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MILKDROP_PRESET_VERSION=201
PSVERSION=2
PSVERSION_WARP=2
PSVERSION_COMP=2
[preset00]
fRating=4.000
fGammaAdj=1.000
fDecay=0.995
fVideoEchoZoom=1.000
fVideoEchoAlpha=0.500
nVideoEchoOrientation=1
nWaveMode=6
bAdditiveWaves=1
bWaveDots=0
bWaveThick=1
bModWaveAlphaByVolume=1
bMaximizeWaveColor=0
bTexWrap=0
bDarkenCenter=0
bRedBlueStereo=0
bBrighten=0
bDarken=0
bSolarize=0
bInvert=0
fWaveAlpha=0.001
fWaveScale=2.103
fWaveSmoothing=0.540
fWaveParam=0.380
fModWaveAlphaStart=0.810
fModWaveAlphaEnd=1.400
fWarpAnimSpeed=1.000
fWarpScale=1.331
fZoomExponent=1.00000
fShader=0.000
zoom=1.00000
rot=0.00000
cx=0.500
cy=0.500
dx=0.00000
dy=0.00000
warp=0.01000
sx=1.00000
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=0.005
ob_r=0.000
ob_g=0.000
ob_b=0.000
ob_a=1.000
ib_size=0.005
ib_r=0.250
ib_g=0.250
ib_b=0.250
ib_a=1.000
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=0.250
wavecode_0_enabled=0
wavecode_0_samples=128
wavecode_0_sep=0
wavecode_0_bSpectrum=0
wavecode_0_bUseDots=0
wavecode_0_bDrawThick=1
wavecode_0_bAdditive=1
wavecode_0_scaling=0.89152
wavecode_0_smoothing=0.00000
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=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=0
shapecode_0_sides=64
shapecode_0_additive=0
shapecode_0_thickOutline=1
shapecode_0_textured=1
shapecode_0_num_inst=1
shapecode_0_x=0.500
shapecode_0_y=0.500
shapecode_0_rad=0.53526
shapecode_0_ang=0.00000
shapecode_0_tex_ang=0.00000
shapecode_0_tex_zoom=1.35028
shapecode_0_r=1.000
shapecode_0_g=1.000
shapecode_0_b=1.000
shapecode_0_a=0.400
shapecode_0_r2=1.000
shapecode_0_g2=1.000
shapecode_0_b2=1.000
shapecode_0_a2=0.500
shapecode_0_border_r=1.000
shapecode_0_border_g=1.000
shapecode_0_border_b=0.000
shapecode_0_border_a=0.000
shapecode_1_enabled=1
shapecode_1_sides=14
shapecode_1_additive=0
shapecode_1_thickOutline=0
shapecode_1_textured=0
shapecode_1_num_inst=78
shapecode_1_x=0.600
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=60.80383
shapecode_1_r=1.000
shapecode_1_g=1.000
shapecode_1_b=1.000
shapecode_1_a=0.900
shapecode_1_r2=0.000
shapecode_1_g2=0.000
shapecode_1_b2=0.000
shapecode_1_a2=1.000
shapecode_1_border_r=1.000
shapecode_1_border_g=0.590
shapecode_1_border_b=1.000
shapecode_1_border_a=1.000
shape_1_init1=t1 = int(rand(10))/10;
shape_1_init2=t2 = .2 + int(rand(8))/10;
shape_1_per_frame1=speed = .02;
shape_1_per_frame2=trel = int(time*speed)- time*speed+1;
shape_1_per_frame3=k1 = instance/num_inst;
shape_1_per_frame4=k1 = k1 - int(k1);
shape_1_per_frame5=dist = 1.4-k1; //################# soll 1 sein
shape_1_per_frame6=//dist = dist - int(dist);
shape_1_per_frame7=
shape_1_per_frame8=
shape_1_per_frame9=fov = .1;
shape_1_per_frame10=arg = dist-.02*time;
shape_1_per_frame11=posx = fov/dist * (sin(arg*13) + .2*sin(dist*332));
shape_1_per_frame12=posy = fov/dist * (cos(arg*36)+ .2*sin(dist*332));
shape_1_per_frame13=
shape_1_per_frame14=xl = .5 + posx;
shape_1_per_frame15=yl = .5 + posy;
shape_1_per_frame16=
shape_1_per_frame17=time2 = time/4 + cos(instance) ;
shape_1_per_frame18=xw = .5 + .5 * (sin(arg*14) + .02*cos(arg*1131)) ;
shape_1_per_frame19=yw = time2 - int(time2);
shape_1_per_frame20=
shape_1_per_frame21=x = if(bnot(q19),xl,xw);
shape_1_per_frame22=y = if(bnot(q19),yl,yw);
shape_1_per_frame23=
shape_1_per_frame24=ang = time * sin(k1*44)*12;
shape_1_per_frame25=a = t1; border_a = 0; a2 = t2;
shape_1_per_frame26=rad = .01/dist;
shape_1_per_frame27=
shape_1_per_frame28=r = .5 + .3* sin(instance+arg);
shape_1_per_frame29=b = .5 + .3* sin(instance-2+arg);
shape_1_per_frame30=g = .5 + .3* sin(instance*2+arg);
shape_1_per_frame31=
shape_1_per_frame32=
shapecode_2_enabled=0
shapecode_2_sides=63
shapecode_2_additive=0
shapecode_2_thickOutline=0
shapecode_2_textured=0
shapecode_2_num_inst=1
shapecode_2_x=0.503
shapecode_2_y=0.670
shapecode_2_rad=0.05033
shapecode_2_ang=0.00000
shapecode_2_tex_ang=0.00000
shapecode_2_tex_zoom=0.49981
shapecode_2_r=0.000
shapecode_2_g=1.000
shapecode_2_b=1.000
shapecode_2_a=1.000
shapecode_2_r2=0.000
shapecode_2_g2=0.000
shapecode_2_b2=0.000
shapecode_2_a2=1.000
shapecode_2_border_r=0.500
shapecode_2_border_g=0.500
shapecode_2_border_b=0.500
shapecode_2_border_a=0.000
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=0.510
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=0.400
shapecode_3_b=0.000
shapecode_3_a=0.700
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
per_frame_init_1=q8=0;
per_frame_1=chng=sin(time*.5);
per_frame_2=cthr=.9999;
per_frame_3=mq21=if(above(chng,cthr),rand(3),mq21);
per_frame_4=mq22=if(above(chng,cthr),rand(3),mq22);
per_frame_5=mq23=if(above(chng,cthr),rand(3),mq23);
per_frame_6=mq24=if(above(chng,cthr),rand(2),mq24);
per_frame_7=mq25=if(above(chng,cthr),rand(2),mq25);
per_frame_8=mq26=if(above(chng,cthr),rand(2),mq26);
per_frame_9=mq27=if(above(chng,cthr),rand(1),mq27);
per_frame_10=mq28=if(above(chng,cthr),rand(1),mq28);
per_frame_11=mq29=if(above(chng,cthr),rand(1)*.3,mq29);
per_frame_12=mq31=if(above(chng,cthr),rand(1)*.3,mq31);
per_frame_13=monitor=chng;
per_frame_14=q21=mq21;q22=mq22;q23=mq23;q24=mq24;q25=mq25;q26=mq26;
per_frame_15=q27=mq27;q28=mq28;q29=mq29;q31=mq31;
per_frame_16=
per_frame_17=monitor=mq1;
per_frame_18=vol=bass+treb+mid;
per_frame_19=atime=atime+vol;
per_frame_20=q11=.4+sin(atime*.006 )*.4;
per_frame_21=q12=.4+cos(atime*.00613828348)*.4;
per_frame_22=q13=.4+sin(atime*.00598593455)*.4;
per_frame_23=monitor=q13;
per_frame_24=
per_frame_25=warp=0;
per_frame_26=q8 =oldq8+ 0.0003*(pow(1+1.2*bass+0.4*bass_att+0.1*treb+0.1*treb_att+0.1*mid+0.1*mid_att,6)/fps);
per_frame_27=oldq8 = q8;
per_frame_28=wave_r = 0.5+0.5*sin(1.123*q8);
per_frame_29=wave_g = 0.5+0.5*sin(q8*1.576);
per_frame_30=wave_b = 0.5+0.5*cos(q8*1.465);
per_frame_31=ib_a =0.2*bass;
per_pixel_1=dx=dx+0.008*sin((y*2-1)*meshx)+0.008*sin((y*2-1)*meshx*1.3333);
per_pixel_2=dy=dy+0.008*cos((x*2-1)*meshx*1.3333)+0.008*cos((x*2-1)*meshx);
warp_1=`shader_body
warp_2=`{
warp_3=` // PAINTERLY EFFECT:
warp_4=` float2 uv2 = uv;
warp_5=` const float mipbias = 0;
warp_6=` float2 delta2 = texsize.zw*float2(1,1);
warp_7=` float3 blurry_color = tex2D( sampler_main, uv2 + delta2 ).xyz;
warp_8=` //uv2.xy += (blurry_color.xy-0.37) * 0.005;
warp_9=`
warp_10=`
warp_11=` // sample previous frame
warp_12=` ret = tex2D( sampler_main, uv2 ).xyz;
warp_13=`float4 noise9 = tex3D(sampler_noisevol_hq,
warp_14=` ((uv2.xyy*q27
warp_15=` )*texsize.xyy*texsize_noisevol_hq.zww
warp_16=` ).xyz*
warp_17=` float3(1,1,0)*0.05 +
warp_18=` time*float3(0,0,1)*q29
warp_19=` );
warp_20=`if(ret.x> q21*q13 && ret.x<= q24*q11 )ret.y -= (noise9).x*.5;
warp_21=`if(ret.y> q22*q11 && ret.y<= q25*q12 )ret.z -= (noise9).y*.5;
warp_22=`if(ret.z> q23*q12 && ret.z<= q26*q13 )ret.x -= (noise9).z*.5;
warp_23=`
warp_24=` ret += (ret - GetBlur1(uv2))*0.2;
warp_25=`
warp_26=` // darken over time
warp_27=` ret -= 0.02;
warp_28=`}
comp_1=`
comp_2=`
comp_3=`
comp_4=`
comp_5=`shader_body
comp_6=`{
comp_7=` uv = 0.05 + 0.9*uv;
comp_8=` ret = tex2D(sampler_main, uv).xyz;
comp_9=`float4 noise9 = tex3D(sampler_noisevol_hq,
comp_10=` ((uv.xyy*q28
comp_11=` )*texsize.xyy*texsize_noisevol_hq.zww
comp_12=` ).xyz*
comp_13=` float3(1,1,0)*0.05 +
comp_14=` time*float3(0,0,1)*q31
comp_15=` );
comp_16=`if(ret.x> q26*q13 && ret.x<= q23*q11 )ret.z -= (noise9).x*.5;
comp_17=`if(ret.y> q25*q11 && ret.y<= q22*q12 )ret.x -= (noise9).y*.5;
comp_18=`if(ret.z> q24*q12 && ret.z<= q21*q13 )ret.y -= (noise9).z*.5;
comp_19=` // SUPER GLOW EDGES - looks awesome w/octopus
comp_20=` float3 avg_col = GetBlur1(uv);
comp_21=` ret = abs(avg_col - ret)*6;
comp_22=` ret *= 1.333; // a little bit of overbright
comp_23=`}
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