MILKDROP_PRESET_VERSION=201 PSVERSION=2 PSVERSION_WARP=2 PSVERSION_COMP=2 [preset00] fRating=4.000000 fGammaAdj=1.980001 fDecay=0.500000 fVideoEchoZoom=0.999998 fVideoEchoAlpha=0.500000 nVideoEchoOrientation=3 nWaveMode=2 bAdditiveWaves=0 bWaveDots=0 bWaveThick=0 bModWaveAlphaByVolume=1 bMaximizeWaveColor=0 bTexWrap=0 bDarkenCenter=0 bRedBlueStereo=0 bBrighten=0 bDarken=1 bSolarize=0 bInvert=0 fWaveAlpha=0.001000 fWaveScale=20.944651 fWaveSmoothing=0.000000 fWaveParam=0.080000 fModWaveAlphaStart=0.000000 fModWaveAlphaEnd=1.320000 fWarpAnimSpeed=1.459500 fWarpScale=2.006700 fZoomExponent=1.000000 fShader=0.000000 zoom=0.999900 rot=0.000000 cx=0.500000 cy=0.500000 dx=0.000000 dy=0.000000 warp=0.010000 sx=0.999900 sy=1.000000 wave_r=0.000000 wave_g=0.990000 wave_b=1.000000 wave_x=0.500000 wave_y=0.500000 ob_size=0.015000 ob_r=0.000000 ob_g=0.000000 ob_b=1.000000 ob_a=0.000000 ib_size=0.260000 ib_r=0.250000 ib_g=0.250000 ib_b=0.250000 ib_a=0.000000 nMotionVectorsX=64.000000 nMotionVectorsY=48.000000 mv_dx=0.000000 mv_dy=0.000000 mv_l=1.850000 mv_r=0.499900 mv_g=0.499900 mv_b=0.499900 mv_a=0.000000 b1n=0.000000 b2n=0.000000 b3n=0.000000 b1x=1.000000 b2x=1.000000 b3x=1.000000 b1ed=0.000000 wavecode_0_enabled=1 wavecode_0_samples=100 wavecode_0_sep=0 wavecode_0_bSpectrum=0 wavecode_0_bUseDots=0 wavecode_0_bDrawThick=1 wavecode_0_bAdditive=0 wavecode_0_scaling=0.045052 wavecode_0_smoothing=0.100000 wavecode_0_r=1.000000 wavecode_0_g=1.000000 wavecode_0_b=1.000000 wavecode_0_a=0.600000 wave_0_per_frame1=t2 = .45 + rand(10)/100; wave_0_per_point1=k1 = bnot((sample*100+time)%2); wave_0_per_point2= wave_0_per_point3=dy = .015*above(sin(sample*11),0) wave_0_per_point4= +.008*above(sin(time+sample*74),0) wave_0_per_point5= +.008*above(sin(time+sample*128),0); wave_0_per_point6= wave_0_per_point7=dx = .01*above(sin(sample*27),0) + wave_0_per_point8= +.01*above(sin(time+sample*134),0); wave_0_per_point9= wave_0_per_point10=x = .2*(sample-.5) + .5 + dx; wave_0_per_point11=y = t2 + dy; wave_0_per_point12= wave_0_per_point13=a = q24 * k1 * bnot(q27%4); wave_0_per_point14= wave_0_per_point15=r = .6; g = 0; b = .6; wavecode_1_enabled=0 wavecode_1_samples=512 wavecode_1_sep=0 wavecode_1_bSpectrum=0 wavecode_1_bUseDots=0 wavecode_1_bDrawThick=1 wavecode_1_bAdditive=0 wavecode_1_scaling=0.891519 wavecode_1_smoothing=0.820000 wavecode_1_r=1.000000 wavecode_1_g=1.000000 wavecode_1_b=1.000000 wavecode_1_a=0.020000 wave_1_per_frame1=tm = time*.1; wave_1_per_frame2=t1 = t1*sin(tm*t4) + (1-t1)*sin(tm*t7); wave_1_per_frame3=t2 = t2*sin(tm*t5) + (1-t2)*sin(tm*t8); wave_1_per_frame4=t3 = t3*sin(tm*t6) + (1-t3)*sin(tm*1); wave_1_per_frame5= wave_1_per_frame6=tic = min(time - tin,1); wave_1_per_frame7=tin = time; wave_1_per_frame8= wave_1_per_frame9=tva = (tic*q1*.5); wave_1_per_frame10=tvb = (tic*q2*.5); wave_1_per_frame11=tvc = (tic*q3*.5); wave_1_per_frame12= wave_1_per_frame13=q1 = tva; wave_1_per_frame14=q2 = tvb; wave_1_per_frame15=q3 = tvc; wave_1_per_frame16= wave_1_per_frame17=sz = .5; wave_1_per_frame18=len = q4; wave_1_per_frame19=t4 = len; 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=0.891519 wavecode_2_smoothing=0.820000 wavecode_2_r=0.000000 wavecode_2_g=0.200000 wavecode_2_b=0.000000 wavecode_2_a=1.000000 wave_2_per_frame1=tm = time*.1; wave_2_per_frame2=t1 = t1*sin(tm*t4) + (1-t1)*sin(tm*t7); wave_2_per_frame3=t2 = t2*sin(tm*t5) + (1-t2)*sin(tm*t8); wave_2_per_frame4=t3 = t3*sin(tm*t6) + (1-t3)*sin(tm*1); wave_2_per_frame5= wave_2_per_frame6=tic = min(time - tin,1); wave_2_per_frame7=tin = time; wave_2_per_frame8= wave_2_per_frame9=tva = (tic*q1*.5); wave_2_per_frame10=tvb = (tic*q2*.5); wave_2_per_frame11=tvc = (tic*q3*.5); wave_2_per_frame12= wave_2_per_frame13=q1 = tva; wave_2_per_frame14=q2 = tvb; wave_2_per_frame15=q3 = tvc; wave_2_per_frame16= wave_2_per_frame17=sz = .5; wave_2_per_frame18=len = 1; wave_2_per_frame19=t4 = len; 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=1.000000 wavecode_3_smoothing=0.500000 wavecode_3_r=1.000000 wavecode_3_g=1.000000 wavecode_3_b=1.000000 wavecode_3_a=1.000000 shapecode_0_enabled=1 shapecode_0_sides=4 shapecode_0_additive=0 shapecode_0_thickOutline=0 shapecode_0_textured=1 shapecode_0_x=0.500000 shapecode_0_y=0.470000 shapecode_0_rad=0.240570 shapecode_0_ang=0.000000 shapecode_0_tex_ang=0.000000 shapecode_0_tex_zoom=0.140570 shapecode_0_r=1.000000 shapecode_0_g=0.300000 shapecode_0_b=0.500000 shapecode_0_a=1.000000 shapecode_0_r2=0.000000 shapecode_0_g2=0.000000 shapecode_0_b2=0.300000 shapecode_0_a2=1.000000 shapecode_0_border_r=1.000000 shapecode_0_border_g=1.000000 shapecode_0_border_b=0.000000 shapecode_0_border_a=0.000000 shape_0_per_frame1= shape_0_per_frame2=x = .5; y = .5; shape_0_per_frame3=a = q24; shape_0_per_frame4=a2 = q24; shape_0_per_frame5=//a = 1; shapecode_1_enabled=1 shapecode_1_sides=100 shapecode_1_additive=1 shapecode_1_thickOutline=1 shapecode_1_textured=0 shapecode_1_x=0.500000 shapecode_1_y=0.500000 shapecode_1_rad=0.051340 shapecode_1_ang=0.000000 shapecode_1_tex_ang=0.000000 shapecode_1_tex_zoom=0.122880 shapecode_1_r=0.300000 shapecode_1_g=0.200000 shapecode_1_b=0.200000 shapecode_1_a=0.700000 shapecode_1_r2=0.000000 shapecode_1_g2=0.000000 shapecode_1_b2=0.000000 shapecode_1_a2=0.000000 shapecode_1_border_r=0.000000 shapecode_1_border_g=0.500000 shapecode_1_border_b=0.500000 shapecode_1_border_a=0.000000 shape_1_per_frame1=r = .5 + .3 * sin(time); shape_1_per_frame2=g = .5 + .3 * sin(time/1.5); shape_1_per_frame3=b = .5 + .3 * sin(time/3.7); shape_1_per_frame4= shape_1_per_frame5=r2 = 0; b2 = 0; g2 = 0; shape_1_per_frame6= shape_1_per_frame7=a = .05; a2 = 0; shapecode_2_enabled=0 shapecode_2_sides=4 shapecode_2_additive=0 shapecode_2_thickOutline=0 shapecode_2_textured=0 shapecode_2_x=0.503000 shapecode_2_y=0.500000 shapecode_2_rad=0.010000 shapecode_2_ang=0.000000 shapecode_2_tex_ang=0.000000 shapecode_2_tex_zoom=0.609857 shapecode_2_r=0.000000 shapecode_2_g=0.000000 shapecode_2_b=0.000000 shapecode_2_a=0.000000 shapecode_2_r2=0.000000 shapecode_2_g2=0.000000 shapecode_2_b2=0.000000 shapecode_2_a2=1.000000 shapecode_2_border_r=1.000000 shapecode_2_border_g=1.000000 shapecode_2_border_b=1.000000 shapecode_2_border_a=0.000000 shape_2_per_frame1= shape_2_per_frame2=dy = .1 * sin(time*14);; shape_2_per_frame3=dx = q1*dy; shape_2_per_frame4= shape_2_per_frame5=x = .5 + dx; shape_2_per_frame6=y = .5 + dy; shape_2_per_frame7= shape_2_per_frame8=a = q25; a2 = q25; shape_2_per_frame9=rad = q21/110; shapecode_3_enabled=0 shapecode_3_sides=63 shapecode_3_additive=0 shapecode_3_thickOutline=0 shapecode_3_textured=1 shapecode_3_x=0.500000 shapecode_3_y=1.000000 shapecode_3_rad=0.548217 shapecode_3_ang=0.000000 shapecode_3_tex_ang=0.000000 shapecode_3_tex_zoom=0.499805 shapecode_3_r=1.000000 shapecode_3_g=1.000000 shapecode_3_b=1.000000 shapecode_3_a=1.000000 shapecode_3_r2=1.000000 shapecode_3_g2=1.000000 shapecode_3_b2=1.000000 shapecode_3_a2=0.000000 shapecode_3_border_r=0.500000 shapecode_3_border_g=0.500000 shapecode_3_border_b=0.500000 shapecode_3_border_a=0.000000 per_frame_init_1=xk = 0; per_frame_1=dec_med = pow (0.8, 30/fps); per_frame_2=dec_slow = pow (0.95, 30/fps); per_frame_3=dec_xlow = pow (0.995, 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, .2+avg+peak) * above (time, t0+.2); 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) %16; per_frame_10=index2 = (index2 + is_beat*bnot(index))%2; 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_att + mid_att + treb_att; per_frame_18=q27 = index + 1; per_frame_19= per_frame_20=peakx = above(q22,1.5*maxp); per_frame_21=maxp = max(maxp, q22); per_frame_22=maxp = maxp*dec_xlow; per_frame_23= per_frame_24=k1 = is_beat*equal(index%3,0); per_frame_25=p1 = k1*(p1+1) + (1-k1)*p1; per_frame_26=p2 = dec_med * p2+ (1-dec_med)*p1; per_frame_27=rott = p2 * 3.1416/4; per_frame_28= per_frame_29=q1 = cos(rott); per_frame_30=q2 = sin(rott); per_frame_31=q3 = -q2; per_frame_32=q4 = q1; per_frame_33= per_frame_34=trig = q24 * bnot(index%4); per_frame_35=dir = dir + trig * q26*(rand(100)/100-.5)/2 + peakx; per_frame_36=dir_ = dir_ * dec_slow + dir*(1-dec_slow); per_frame_37=dir__ = dir__ * dec_slow + dir_*(1-dec_slow); per_frame_38= per_frame_39=q5 = cos(dir__); per_frame_40=q6 = sin(dir__); per_frame_41= per_frame_42=speed = speed * bnot(trig) + trig*q26*5/fps ; per_frame_43=speed_= speed_* dec_slow + speed*(1-dec_slow); per_frame_44= per_frame_45=movx = movx + speed_*q6; per_frame_46=movy = movy + speed_*q5; per_frame_47= per_frame_48=//movx = movx + speed; per_frame_49=//movy = movy + speed; per_frame_50= per_frame_51= per_frame_52=q7 = movx; per_frame_53=q8 = movy; per_frame_54= per_frame_55=tilt = dir - dir__; per_frame_56=tilt_ = dec_slow*tilt_ + (1-dec_slow)*tilt; per_frame_57= per_frame_58= per_frame_59=monitor = maxp; per_frame_60=q9 = cos(tilt_*speed_); per_frame_61=q10 = sin(tilt_*speed_); per_frame_62= per_frame_63=q12 = time; per_pixel_1=zoom = 1.3; warp_1=`sampler sampler_worms; warp_2=`float3 color, mus; warp_3=`float dx,dy; warp_4=`shader_body { warp_5=`float2 uv1 = (uv-.5) * aspect.xy; warp_6=` warp_7=` warp_8=`float2 uv6 = uv1; warp_9=`float z = 2*length(uv1)+rand_frame * 64; warp_10=`float2 d = normalize(uv1); warp_11=`float clp = 2; warp_12=`float2 rs = clamp(tan(z)*d,-clp,clp); warp_13=`uv += rs/20; warp_14=` warp_15=` warp_16=`uv6 = .4*sin(uv1*22); warp_17=`mus = .1/(length(uv6)); warp_18=`mus *= roam_cos; warp_19=` warp_20=`float3 blur = GetBlur1(frac(uv)); warp_21=` warp_22=`float3 crisp= tex2D(sampler_main,uv); warp_23=` warp_24=`float3 ret1 = crisp - blur*.04 + .15*mus; warp_25=`q25 = q24; warp_26=`ret = q25*(ret1-.02)*.98 + (1-q25)* GetPixel(uv_orig); warp_27=`} comp_1=`sampler sampler_pw_noise_lq; comp_2=` comp_3=`float2 rs, rs0; comp_4=`float3 noise, ret1; comp_5=` comp_6=`shader_body { comp_7=`float corr = texsize.xy*texsize_noise_lq.zw; comp_8=`float2 uv1 = (uv_orig-.5)*aspect.xy; comp_9=`uv1 = mul(uv1,float2x2(q9,q10,-q10,q9)); comp_10=`uv1 *= aspect.yx; comp_11=`float h1 = 3; comp_12=`float k1 = 1; comp_13=`float z = h1/abs(uv1.y); comp_14=`rs.x = uv1.x * z * k1; comp_15=`rs.y = z *k1/2; comp_16=`rs0 = rs; comp_17=`rs *=1; comp_18=`rs = mul(float2x2(q5,q6,-q6,q5),rs); comp_19=`rs += float2 (q7,q8); comp_20=` comp_21=` comp_22=`float mod = sin((uv1-q12)*q27); comp_23=` comp_24=`ret1 = GetBlur1(frac(rs/12)); comp_25=`ret = ret1*32/z comp_26=`+ q22*sqrt(z)/4*mod * GetPixel(4*ret1/z+uv1/2/(.5+abs(uv1.y))+float2(q5,0)); comp_27=` comp_28=`}