MILKDROP_PRESET_VERSION=201
PSVERSION=2
PSVERSION_WARP=2
PSVERSION_COMP=2
[preset00]
fRating=2.000000
fGammaAdj=1.9
fDecay=0.980
fVideoEchoZoom=1.169
fVideoEchoAlpha=0.0
nVideoEchoOrientation=0
nWaveMode=7
bAdditiveWaves=1
bWaveDots=0
bWaveThick=1
bModWaveAlphaByVolume=0
bMaximizeWaveColor=1
bTexWrap=1
bDarkenCenter=0
bRedBlueStereo=0
bBrighten=0
bDarken=0
bSolarize=0
bInvert=0
fWaveAlpha=0.051
fWaveScale=2.827
fWaveSmoothing=0.090
fWaveParam=0.0
fModWaveAlphaStart=0.630
fModWaveAlphaEnd=0.870
fWarpAnimSpeed=1.0
fWarpScale=3.138
fZoomExponent=1.0
fShader=0.0
zoom=1.00700
rot=0.0
cx=0.5
cy=0.5
dx=0.0
dy=0.0
warp=0.01029
sx=1.0
sy=1.0
wave_r=0.5
wave_g=0.5
wave_b=0.5
wave_x=0.5
wave_y=0.720
ob_size=0.010
ob_r=0.0
ob_g=0.0
ob_b=0.0
ob_a=0.0
ib_size=0.010
ib_r=0.250
ib_g=0.250
ib_b=0.250
ib_a=0.0
nMotionVectorsX=12.0
nMotionVectorsY=9.0
mv_dx=0.0
mv_dy=0.0
mv_l=0.9
mv_r=1.0
mv_g=1.0
mv_b=1.0
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=0
wavecode_0_samples=512
wavecode_0_sep=0
wavecode_0_bSpectrum=0
wavecode_0_bUseDots=0
wavecode_0_bDrawThick=0
wavecode_0_bAdditive=0
wavecode_0_scaling=1.0
wavecode_0_smoothing=0.5
wavecode_0_r=1.0
wavecode_0_g=1.0
wavecode_0_b=1.0
wavecode_0_a=1.0
wavecode_1_enabled=0
wavecode_1_samples=512
wavecode_1_sep=0
wavecode_1_bSpectrum=0
wavecode_1_bUseDots=0
wavecode_1_bDrawThick=0
wavecode_1_bAdditive=0
wavecode_1_scaling=1.0
wavecode_1_smoothing=0.5
wavecode_1_r=1.0
wavecode_1_g=1.0
wavecode_1_b=1.0
wavecode_1_a=1.0
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=1.0
wavecode_2_smoothing=0.5
wavecode_2_r=1.0
wavecode_2_g=1.0
wavecode_2_b=1.0
wavecode_2_a=1.0
wavecode_3_enabled=0
wavecode_3_samples=512
wavecode_3_sep=0
wavecode_3_bSpectrum=0
wavecode_3_bUseDots=0
wavecode_3_bDrawThick=0
wavecode_3_bAdditive=0
wavecode_3_scaling=1.0
wavecode_3_smoothing=0.5
wavecode_3_r=1.0
wavecode_3_g=1.0
wavecode_3_b=1.0
wavecode_3_a=1.0
shapecode_0_enabled=0
shapecode_0_sides=4
shapecode_0_additive=0
shapecode_0_thickOutline=0
shapecode_0_textured=0
shapecode_0_num_inst=1
shapecode_0_x=0.5
shapecode_0_y=0.5
shapecode_0_rad=0.1
shapecode_0_ang=0.0
shapecode_0_tex_ang=0.0
shapecode_0_tex_zoom=1.0
shapecode_0_r=1.0
shapecode_0_g=0.0
shapecode_0_b=0.0
shapecode_0_a=1.0
shapecode_0_r2=0.0
shapecode_0_g2=1.0
shapecode_0_b2=0.0
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=0.1
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_1=wave_r = 0.85 + 0.25*sin(0.437*time+1);
per_frame_2=wave_g = 0.85 + 0.25*sin(0.544*time+2);
per_frame_3=wave_b = 0.85 + 0.25*sin(0.751*time+3);
per_frame_4=rot = rot + 0.010*( 0.60*sin(0.381*time) + 0.40*sin(0.579*time) );
per_frame_5=cx = cx + 0.210*( 0.60*sin(0.374*time) + 0.40*sin(0.294*time) );
per_frame_6=cy = cy + 0.210*( 0.60*sin(0.393*time) + 0.40*sin(0.223*time) );
per_frame_7=dx = dx + 0.003*( 0.60*sin(0.234*time) + 0.40*sin(0.277*time) );
per_frame_8=dy = dy + 0.003*( 0.60*sin(0.284*time) + 0.40*sin(0.247*time) );
per_frame_9=decay = decay - 0.01*equal(frame%6,0);
per_frame_10=dx = dx + dx_residual;
per_frame_11=dy = dy + dy_residual;
per_frame_12=bass_thresh = above(bass_att,bass_thresh)*2 + (1-above(bass_att,bass_thresh))*((bass_thresh-1.3)*0.96+1.3);
per_frame_13=dx_residual = equal(bass_thresh,2.13)*0.016*sin(time*7) + (1-equal(bass_thresh,2.13))*dx_residual;
per_frame_14=dy_residual = equal(bass_thresh,2.13)*0.012*sin(time*9) + (1-equal(bass_thresh,2.13))*dy_residual;
per_frame_15=wave_x = wave_x - dx_residual*7;
per_frame_16=wave_y = wave_y - dy_residual*7;
per_frame_17=wave_mystery = time*0.03;
per_frame_18=warp = warp * (1 + 0.3*cos(time*0.284+4));
per_frame_19=zoom = zoom + 0.007*cos(time*0.317+2);
warp_1=`#define sampler_pic sampler_cells
warp_2=`sampler2D sampler_pic;
warp_3=`
warp_4=`shader_body
warp_5=`{
warp_6=`    ret = tex2D( sampler_main, uv ).xyz;
warp_7=`
warp_8=`
warp_9=`    // ERROR DIFFUSION DITHER - looks great
warp_10=`    float2 dither_uv = uv_orig*texsize.xy*texsize_noise_lq.zw + rand_frame.xy;
warp_11=`    ret += (tex2D(sampler_noise_lq, dither_uv).xyz-0.5)/256.0*1;
warp_12=`
warp_13=`    // mix in img...
warp_14=`    float3 pic = tex2D(sampler_pic, uv_orig*aspect.xy).xyz;
warp_15=`    float lum = lum(pic);
warp_16=`    float use_it = abs(lum*0.8+0.1 - (0.5+roam_cos.y*0.25));
warp_17=`    use_it = saturate(1 - use_it*43);
warp_18=`    ret = lerp(ret, pic, use_it*0.07);    
warp_19=`
warp_20=`    // darken over time
warp_21=`    //ret -= 0.004;
warp_22=`    //ret *= 0.99;
warp_23=`    ret *= 0.97 + 0.03*saturate( length(uv - uv_orig)*200 );  // center only
warp_24=`}
warp_25=`
comp_1=`shader_body
comp_2=`{
comp_3=`    ret = tex2D(sampler_main, uv).xyz;
comp_4=`    float lum = dot(ret, float3(0.3,0.5,0.2));
comp_5=`
comp_6=`    // enforce a certain level of color saturation on all pixels:
comp_7=`    float saturation = length(ret - lum.xxx);
comp_8=`    ret = lerp(lum, ret, saturation*70);
comp_9=`
comp_10=`    ret *= 1.15; // a little bit of overbright
comp_11=`}
comp_12=`
comp_13=`
