MILKDROP_PRESET_VERSION=201
PSVERSION=2
PSVERSION_WARP=2
PSVERSION_COMP=2
[preset00]
fRating=2.0
fGammaAdj=2.7
fDecay=0.980000
fVideoEchoZoom=2.0
fVideoEchoAlpha=0.0
nVideoEchoOrientation=0
nWaveMode=6
bAdditiveWaves=1
bWaveDots=0
bWaveThick=1
bModWaveAlphaByVolume=1
bMaximizeWaveColor=0
bTexWrap=1
bDarkenCenter=0
bRedBlueStereo=0
bBrighten=0
bDarken=0
bSolarize=0
bInvert=0
fWaveAlpha=4.099998
fWaveScale=5.685865
fWaveSmoothing=0.0
fWaveParam=0.0
fModWaveAlphaStart=0.710000
fModWaveAlphaEnd=1.3
fWarpAnimSpeed=1.0
fWarpScale=2.853000
fZoomExponent=1.0
fShader=0.0
zoom=1.000012
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=0.650000
wave_g=0.650000
wave_b=0.650000
wave_x=0.489000
wave_y=0.5
ob_size=0.010000
ob_r=0.0
ob_g=0.0
ob_b=0.0
ob_a=0.0
ib_size=0.010000
ib_r=0.25
ib_g=0.25
ib_b=0.25
ib_a=0.0
nMotionVectorsX=12.0
nMotionVectorsY=9.0
mv_dx=0.0
mv_dy=0.0
mv_l=1.0
mv_r=1.0
mv_g=1.0
mv_b=1.0
mv_a=0.0
b1n=0.0
b2n=0.0
b3n=0.0
b1x=1.0
b2x=1.0
b3x=1.0
b1ed=0.25
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_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_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_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_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_1=
per_frame_2=// in this example, q1 and q2 act as the center of zooming
per_frame_3=// AND as the position of custom shape #1..
per_frame_4=q1 = 0.5 + 0.32*cos(time*0.4);
per_frame_5=q2 = 0.5 + 0.22*sin(time*0.4);
per_frame_6=
per_frame_7=//wave_x = q1;
per_frame_8=wave_y = q2;
per_pixel_1=dx = (x-q1)*0.02;
per_pixel_2=dy = (y-q2)*0.02;
per_pixel_3=
warp_1=`// to access a texture on disk: make a sampler.  This example loads "noise_lq.{tga/jpg/etc}".
warp_2=`
warp_3=`     // auto-binds; .xy = (w,h); .zw = (1/w,1/h)
warp_4=`
warp_5=`shader_body 
warp_6=`{
warp_7=`    uv.x += 0.02 * (tex2D( sampler_noise_lq, 
warp_8=`                         uv*0.050*texsize_noise_lq.zw*texsize.xy*2
warp_9=`                         + float2(roam_cos.x,roam_sin.x)*0.1 ).y*2-1)*aspect.x;
warp_10=`    uv.x += 0.04 * (tex2D( sampler_noise_lq, 
warp_11=`                         uv*0.025*texsize_noise_lq.zw*texsize.xy*0.5
warp_12=`                         + float2(roam_sin.y,-roam_cos.y)*0.03  ).z*2-1)*aspect.x;
warp_13=`
warp_14=`    ret = tex2D( sampler_main, uv ).xyz;
warp_15=`
warp_16=`    // darken over time
warp_17=`    // cool idea: different falloff rates for the 3 colors-
warp_18=`    ret *= float3(0.99,0.98,0.97);
warp_19=`
warp_20=`    // ERROR DIFFUSION DITHER - looks great
warp_21=`    float2 dither_uv = uv_orig*texsize.xy*texsize_noise_lq.zw + rand_frame.xy;
warp_22=`    ret.xyz += (tex2D(sampler_noise_lq, dither_uv).x-0.5)/256.0*2; 
warp_23=`}
comp_1=`shader_body
comp_2=`{
comp_3=`    //uv = lerp(uv, float2(rad,uv.x), roam_cos.x);
comp_4=`    //uv = lerp(uv, float2(uv.y,rad), roam_cos.y);
comp_5=`    uv = float2(rad,ang/6.28);
comp_6=`
comp_7=`    ret = tex2D(sampler_main, uv).xyz;
comp_8=`    ret += GetBlur1(uv);
comp_9=`    ret *= float3(1.3,0.8,0.5)*0.8;    
comp_10=`}
