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=1
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=0.168
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=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=0.000
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=32.000
nMotionVectorsY=24.000
mv_dx=0.000
mv_dy=0.000
mv_l=0.500
mv_r=0.300
mv_g=0.500
mv_b=0.400
mv_a=0.000
b1n=0.000
b2n=0.000
b3n=0.000
b1x=1.000
b2x=1.000
b3x=1.000
b1ed=0.700
wavecode_0_enabled=0
wavecode_0_samples=247
wavecode_0_sep=9
wavecode_0_bSpectrum=0
wavecode_0_bUseDots=1
wavecode_0_bDrawThick=0
wavecode_0_bAdditive=1
wavecode_0_scaling=0.06708
wavecode_0_smoothing=0.82000
wavecode_0_r=0.000
wavecode_0_g=1.000
wavecode_0_b=0.500
wavecode_0_a=1.000
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=
wave_0_per_frame1=t1 = 1;
wave_0_per_frame2=t3 = sin(time/2);
wave_0_per_frame3=t3 = max (t3,0);
wave_0_per_frame4=t3 = 4.9*min(t3,.2);
wave_0_per_frame5=
wave_0_per_point1=t1 = (t1*67+37)%4096;
wave_0_per_point2=t2 = t1/4096;
wave_0_per_point3=
wave_0_per_point4=k1 = (100*sample+time*2)%2;
wave_0_per_point5=k2 = (100*sample+time*5)%2;
wave_0_per_point6=
wave_0_per_point7=x = .49 + .48*sin(sample*31+t2*time/27);
wave_0_per_point8=y =  0 + .2*t2 + .2*sin(sample*131+t2*time/37);
wave_0_per_point9=
wave_0_per_point10=
wave_0_per_point11=mod = sin(sample*600+.4*time);
wave_0_per_point12=mod = max (mod,0);
wave_0_per_point13=mod = 3*min(mod,.33);
wave_0_per_point14=
wave_0_per_point15=
wave_0_per_point16=a = 1;
wave_0_per_point17=r = .02;
wave_0_per_point18=b = mod * .6 ; g = mod * (.7 + t2/4);
wave_0_per_point19= 
wavecode_1_enabled=1
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=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_per_frame1=t1 = 1; t2 = 7;
wave_1_per_point1=r = .31;
wave_1_per_point2=b = 0;
wave_1_per_point3=g = .0;
wave_1_per_point4=
wave_1_per_point5=a = 1;
wave_1_per_point6=//g = 1;b=1;
wave_1_per_point7=
wave_1_per_point8=t1 = (t1*67 + 37)%4096;
wave_1_per_point9=px = (t1-2047)/4096;
wave_1_per_point10=
wave_1_per_point11=t2 = (t2*67 + 37)%4096;
wave_1_per_point12=py = (t2-0)/4096;
wave_1_per_point13=
wave_1_per_point14=
wave_1_per_point15=k1 = (sample*100)%8;
wave_1_per_point16=
wave_1_per_point17=y = py/5 + .1;
wave_1_per_point18=a = below(py,.9);
wave_1_per_point19=
wave_1_per_point20=x = .5 + .4*sin(sample*26)  ;
wave_1_per_point21=
wavecode_2_enabled=0
wavecode_2_samples=100
wavecode_2_sep=0
wavecode_2_bSpectrum=0
wavecode_2_bUseDots=0
wavecode_2_bDrawThick=0
wavecode_2_bAdditive=0
wavecode_2_scaling=0.01000
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=4
shapecode_0_additive=0
shapecode_0_thickOutline=0
shapecode_0_textured=1
shapecode_0_num_inst=1
shapecode_0_x=0.780
shapecode_0_y=0.100
shapecode_0_rad=0.50371
shapecode_0_ang=0.00000
shapecode_0_tex_ang=0.00000
shapecode_0_tex_zoom=0.83479
shapecode_0_r=1.000
shapecode_0_g=0.000
shapecode_0_b=0.000
shapecode_0_a=1.000
shapecode_0_r2=1.000
shapecode_0_g2=0.000
shapecode_0_b2=0.000
shapecode_0_a2=0.000
shapecode_0_border_r=0.700
shapecode_0_border_g=0.000
shapecode_0_border_b=0.000
shapecode_0_border_a=0.000
shapecode_1_enabled=0
shapecode_1_sides=63
shapecode_1_additive=0
shapecode_1_thickOutline=0
shapecode_1_textured=0
shapecode_1_num_inst=1
shapecode_1_x=0.500
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=0.49981
shapecode_1_r=1.000
shapecode_1_g=1.000
shapecode_1_b=1.000
shapecode_1_a=0.100
shapecode_1_r2=1.000
shapecode_1_g2=1.000
shapecode_1_b2=1.000
shapecode_1_a2=0.070
shapecode_1_border_r=0.500
shapecode_1_border_g=0.500
shapecode_1_border_b=0.500
shapecode_1_border_a=0.000
shapecode_2_enabled=0
shapecode_2_sides=14
shapecode_2_additive=1
shapecode_2_thickOutline=0
shapecode_2_textured=1
shapecode_2_num_inst=1
shapecode_2_x=0.590
shapecode_2_y=0.000
shapecode_2_rad=1.21524
shapecode_2_ang=0.06283
shapecode_2_tex_ang=0.00000
shapecode_2_tex_zoom=0.51494
shapecode_2_r=0.600
shapecode_2_g=0.500
shapecode_2_b=0.700
shapecode_2_a=0.100
shapecode_2_r2=0.700
shapecode_2_g2=0.500
shapecode_2_b2=0.600
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=x = .5+.3*cos(time/78);
shape_2_per_frame2=y = .5+.3*sin(time/78);
shape_2_per_frame3=
shape_2_per_frame4=tex_zoom = .2 / (sin(time/31)+1.1)
shape_2_per_frame5=
shape_2_per_frame6=
shapecode_3_enabled=0
shapecode_3_sides=63
shapecode_3_additive=1
shapecode_3_thickOutline=0
shapecode_3_textured=1
shapecode_3_num_inst=1
shapecode_3_x=0.760
shapecode_3_y=0.750
shapecode_3_rad=0.68636
shapecode_3_ang=0.43982
shapecode_3_tex_ang=0.50266
shapecode_3_tex_zoom=0.61590
shapecode_3_r=0.700
shapecode_3_g=0.700
shapecode_3_b=0.700
shapecode_3_a=0.150
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
shape_3_per_frame1=x = .5+.3*cos(time/59);
shape_3_per_frame2=y = .5+.3 *sin(time/59);
per_frame_init_1=q28 = 0; q29 = 0; p1= 0;
per_frame_1=dec_med = pow (0.9, 30/fps);
per_frame_2=dec_slow = pow (0.99, 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, .5+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) %8;
per_frame_9=
per_frame_10=q20 = avg;
per_frame_11=q21 = beat;
per_frame_12=q22 = peak;
per_frame_13=q23 = index;
per_frame_14=q24 = is_beat;
per_frame_15=q26 = bass + mid + treb;
per_frame_16=
per_frame_17=k1 =  is_beat*equal(index,0);
per_frame_18=p1 =  k1*(p1+1) + (1-k1)*p1;
per_frame_19=
per_frame_20=p2 = dec_med * p2+ (1-dec_med)*p1;
per_frame_21=p3 = dec_med * p3+ (1-dec_med)*p2;
per_frame_22=rott = p3 * 3.1416/2;
per_frame_23=q27 = index + 1;
per_frame_24=
per_frame_25=movz = movz + .006*30/fps*(1.5+sin(rott));
per_frame_26=q29 = movz ;
per_frame_27=
per_frame_28=
per_frame_29=movx = movx + .01*30/fps*(sin(time/5));
per_frame_30=q28 = movx;
per_frame_31=
per_frame_32=
per_frame_33=q30 = sin(time/9)+2; 
per_frame_34=
per_frame_35=bass_ = bass_*dec_slow + (1-dec_slow)*bass_att;
per_frame_36=bass_2 = bass_2*dec_slow + (1-dec_slow)*bass_;
per_frame_37=q10 = bass_2 - bass_;
per_frame_38=q10 = -(sin(time*.5))*.005;
per_frame_39=
per_pixel_1= //rot = q1/10* (rad
per_pixel_2=warp = .02;
warp_1=`float3 ret1, tree;
warp_2=`float mask1;
warp_3=`
warp_4=`shader_body {
warp_5=`float corr = texsize.xy*texsize_noise_hq.zw * 0.05;
warp_6=`float2 uv1 = float2(uv.x-0.5,uv.y-0.5);//*aspect.xy;
warp_7=`
warp_8=`float2 uv3 = uv1;
warp_9=`float dist = 40 + 30*rand_preset;
warp_10=`
warp_11=`uv3 = dist * uv1;
warp_12=`
warp_13=`float zu = lum(tex2D (sampler_noise_lq,uv));
warp_14=`float shape = 40* (q29+2);
warp_15=`float leaf = 4 + 16*rand_preset;
warp_16=`float ky = saturate(-uv3.y/50+zu/leaf*cos(16*zu)+.2);
warp_17=`//Faktor an uv.y drehen
warp_18=`
warp_19=`float k1 = uv3.x*(2-.0*uv.y);;
warp_20=`
warp_21=`k1 = k1 - sign (k1)*24; //Verdoppelung
warp_22=`k1 = k1 - sign (k1)*9; //Verdoppelung
warp_23=`k1 = k1 - sign (k1)*5; //Verdoppelung
warp_24=`
warp_25=`int n = 1 ;
warp_26=`float delta = .1;
warp_27=`while (n <= 5) 
warp_28=`{
warp_29=`  k1 += 2*(k1-(3+6*rand_preset.x)*n*sign(k1))*ky;
warp_30=`  //Mult. mit n steuert "Breitenwuchs"
warp_31=`  ky = saturate (ky - delta);
warp_32=`  delta *= 1;
warp_33=`  //delta ist vertikaler Verzweig. abstand
warp_34=`  n++; 
warp_35=`}
warp_36=`
warp_37=`k1 = clamp(k1,-1.6,1.6);
warp_38=`
warp_39=`tree = abs(cos(k1))/2;
warp_40=`tree *= float3 (1,.0,.0) ;
warp_41=`
warp_42=`ret1 = saturate(tree*(1-pow(3*uv1.y-.1,4)));
warp_43=`
warp_44=`ret = saturate( ret1+ float3(.5,0,0)*pow(2*uv1.y,6)); //Boden dunkel
warp_45=`
warp_46=`}
comp_1=`float3 ret1, neu, neu2, glow, sky, road, ray;
comp_2=`float2 uv2,uv3,uv4,uv5,rs, rsk1, rsk2, dz1, dz2;
comp_3=`float y0, k,m,n,dist,inten,mask,z1,z2, cover,dist2;
comp_4=`int i, anz;
comp_5=`
comp_6=`float2 rsp (float2 uv_in) {
comp_7=`}
comp_8=`
comp_9=`shader_body
comp_10=`{
comp_11=`float2 uv0 = uv;
comp_12=`float2 sunpos = float2 (rand_preset.x-.5,-.6);
comp_13=`float3 suncol = float3 (.9,.6,.5);
comp_14=`
comp_15=`uv -= 0.5;
comp_16=`uv *= aspect.xy;    
comp_17=`uv.x = uv.x / (1+0*uv.y); //Perspektive
comp_18=`
comp_19=`
comp_20=`//Himmel
comp_21=`float3 clouds = saturate(pow(uv0.y,2)) * (1+rand_preset);
comp_22=`clouds += saturate(1-uv0.y)  * (1+rand_preset*slow_roam_cos)/2;
comp_23=`
comp_24=`//Sonne
comp_25=`float3 sun = saturate(.01/length(uv-sunpos))*suncol;
comp_26=`
comp_27=`anz = 6; cover = 0; ret1 = 0;
comp_28=`//Baum
comp_29=`for (n=1;n<=anz;n++) {
comp_30=`    dist = 1-frac(1.0*n/anz+.02*time); 
comp_31=`    dist2 = 1-frac(1.0*n/anz+.01*time); 
comp_32=`
comp_33=`    inten = (1-dist)*2;
comp_34=`    uv2.y = uv.y-.2*rand_preset.y ;
comp_35=`    uv2.x = uv.x + (rand_preset.z-.5)/2 ;
comp_36=`    uv2 = (1+2*rand_preset.x)*
comp_37=`    dist*uv2-float2(0.5,.25+q10+.1*rand_preset.x); //Blickpunkt vert.
comp_38=`    uv3 = frac(uv2) ;
comp_39=`
comp_40=`    uv5 = normalize(float2(uv.x,uv.y)-sunpos)*.2+sunpos;
comp_41=`    cover += lum(GetBlur1(frac(2*uv5*dist2)));
comp_42=`
comp_43=`    neu = (tex2D (sampler_main,uv3)+GetBlur1(uv3))/4;
comp_44=`    ret1 = ret1 + neu*inten;
comp_45=`//n++;
comp_46=`}
comp_47=`
comp_48=`ray = saturate(cover*2);
comp_49=`//ray *= saturate (1-sun*2);
comp_50=`//ray = saturate(ray);
comp_51=`
comp_52=`
comp_53=`ret = saturate( clouds) ;
comp_54=`ret *= (.4+ray*ray*.8)*1.5;
comp_55=`ret *= saturate(1-ret1.r*4);
comp_56=`ret += ray*.1*rand_preset.x*(1+rand_preset)*(uv.y+.5);
comp_57=`}
