MILKDROP_PRESET_VERSION=201
PSVERSION=2
PSVERSION_WARP=2
PSVERSION_COMP=2
[preset00]
fRating=4.000000
fGammaAdj=1.0
fDecay=1.0
fVideoEchoZoom=2.0
fVideoEchoAlpha=0.0
nVideoEchoOrientation=0
nWaveMode=6
bAdditiveWaves=1
bWaveDots=1
bWaveThick=1
bModWaveAlphaByVolume=0
bMaximizeWaveColor=0
bTexWrap=1
bDarkenCenter=0
bRedBlueStereo=0
bBrighten=0
bDarken=0
bSolarize=0
bInvert=0
fWaveAlpha=100.0
fWaveScale=3.630
fWaveSmoothing=0.9
fWaveParam=-0.3
fModWaveAlphaStart=1.150
fModWaveAlphaEnd=1.550
fWarpAnimSpeed=1.0
fWarpScale=1.331
fZoomExponent=1.0
fShader=0.0
zoom=0.96971
rot=0.0
cx=0.5
cy=0.5
dx=0.0
dy=0.0
warp=0.0
sx=1.0
sy=1.0
wave_r=0.6
wave_g=0.6
wave_b=0.6
wave_x=0.5
wave_y=0.5
ob_size=0.010
ob_r=0.0
ob_g=0.0
ob_b=0.0
ob_a=0.0
ib_size=0.010
ib_r=0.250
ib_g=0.250
ib_b=0.250
ib_a=0.0
nMotionVectorsX=64.0
nMotionVectorsY=48.0
mv_dx=0.0
mv_dy=0.0
mv_l=0.0
mv_r=0.350
mv_g=0.350
mv_b=0.350
mv_a=0.0
b1n=0.0
b2n=0.0
b3n=0.0
b1x=1.0
b2x=1.0
b3x=1.0
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=1.0
wavecode_0_smoothing=0.5
wavecode_0_r=1.0
wavecode_0_g=1.0
wavecode_0_b=1.0
wavecode_0_a=1.0
wavecode_1_enabled=0
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=1.0
wavecode_1_smoothing=0.5
wavecode_1_r=1.0
wavecode_1_g=1.0
wavecode_1_b=1.0
wavecode_1_a=1.0
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=1.0
wavecode_2_smoothing=0.5
wavecode_2_r=1.0
wavecode_2_g=1.0
wavecode_2_b=1.0
wavecode_2_a=1.0
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=1.0
wavecode_3_smoothing=0.5
wavecode_3_r=1.0
wavecode_3_g=1.0
wavecode_3_b=1.0
wavecode_3_a=1.0
shapecode_0_enabled=0
shapecode_0_sides=4
shapecode_0_additive=0
shapecode_0_thickOutline=0
shapecode_0_textured=0
shapecode_0_num_inst=1
shapecode_0_x=0.5
shapecode_0_y=0.5
shapecode_0_rad=0.1
shapecode_0_ang=0.0
shapecode_0_tex_ang=0.0
shapecode_0_tex_zoom=1.0
shapecode_0_r=1.0
shapecode_0_g=0.0
shapecode_0_b=0.0
shapecode_0_a=1.0
shapecode_0_r2=0.0
shapecode_0_g2=1.0
shapecode_0_b2=0.0
shapecode_0_a2=0.0
shapecode_0_border_r=1.0
shapecode_0_border_g=1.0
shapecode_0_border_b=1.0
shapecode_0_border_a=0.1
shapecode_1_enabled=0
shapecode_1_sides=4
shapecode_1_additive=0
shapecode_1_thickOutline=0
shapecode_1_textured=0
shapecode_1_num_inst=1
shapecode_1_x=0.5
shapecode_1_y=0.5
shapecode_1_rad=0.1
shapecode_1_ang=0.0
shapecode_1_tex_ang=0.0
shapecode_1_tex_zoom=1.0
shapecode_1_r=1.0
shapecode_1_g=0.0
shapecode_1_b=0.0
shapecode_1_a=1.0
shapecode_1_r2=0.0
shapecode_1_g2=1.0
shapecode_1_b2=0.0
shapecode_1_a2=0.0
shapecode_1_border_r=1.0
shapecode_1_border_g=1.0
shapecode_1_border_b=1.0
shapecode_1_border_a=0.1
shapecode_2_enabled=0
shapecode_2_sides=4
shapecode_2_additive=0
shapecode_2_thickOutline=0
shapecode_2_textured=0
shapecode_2_num_inst=1
shapecode_2_x=0.5
shapecode_2_y=0.5
shapecode_2_rad=0.1
shapecode_2_ang=0.0
shapecode_2_tex_ang=0.0
shapecode_2_tex_zoom=1.0
shapecode_2_r=1.0
shapecode_2_g=0.0
shapecode_2_b=0.0
shapecode_2_a=1.0
shapecode_2_r2=0.0
shapecode_2_g2=1.0
shapecode_2_b2=0.0
shapecode_2_a2=0.0
shapecode_2_border_r=1.0
shapecode_2_border_g=1.0
shapecode_2_border_b=1.0
shapecode_2_border_a=0.1
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=0.5
shapecode_3_y=0.5
shapecode_3_rad=0.1
shapecode_3_ang=0.0
shapecode_3_tex_ang=0.0
shapecode_3_tex_zoom=1.0
shapecode_3_r=1.0
shapecode_3_g=0.0
shapecode_3_b=0.0
shapecode_3_a=1.0
shapecode_3_r2=0.0
shapecode_3_g2=1.0
shapecode_3_b2=0.0
shapecode_3_a2=0.0
shapecode_3_border_r=1.0
shapecode_3_border_g=1.0
shapecode_3_border_b=1.0
shapecode_3_border_a=0.1
per_frame_init_1=rot_sum = 0;
per_frame_init_2=q2 = 0.07 + 0.04*rand(1000)*0.001 + 0.03*rand(1000)*0.001;
per_frame_init_3=q3 = 1.035 + 0.06*(rand(1000)+rand(1000)+rand(1000))*0.000333;
per_frame_1=wave_r = wave_r + 0.500*( 0.60*sin(1.980*time) + 0.40*sin(3.047*time) );
per_frame_2=wave_g = wave_g + 0.500*( 0.60*sin(2.835*time) + 0.40*sin(2.081*time) );
per_frame_3=wave_b = wave_b + 0.500*( 0.60*sin(3.814*time) + 0.40*sin(1.011*time) );
per_frame_4=cx = 0.5;//cx + 0.110*( 0.60*sin(0.374*time) + 0.40*sin(0.294*time) );
per_frame_5=cy = 0.5;//cy + 0.110*( 0.60*sin(0.393*time) + 0.40*sin(0.223*time) );
per_frame_6=
per_frame_7=rot = q2;//0.13;//6.28*(rand(737)/737.0 - 0.5) * 0.03;
per_frame_8=zoom = zoom-1 + q3;
per_frame_9=rot_sum = rot_sum + rot;
per_frame_10=q1 = -rot_sum;
per_frame_11=q5 = cos(rot_sum);
per_frame_12=q6 = sin(rot_sim);
per_frame_13=monitor = q2;
per_frame_14=
per_frame_15=// custom beat detection code: (fps-independent; quiet songs don't freak out)
per_frame_16=min_att    = 2.5;               // lower # = quieter songs can declare beats
per_frame_17=decay_to   = 0.8;               // lower # = more hasty to declare a beat
per_frame_18=decay_rate = pow(0.9990, fps);  // lower # = more hasty to declare a beat
per_frame_19=beat =           bass/max(min_att,bass_att);
per_frame_20=beat = max(beat, mid /max(min_att,mid_att ));
per_frame_21=beat = max(beat, treb/max(min_att,treb_att));
per_frame_22=beat = max( beat, (prev_beat-decay_to)*decay_rate + decay_to );
per_frame_23=beat_level     = (beat - prev_beat - 0.02)*24;
per_frame_24=is_beat = above(beat_level, 0.5);
per_frame_25=prev_beat = beat;
per_frame_26=  // put your beat responses HERE:
per_frame_27=  wave_a = beat_level;
warp_1=`shader_body
warp_2=`{
warp_3=`    // sample previous frame
warp_4=`    ret = tex2D( sampler_pw_main, uv ).xyz;
warp_5=`
warp_6=`    // darken over time
warp_7=`    ret -= 0.004;//*= 0.95; //or try: ret -= 0.004;
warp_8=`}
comp_1=`shader_body
comp_2=`{
comp_3=`    float2 orig = uv;
comp_4=`
comp_5=`    float inv_zoom = min(aspect.x,aspect.y)*0.8;
comp_6=`    //float t = saturate(time*0.33);
comp_7=`    //t = t*t*(3 - 2*t);
comp_8=`    //inv_zoom = lerp(1, inv_zoom, t);
comp_9=`
comp_10=`    uv -= 0.5;
comp_11=`    uv *= inv_zoom;
comp_12=`    uv *= aspect.xy;
comp_13=`
comp_14=`    float2 uv2;  
comp_15=`    uv2.x = uv.x*cos(q1) - uv.y*sin(q1);
comp_16=`    uv2.y = uv.x*sin(q1) + uv.y*cos(q1);
comp_17=`    uv2 *= aspect.zw;
comp_18=`    uv2 += 0.5;
comp_19=`
comp_20=`    ret = abs( tex2D(sampler_main, uv2).xyz*2.65
comp_21=`                            + GetBlur1(uv2)*-2 );
comp_22=`
comp_23=`    ret.xyz *= 1.5;
comp_24=`}
comp_25=`
comp_26=`
