MILKDROP_PRESET_VERSION=201
PSVERSION=2
PSVERSION_WARP=2
PSVERSION_COMP=2
[preset00]
fRating=2.000000
fGammaAdj=1.000
fDecay=0.500
fVideoEchoZoom=1.000
fVideoEchoAlpha=0.000
nVideoEchoOrientation=3
nWaveMode=0
bAdditiveWaves=0
bWaveDots=0
bWaveThick=1
bModWaveAlphaByVolume=0
bMaximizeWaveColor=0
bTexWrap=1
bDarkenCenter=0
bRedBlueStereo=0
bBrighten=0
bDarken=0
bSolarize=0
bInvert=0
fWaveAlpha=0.001
fWaveScale=1.311
fWaveSmoothing=0.000
fWaveParam=0.000
fModWaveAlphaStart=1.000
fModWaveAlphaEnd=1.000
fWarpAnimSpeed=0.010
fWarpScale=100.000
fZoomExponent=0.19913
fShader=0.000
zoom=1.00000
rot=0.00000
cx=0.500
cy=0.500
dx=0.00000
dy=0.00000
warp=0.01359
sx=1.00000
sy=1.00000
wave_r=0.000
wave_g=0.700
wave_b=1.000
wave_x=0.500
wave_y=0.500
ob_size=0.000
ob_r=0.000
ob_g=1.000
ob_b=0.000
ob_a=0.030
ib_size=0.500
ib_r=1.000
ib_g=1.000
ib_b=1.000
ib_a=0.000
nMotionVectorsX=64.000
nMotionVectorsY=48.000
mv_dx=0.000
mv_dy=0.000
mv_l=0.000
mv_r=1.000
mv_g=1.000
mv_b=0.000
mv_a=0.000
b1n=0.000
b2n=0.000
b3n=0.000
b1x=1.000
b2x=1.000
b3x=1.000
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=0.16188
wavecode_0_smoothing=0.50000
wavecode_0_r=1.000
wavecode_0_g=1.000
wavecode_0_b=1.000
wavecode_0_a=1.000
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=1
wavecode_1_scaling=25.12601
wavecode_1_smoothing=1.00000
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=0
wavecode_2_bAdditive=0
wavecode_2_scaling=1.00000
wavecode_2_smoothing=0.50000
wavecode_2_r=1.000
wavecode_2_g=1.000
wavecode_2_b=1.000
wavecode_2_a=1.000
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=1.00000
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=32
shapecode_0_additive=1
shapecode_0_thickOutline=1
shapecode_0_textured=0
shapecode_0_num_inst=1
shapecode_0_x=0.500
shapecode_0_y=0.500
shapecode_0_rad=1.19120
shapecode_0_ang=0.00000
shapecode_0_tex_ang=0.00000
shapecode_0_tex_zoom=1.00000
shapecode_0_r=1.000
shapecode_0_g=0.000
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=1.000
shapecode_0_border_a=0.000
shape_0_per_frame1=//ang = q1;
shape_0_per_frame2=//rad = 1.6-.2*treb_att;
shapecode_1_enabled=1
shapecode_1_sides=100
shapecode_1_additive=1
shapecode_1_thickOutline=1
shapecode_1_textured=1
shapecode_1_num_inst=1
shapecode_1_x=0.420
shapecode_1_y=0.300
shapecode_1_rad=0.39310
shapecode_1_ang=0.94248
shapecode_1_tex_ang=0.00000
shapecode_1_tex_zoom=0.82770
shapecode_1_r=0.000
shapecode_1_g=1.000
shapecode_1_b=0.000
shapecode_1_a=0.920
shapecode_1_r2=0.600
shapecode_1_g2=0.300
shapecode_1_b2=0.000
shapecode_1_a2=0.000
shapecode_1_border_r=0.000
shapecode_1_border_g=1.000
shapecode_1_border_b=0.000
shapecode_1_border_a=0.000
shape_1_per_frame1=ang = -0.5*q1;
shapecode_2_enabled=1
shapecode_2_sides=100
shapecode_2_additive=0
shapecode_2_thickOutline=1
shapecode_2_textured=0
shapecode_2_num_inst=1
shapecode_2_x=0.420
shapecode_2_y=0.300
shapecode_2_rad=0.10783
shapecode_2_ang=0.94248
shapecode_2_tex_ang=0.00000
shapecode_2_tex_zoom=0.82770
shapecode_2_r=0.300
shapecode_2_g=1.000
shapecode_2_b=0.000
shapecode_2_a=0.920
shapecode_2_r2=0.600
shapecode_2_g2=0.300
shapecode_2_b2=0.000
shapecode_2_a2=0.000
shapecode_2_border_r=0.000
shapecode_2_border_g=1.000
shapecode_2_border_b=0.000
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=0.500
shapecode_3_rad=0.10000
shapecode_3_ang=0.00000
shapecode_3_tex_ang=0.00000
shapecode_3_tex_zoom=1.00000
shapecode_3_r=1.000
shapecode_3_g=0.000
shapecode_3_b=0.000
shapecode_3_a=1.000
shapecode_3_r2=0.000
shapecode_3_g2=1.000
shapecode_3_b2=0.000
shapecode_3_a2=0.000
shapecode_3_border_r=1.000
shapecode_3_border_g=1.000
shapecode_3_border_b=1.000
shapecode_3_border_a=0.100
per_frame_1=
per_frame_2=// buffering bass, mid and treb
per_frame_3=
per_frame_4=db = 0.6*db+.25*bass_att;
per_frame_5=dm = 0.6*dm+.25*mid_att;
per_frame_6=dt = 0.6*dt+.25*treb_att;
per_frame_7=
per_frame_8=//buffering them again
per_frame_9=dbmt = 0.5*dbmt+.33*(db+dm+dt);
per_frame_10=
per_frame_11=//integrations over time
per_frame_12=vv = vv + .1 * dbmt;
per_frame_13=bb = bb +.1*db;
per_frame_14=mm = mm +.1*dm;
per_frame_15=tt = tt +.1*tt;
per_frame_16=
per_frame_17=q1 = 0.5*vv;
per_frame_18=
per_frame_19=//so I heard these things were slow as hell in the shaders...
per_frame_20=q2 = sin(q1);
per_frame_21=q3 = cos(q1);
per_frame_22=
per_frame_23=q4 = tt-bb+.15*vv;
per_frame_24=q5 = bb-tt+.15*vv;
per_frame_25=
per_frame_26=//mhhm, color cycling...
per_frame_27=
per_frame_28=q6 = .5+.5*sin(0.15*q1);
per_frame_29=q7 = .5+.5*cos(0.21*q1);
per_frame_30=q8 = .5+.3*sin(0.05*q1)+.2*cos(0.3*q1);
per_frame_31=q9 = .3+.7*sin(0.27*q1);
per_pixel_1=vx = 0.25+cos(q4*0.2)*1;
per_pixel_2=vy = 0.25+sin(q5*0.2)*1;
per_pixel_3=z = 0;
per_pixel_4=x = x - vx;
per_pixel_5=y = y - vy;
per_pixel_6=
per_pixel_7=d = q1*0.1;
per_pixel_8=xx = sin(d)*x + cos(d)*y;
per_pixel_9=yy = cos(d)*x - sin(d)*y;
per_pixel_10=
per_pixel_11=x = xx;
per_pixel_12=y = yy;
per_pixel_13=
per_pixel_14=cx = .2+.4*sin(0.2*q3);
per_pixel_15=cy = .5+.1*tan(q2);
per_pixel_16=cz = 0.5+.2*sin(0.1*q1);
per_pixel_17=
per_pixel_18=zoom = 0.32;
per_pixel_19=w = 1/zoom*(1+sqrt(sqr(z-cz) + sqr(x-cx)+sqr(y-cy)));
per_pixel_20=dx = -x*w;// + w*y;
per_pixel_21=dy = -y*w ;// - w*x;
warp_1=`shader_body
warp_2=`{
warp_3=`
warp_4=`float2 uv_m = 1.0 - abs( frac( uv * 0.5 ) * 2.0 - 1.0 ); // Eo.S' mirror code
warp_5=`ret.x = tex2D( sampler_fc_main, uv_m ).x*0.5;
warp_6=`
warp_7=`
warp_8=`// Fractal calculation in the green color channel
warp_9=`float2 zoom =1.7;
warp_10=`float2 c = float2(0.3875,0.73);
warp_11=`
warp_12=`float2 my_uv2 = (uv_orig-0.5)*zoom;
warp_13=`my_uv2 = float2(my_uv2.x*my_uv2.x - my_uv2.y*my_uv2.y, 2*my_uv2.x*my_uv2.y) + c; // u -> u^2 + c
warp_14=`
warp_15=`ret.y = tex2D( sampler_fc_main, my_uv2).y;
warp_16=`
warp_17=`//Fade-out on all channels...
warp_18=`ret = (ret -.02)*.98;
warp_19=`
warp_20=`}
comp_1=`shader_body
comp_2=`{
comp_3=`
comp_4=`//I'm too lazy to use a custom float here... 
comp_5=`rand_preset = float4(q6,q7,q8,q9);
comp_6=`
comp_7=`// coloration of the red color channel
comp_8=`ret = float3(1,1,1)*GetBlur3(uv).x; 
comp_9=`ret = lerp( ret, rand_preset.yzx, GetBlur2(uv).x*2);
comp_10=`ret = lerp( ret, max(rand_preset.yxz*2,1), GetBlur1(uv).x*0.5);
comp_11=`ret = lerp( ret, -0.1*rand_preset.zwy, GetPixel(uv).x);
comp_12=`
comp_13=`//spinning uv coordinates! (q2/3 are sin/cos calculations)
comp_14=`float2 uv2 = uv-.5;
comp_15=`uv2 = float2((uv2.x)*q3 - (uv2.y) * q2,(uv2.x)* q2 + (uv2.y) * q3)+.5;
comp_16=`
comp_17=`//adding some plasticity
comp_18=`float2 d = texsize.zw*4;
comp_19=`float1 dx = ( GetBlur1(uv2+float2(1,0)*d)-GetBlur1(uv2-float2(1,0)*d) ).y;
comp_20=`float1 dy = ( GetBlur1(uv2+float2(0,1)*d)-GetBlur1(uv2-float2(0,1)*d) ).y;
comp_21=`float2 uv_y = uv2+float2(dx,dy)*0.4;
comp_22=`
comp_23=`//coloration of the green color channel
comp_24=`ret = lerp(ret,float3(.8,.8,.8),tex2D(sampler_main,uv_y).y); 
comp_25=`ret = lerp( ret, rand_preset, GetBlur2(uv2).y*2);
comp_26=`ret = lerp( ret, max(rand_preset*2,1.2), GetBlur1(uv_y).y*0.5);
comp_27=`ret = lerp( ret, -.01*rand_preset.xyw, GetPixel(uv2).y);
comp_28=`
comp_29=`//enable to check the warp shader
comp_30=`//ret = GetPixel(uv);
comp_31=`}
