
per_frame_16=q24 = is_beat;
per_frame_17=q26 = bass + mid + treb;
per_frame_18=q27 = index;
per_frame_19=q28 = index2;
per_frame_20=sb = sb*dec_med + q21*(1-dec_med);
per_frame_21=q29 = sb;
per_frame_22=
per_frame_23=puls = puls*dec_slow + (1-dec_slow)*q22*2;
per_frame_24=q23 = puls;
per_frame_25=
per_frame_26=k1 =  is_beat*bnot(index%4);
per_frame_27=p1 =  p1+k1;
per_frame_28=
per_frame_29=p2 = dec_slow * p2+ (1-dec_slow)*p1;
per_frame_30=p3 = dec_slow * p3+ (1-dec_slow)*p2;
per_frame_31=rott = p3*3.14/2;
per_frame_32=q1 = cos(rott);
per_frame_33=q2 = sin(rott);
per_frame_34=q3 = -q2;
per_frame_35=q4 = q1;
per_frame_36=
per_frame_37=
per_frame_38=trel1 = trel1 + .2/fps*(1+q23);
per_frame_39=trel2 = trel2 + .12/fps*(1+q23*q1);
per_frame_40=q5 = cos(trel1);
per_frame_41=q6 = sin(trel2);
per_frame_42=
per_frame_43=
per_frame_44=trelx = .5 + .5*sin(time/11);
per_frame_45=q13 = trelx-trelx_0;
per_frame_46=trelx_0 = trelx;
per_frame_47=trely = .5 + .5*sin(time/8);
per_frame_48=q11 = trelx;
per_frame_49=q12 = trely;
per_frame_50=
per_frame_51=
per_frame_52=
per_frame_53=zoom = 1;
per_frame_54=
per_frame_55=
per_frame_56=
warp_1=`float2 rs, uv1, rsufo;
warp_2=`float z, trelx, trely, trelx_0, dx;
warp_3=`shader_body {
warp_4=`
warp_5=`uv1 = uv_orig - float2(.5,.1);
warp_6=`z = 1/uv1.y;
warp_7=`rs.x = uv1.x;
warp_8=`rs.y = z;
warp_9=`
warp_10=`rsufo = (rs-float2(1-2*q11, 2-q12))*(16+64*rand_preset.x)*(2-trelx);
warp_11=`float3 ufo = saturate(1/length(rsufo));;
warp_12=`ufo = ufo*ufo;
warp_13=`ufo *= (lum(ufo) >=.05);
warp_14=`float2 dz = normalize(rsufo);
warp_15=`float angle = atan2(dz.x,dz.y);
warp_16=`float dots = saturate(.002/pow(length(rsufo)-4,2)) * sin(angle*16+time*12);
warp_17=`
warp_18=`ret = .0*tex2D (sampler_noise_lq,rs)
warp_19=`+ ufo*float3(.21,.4,.8) + dots * (.1+q22/4);;
warp_20=`
warp_21=`float3 fb = GetPixel(uv_orig - float2(-q13,-.0035));
warp_22=`ret +=  float3(0,1,1)*fb*(1+lum(fb))*.4-.01 ;
warp_23=`
warp_24=`}
comp_1=`sampler sampler_pw_noise_lq;
comp_2=`float z,mask,mask2;
comp_3=`float2 rs0, rs, uv0, uv1, uv2, uv3, uv4, uv5, uv_wat, uv_wat2, 
comp_4=`       uv_stars, uv_clouds;
comp_5=`float3 water, noise, ret1, ret2, rets, sky1, horiz, clouds, ray, 
comp_6=`       sun, sunshine, forest;
comp_7=`
comp_8=`static float3 suncol = float3 (1,1,1);
comp_9=`static float3 treecol = float3 (.5,1,.6)*suncol;
comp_10=`static float2 sunpos = float2(rand_preset.x-.5,rand_preset.y*.2);
comp_11=`
comp_12=`shader_body {
comp_13=`uv0 = uv;
comp_14=`float2 center = float2 (.5,.4); 
comp_15=`uv1 = (uv-center)*aspect.xy;
comp_16=`mask = saturate(128*uv1.y);
comp_17=`mask2= saturate(16*(uv1.y-.18));
comp_18=`z = .5/(uv1.y);
comp_19=`rs0.x = uv1.x * z; rs0.y = z ;
comp_20=`
comp_21=`float isle = (2*length(rs0-float2(.15+.3*q5,2.7)));
comp_22=`rs0 = rs0-isle;
comp_23=`rs    = float2 (rs0.x+time/-2, rs0.y+time/2)*mask;
comp_24=`water = tex2D(sampler_noise_hq,rs) + tex2D(sampler_noise_hq,rs/4+time/-8);
comp_25=`//water *= (water >= .0);
comp_26=`water -= 1;
comp_27=`
comp_28=`uv_wat = float2(uv1.x, abs(uv1.y))-water/z*.1* mask;//: mehr nahreflekt.
comp_29=`uv_wat2 = aspect.yx*float2(uv1.x, abs(uv1.y-.45))-water/z*.1* mask2;
comp_30=`uv_stars = float2(uv1.x, abs(uv1.y))-water/z*.02* mask;
comp_31=`
comp_32=`sky1 = saturate(.51*(1-uv_wat.y)*float3 (.2,.4,1)*.4);
comp_33=`sunshine = (.013/length(uv_wat-sunpos))*suncol;
comp_34=`sun = saturate (sunshine);
comp_35=`
comp_36=`float2 cofs = float2(0.5,-0);
comp_37=`uv_clouds = frac(uv_wat2+cofs);
comp_38=`clouds = tex2D (sampler_main, uv_clouds)*2 + GetBlur1(uv_clouds);
comp_39=`sky1 = saturate (sky1 - clouds*2 + sun);
comp_40=`
comp_41=`
comp_42=`//forest
comp_43=`float size = abs(4-4*(uv.x+rand_preset)); 
comp_44=`uv5 = uv_wat/6 + float2(0,time*.00001);
comp_45=`forest = (abs(uv_wat.y)*8)/size
comp_46=`*(1+tex2D (sampler_noise_lq,uv5.x/4).x)
comp_47=`*(1+.5*tex2D (sampler_noise_lq,float2(uv5.x/4,0)*18).r)
comp_48=`*(1+.5*tex2D (sampler_noise_lq,float2(uv5.x*4,uv5.y*64)*4).r);
comp_49=`forest = saturate(1-forest) ;
comp_50=`float3 forest_col= saturate(fwidth(forest)*sqrt(sun)*8*(1-forest)
comp_51=`*treecol*(1-mask*.7));
comp_52=`
comp_53=`//stars
comp_54=`float2 uv2 = 64*(mul(uv_stars*aspect.xy,float2x2(.7,.7,-.7,.7)))+time*.25;
comp_55=`float3 smask = (tex2D (sampler_pw_noise_lq,uv2/256)).g-.9;
comp_56=`float stars = saturate(.3/length(abs(frac(uv2)-.5))*smask);
comp_57=`
comp_58=`
comp_59=`float3 dots = saturate(.1/length(sin(2*rs-2*time)-.21) * float3(.1,.2,0));
comp_60=`
comp_61=`
comp_62=`float cmask = saturate(1-lum(clouds.r*16));
comp_63=`ret = sky1*(saturate(1-.0*mask)) +stars*stars*(1-.5*mask) + dots*mask;
comp_64=`ret = max(ret * saturate(1-forest*4), forest_col);
comp_65=`ret = ret * cmask
comp_66=`+ float3(clouds.r*.3,clouds.g,clouds.b) + 
comp_67=`saturate(1-sqrt(isle/2))*mask*GetPixel(float2(.7,.3))
comp_68=`*float3(0,1,1)*4*cmask + saturate(1-sqrt(isle/3))*cmask*.2;
comp_69=`
comp_70=`
comp_71=`//ret = GetPixel(uv0)*12;
comp_72=`}
