MILKDROP_PRESET_VERSION=201
PSVERSION=3
PSVERSION_WARP=3
PSVERSION_COMP=3
[preset00]
fRating=4.000
fGammaAdj=1.980
fDecay=0.500
fVideoEchoZoom=0.952
fVideoEchoAlpha=0.500
nVideoEchoOrientation=3
nWaveMode=4
bAdditiveWaves=1
bWaveDots=0
bWaveThick=0
bModWaveAlphaByVolume=1
bMaximizeWaveColor=0
bTexWrap=1
bDarkenCenter=0
bRedBlueStereo=0
bBrighten=0
bDarken=1
bSolarize=0
bInvert=0
fWaveAlpha=0.002
fWaveScale=0.079
fWaveSmoothing=0.000
fWaveParam=-0.220
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=0.600
wave_g=0.500
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=0.000
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=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=182
wavecode_0_sep=60
wavecode_0_bSpectrum=0
wavecode_0_bUseDots=1
wavecode_0_bDrawThick=0
wavecode_0_bAdditive=0
wavecode_0_scaling=0.14868
wavecode_0_smoothing=0.00000
wavecode_0_r=1.000
wavecode_0_g=1.000
wavecode_0_b=1.000
wavecode_0_a=0.400
wave_0_per_frame1=t1 = 1; t2 = 0;
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=1
shapecode_0_sides=16
shapecode_0_additive=0
shapecode_0_thickOutline=0
shapecode_0_textured=1
shapecode_0_num_inst=6
shapecode_0_x=0.730
shapecode_0_y=0.500
shapecode_0_rad=0.29466
shapecode_0_ang=0.00000
shapecode_0_tex_ang=0.00000
shapecode_0_tex_zoom=1.87510
shapecode_0_r=0.700
shapecode_0_g=0.700
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=1.000
shapecode_0_border_g=1.000
shapecode_0_border_b=0.000
shapecode_0_border_a=0.000
shape_0_per_frame1=trig = q25;
shape_0_per_frame2=a = trig*min(bass+treb-.5,1); a2 = trig*0;
shape_0_per_frame3=
shape_0_per_frame4=x0 = x0 *bnot(trig) + trig*rand(100)/100;
shape_0_per_frame5=y0 = y0 *bnot(trig) + trig*rand(100)/100;
shape_0_per_frame6=//x0 = time-int(time);
shape_0_per_frame7=//y0 = time-int(time);
shape_0_per_frame8=
shape_0_per_frame9=tex_ang = rand(20)/3;
shape_0_per_frame10=rad = .1+rand(8)/16;
shape_0_per_frame11=
shape_0_per_frame12=x = x0; y = y0;
shape_0_per_frame13=r = .7+.3*sin(time/12);
shape_0_per_frame14=b = .7+.3*sin(time/15);
shape_0_per_frame15=g = .7+.3*sin(time/8);
shape_0_per_frame16=r2 = r; b2 = b; g2 = g;
shapecode_1_enabled=0
shapecode_1_sides=32
shapecode_1_additive=0
shapecode_1_thickOutline=0
shapecode_1_textured=0
shapecode_1_num_inst=37
shapecode_1_x=0.500
shapecode_1_y=0.500
shapecode_1_rad=0.03630
shapecode_1_ang=0.81681
shapecode_1_tex_ang=0.37699
shapecode_1_tex_zoom=1.02841
shapecode_1_r=1.000
shapecode_1_g=1.000
shapecode_1_b=1.000
shapecode_1_a=0.050
shapecode_1_r2=1.000
shapecode_1_g2=1.000
shapecode_1_b2=1.000
shapecode_1_a2=0.000
shapecode_1_border_r=1.000
shapecode_1_border_g=1.000
shapecode_1_border_b=1.000
shapecode_1_border_a=0.000
shape_1_per_frame1=k1 = instance/num_inst*6.28;
shape_1_per_frame2=tmp = q17/32+time*.1;
shape_1_per_frame3=trel = tmp-int(tmp);
shape_1_per_frame4=
shape_1_per_frame5=yes = above(sin(time/9.5),0);
shape_1_per_frame6=
shape_1_per_frame7=bright = 6*q2*q2*yes+.1*min(q8,1);
shape_1_per_frame8=border_a = bright;
shape_1_per_frame9=
shape_1_per_frame10=tmp = 2*sin(time/12)-1;
shape_1_per_frame11=a = .5*yes*pow(2,-18*abs(k1-6.28*trel)) * above(tmp,0)*tmp*tmp;
shape_1_per_frame12=ampl = .1;
shape_1_per_frame13=rad = .02+.0*sin(k1*4+time);
shape_1_per_frame14=x = .5 +q15*ampl *cos(k1+q17); y = .5+ q16*ampl*sin(k1+q17);
shape_1_per_frame15=
shape_1_per_frame16=r0 = sin(time/7);
shape_1_per_frame17=g0 = sin(time/5);
shape_1_per_frame18=b0 = sin(time/9);
shape_1_per_frame19=
shape_1_per_frame20=border_r = .8 + .2*r0;
shape_1_per_frame21=border_g = .8 + .2*g0;
shape_1_per_frame22=border_b = .8 + .2*b0;
shape_1_per_frame23=
shape_1_per_frame24=
shape_1_per_frame25=//r = .5*r0; g = .5*g0; b = 0.5*b0; ;
shape_1_per_frame26=
shape_1_per_frame27=//r2 = 0; g2 = 0; b2 = 0;
shape_1_per_frame28=
shape_1_per_frame29=a2 = 0;
shape_1_per_frame30=
shapecode_2_enabled=0
shapecode_2_sides=26
shapecode_2_additive=0
shapecode_2_thickOutline=0
shapecode_2_textured=0
shapecode_2_num_inst=2
shapecode_2_x=0.500
shapecode_2_y=0.500
shapecode_2_rad=0.15038
shapecode_2_ang=0.00000
shapecode_2_tex_ang=0.62832
shapecode_2_tex_zoom=1.35189
shapecode_2_r=1.000
shapecode_2_g=1.000
shapecode_2_b=1.000
shapecode_2_a=0.500
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
shape_2_per_frame1=a = min(q26,1);;
shapecode_3_enabled=0
shapecode_3_sides=24
shapecode_3_additive=0
shapecode_3_thickOutline=0
shapecode_3_textured=1
shapecode_3_num_inst=1
shapecode_3_x=0.700
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=1.000
shapecode_3_b=0.990
shapecode_3_a=0.000
shapecode_3_r2=0.000
shapecode_3_g2=0.000
shapecode_3_b2=0.000
shapecode_3_a2=1.000
shapecode_3_border_r=0.000
shapecode_3_border_g=0.500
shapecode_3_border_b=0.500
shapecode_3_border_a=0.000
per_frame_init_1=avg = 1;
per_frame_init_2=index = rand(8);
per_frame_init_3=index2 = rand(8);
per_frame_init_4=ran = 1;
per_frame_init_5=spb_=.3;
per_frame_init_6=sdev = .1;
per_frame_init_7=trel2 = rand (100)/100;
per_frame_1=dec_med = pow (0.9, 30/fps); dec_slow = pow (0.98, 30/fps);
per_frame_2=beat = bass+mid+treb;
per_frame_3=avg = avg*dec_slow + beat*(1-dec_slow);
per_frame_4=is_beat = above(beat, .2+avg+peak) * above (time, t0+.1);
per_frame_5=t0 = is_beat*time + (1-is_beat)*t0;
per_frame_6=peak = is_beat * beat + (1-is_beat)*peak*dec_med;
per_frame_7=index = (index + is_beat) %16;
per_frame_8=index2 = (index2 + is_beat*bnot(index))%12;
per_frame_9=
per_frame_10=spb = min(t0-t0a + .01,2); t0a = t0;
per_frame_11=spb_ = if(is_beat,spb_ *.9 +.1*spb, spb_);
per_frame_12=mindev = min(min(abs(spb-spb_),abs(spb*2-spb_)),abs(spb-spb_*2));
per_frame_13=sdev = if(is_beat,sdev * .9 + .1*pow(mindev+.02,2),sdev);
per_frame_14=
per_frame_15=q20 = avg; q21 = beat;
per_frame_16=q22 = peak+.1; 
per_frame_17=q24 = is_beat;
per_frame_18=q27 = index; q28 = index2;
per_frame_19=
per_frame_20=trel = trel + 1/fps/spb_*4; itrel = int(trel);
per_frame_21=q25 =  above(itrel, itrel_);
per_frame_22=q30 = itrel%2;
per_frame_23=itrel_ = itrel;
per_frame_24=q31 = trel/8-int(trel/8);
per_frame_25=
per_frame_26=ma = ma + peak/fps ;
per_frame_27=mx=mx*dec_med+(1-dec_med)*cos(ma);
per_frame_28=my=my*dec_med+(1-dec_med)*sin(ma+trel/16);
per_frame_29=q15 = mx ; q16 = my ; q17 = ma;
per_frame_30=
per_frame_31=//first par: off; second: on
per_frame_32=sw1 = if(sw1,bnot(q24*bnot(rand(10))),q24*bnot(rand(20)));
per_frame_33=sw2 = if(sw2,bnot(q24*bnot(rand(40))),q24*bnot(rand(80)));
per_frame_34=sw3 = if(sw3,bnot(q24*bnot(rand(10))),q24*bnot(rand(100+10000*sdev)));
per_frame_35=
per_frame_36=//********* variation parameters warp shader
per_frame_37=q6 = sin(time/15)*sin(time/27)*.1; //zz weighting
per_frame_38=q10 = sin(time/8); //ring
per_frame_39=q10 = q10*q10*.1; 
per_frame_40=q11 = 1.5+sin(time/7.8); //zoom uv2
per_frame_41=q12 = if(below(sdev,.02)*bnot(q8),q25,1); //go
per_frame_42=q13 = .5+sin(time/17); //pow noise 
per_frame_43=q19 = sin(time/5.3)*.4; //sunpos 
per_frame_44=
per_frame_45=//********* variation parameters comp shader
per_frame_46=q3 = sw1;//mirror 
per_frame_47=q4 = .02/sdev; //unused ###
per_frame_48=q5 = max(min(4*sin(trel/64)-3,1),0)*.4; //water
per_frame_49=q7 = below(sdev,.004)*(index2%2); //flash
per_frame_50=q2 = abs(q19)*sqrt(q15*q15+q16*q16); //avoid black - frame eq2
per_frame_51=
per_frame_52=trel2 = trel2+.003*q22*q22/fps;
per_frame_53=tmp = sin(trel2);
per_frame_54=tmp = 10*tmp-9;
per_frame_55=q8 =  tmp*above(tmp,0)*(4/max(q22-4,0.2)+4); // dyn zoom
per_frame_56=q26 = above(q22,16)*(q22-16)*2; //# ok???
per_frame_57=
per_frame_58=tmp = index2/6;
per_frame_59=q14 = abs((tmp-int(tmp))-.5)*6+1; //ang multi ####
per_frame_60=
per_frame_61=tmp =sin(trel/4*3.14); //sym rot
per_frame_62=jmp = jmp + above(tmp,.5)*tmp/fps*8*sw2;
per_frame_63=q9 = jmp*equal(q14,1)*below(sdev,0.04)+time*above(sin(q17/23),.9);
per_frame_64=q18 = tmp*tmp/2 * bnot(q8) * sw3; //waber
per_frame_65=
per_frame_66=monitor = avg;
per_frame_67=rot = .003;
per_frame_68=warp = .0; 
per_frame_69=//zoom = 1+(avg-log(sdev))/200+min(q26,1);
per_frame_70=//dx = tmp*.01*above(abs(tmp),.95);
per_pixel_1=zoom = 1.0+(q20-1.5)*.1*rad;
warp_1=`float3 dx,dy,ret1;
warp_2=`float2 zz,uv1,uv2;
warp_3=`float  n1,n2,n3,n4,zv, noise, k1;
warp_4=`static float2 sunpos = float2 (q15,q16)*q19 ;//##!
warp_5=`static float3 suncol = .5+normalize(roam_cos);
warp_6=`//static float2x2 ofs = float2x2 (texsize.z,0,0,texsize.w)*2;
warp_7=`static float2x2 ofs = float2x2 (.002,0,0,.002);
warp_8=`
warp_9=`float3 cloud (float2 uv_in) {
warp_10=`return (.002/(length(uv_in-sunpos)-q10/q22))*suncol;}
warp_11=`
warp_12=`shader_body {
warp_13=`uv1 = (uv-.5);//*aspect.xy;
warp_14=`
warp_15=`dx = tex2D(sampler_main,uv+ofs[0]) - tex2D(sampler_main,uv-ofs[0]);
warp_16=`dy = tex2D(sampler_main,uv+ofs[1]) - tex2D(sampler_main,uv-ofs[1]);
warp_17=`zz = float2(dx.b,dy.b);
warp_18=`
warp_19=`//clouds
warp_20=`zv = time*.1 ;
warp_21=`uv2 = q11*uv1+ 0.04*time;
warp_22=`n1 = tex3D(sampler_noisevol_hq,float3 (uv2.x,uv2.y,zv)).b;
warp_23=`n2 = tex3D(sampler_noisevol_hq,float3 (uv2.x*2,uv2.y*2,zv*2)).b;
warp_24=`n3 = tex3D(sampler_noisevol_hq,float3 (uv2.x*4,uv2.y*4,zv*3)).b;
warp_25=`n4 = tex3D(sampler_noisevol_hq,float3 (uv2.x*8,uv2.y*8,zv*7)).b;
warp_26=`noise = n1 + n2/2 + n3/4 + n4/8 -.5;
warp_27=`
warp_28=`noise = pow(noise,q13); 
warp_29=`uv2 = uv1*(1+.5*q2)+noise*.1; //q2 hier ? ## 
warp_30=`
warp_31=`//*******************************
warp_32=`float blur = GetBlur1(uv1/4*0+.5);
warp_33=`
warp_34=`ret1 = cloud(uv2) + .002/length(uv1-.03/q22)*saturate(1-8*blur);
warp_35=`ret1 = ret1 + tex2D(sampler_main, uv1/1.0+.5+q6*zz)*.96-.02-blur*.1-.0*length(zz); 
warp_36=`float go = q12; 
warp_37=`ret = go*ret1 + (1-go)*GetPixel(uv) ;
warp_38=`}
comp_1=`sampler sampler_pw_noise_lq;
comp_2=`float3 ret1, neu;
comp_3=`float2 uv0, uv1, uv2,uv4,rsk,dz1,Kugel1;
comp_4=`float ang2, c, s,rad1,mask1,zoom,stars,smask,dist,inten;
comp_5=`static int n = 1;
comp_6=`static int anz = 4;
comp_7=`int m;
comp_8=`
comp_9=`shader_body {
comp_10=`uv0 = uv;
comp_11=`uv = (uv-.5)*aspect.xy;    
comp_12=`
comp_13=`float2 rs = float2(.1/rad+time*-.05,ang*.0);
comp_14=`float noise = (tex2D (sampler_noise_mq,rs)-.5)*rad;
comp_15=`
comp_16=`//noise = exp(-(1+1/q22)*pow((8/q22-rad*8),2));
comp_17=`
comp_18=`
comp_19=`uv /= 1+ q8*length(uv); //zoom
comp_20=`uv *= 1-q28%2/4;
comp_21=`uv *= 1+noise*q5; 
comp_22=`ret1 = 0;
comp_23=`while (n <= anz) {
comp_24=`    m = n%2;
comp_25=`    ang2 = 6.28*n/anz*q14 + q9*q28/8 + q28*3.1416/4;//##
comp_26=`    c = cos(ang2);
comp_27=`    s = sin(ang2);
comp_28=`    uv2.x =  uv.x*c - uv.y*s;
comp_29=`    uv2.y =  uv.x*s + uv.y*c ;
comp_30=`    uv2 /= 1+ q26*length(uv)*m; //flash zoom
comp_31=`    uv2 *= 1+(m-.5)*q18; //waber
comp_32=`    if (q3*m == 1) {uv2=uv2.yx;}
comp_33=`    neu = tex2D(sampler_main, uv2 + 0.5); //#
comp_34=`    ret1 = max(ret1,neu-.0);
comp_35=`    n++;
comp_36=`}
comp_37=`
comp_38=`stars = 0; anz = 2;
comp_39=`for (int n = 0; n<=anz; n++) {
comp_40=`  dist = 1-frac(1.0*n/anz+ time/8);
comp_41=`  inten = (1-pow(dist,4));
comp_42=`  uv4 = 64*dist*(uv0-.5)*aspect.xy + 8*n*0;
comp_43=`//  uv4 = mul(uv4,float2x2(.7,.7,-.7,.7));
comp_44=`  smask = (tex2D (sampler_pw_noise_lq,uv4/256)).g-.9;
comp_45=`  stars = max(stars,saturate(inten*(.4/length(abs(frac(uv4)-.5))*smask)));
comp_46=`  stars *= stars;
comp_47=`}
comp_48=`
comp_49=`float3 back = GetBlur2((uv0-.5)/2+.5) * saturate(1-lum(ret1*16));
comp_50=`ret1 *= ((1-q7)+q7*q25/2);
comp_51=`ret = 1-exp(-ret1*4);
comp_52=`ret = pow(ret,1.8) +back;
comp_53=`//ret = GetPixel(uv+.5);//#
comp_54=`}
