327 lines
8.1 KiB
Plaintext
327 lines
8.1 KiB
Plaintext
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MILKDROP_PRESET_VERSION=201
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PSVERSION=3
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PSVERSION_WARP=3
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PSVERSION_COMP=3
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[preset00]
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fRating=3.000000
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fGammaAdj=1.780001
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fDecay=0.500000
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fVideoEchoZoom=0.999998
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fVideoEchoAlpha=0.500000
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nVideoEchoOrientation=3
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nWaveMode=5
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bAdditiveWaves=0
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bWaveDots=1
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bWaveThick=1
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bModWaveAlphaByVolume=0
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bMaximizeWaveColor=0
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bTexWrap=1
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bDarkenCenter=0
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bRedBlueStereo=0
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bBrighten=0
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bDarken=1
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bSolarize=0
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bInvert=0
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fWaveAlpha=0.001000
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fWaveScale=5.552000
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fWaveSmoothing=0.504000
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fWaveParam=-1.000000
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fModWaveAlphaStart=0.710000
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fModWaveAlphaEnd=1.300000
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fWarpAnimSpeed=1.459500
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fWarpScale=2.006700
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fZoomExponent=1.000000
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fShader=0.000000
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zoom=0.999900
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rot=0.000000
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cx=0.500000
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cy=0.500000
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dx=0.000000
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dy=0.000000
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warp=0.010000
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sx=0.999900
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sy=1.000000
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wave_r=1.000000
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wave_g=0.000000
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wave_b=0.000000
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wave_x=0.500000
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wave_y=0.500000
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ob_size=0.060000
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ob_r=1.000000
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ob_g=1.000000
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ob_b=1.000000
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ob_a=0.000000
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ib_size=0.260000
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ib_r=0.250000
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ib_g=0.250000
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ib_b=0.250000
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ib_a=0.000000
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nMotionVectorsX=64.000000
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nMotionVectorsY=48.000000
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mv_dx=0.000000
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mv_dy=0.000000
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mv_l=0.850000
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mv_r=0.500000
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mv_g=0.500000
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mv_b=0.500000
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mv_a=0.000000
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b1n=0.000000
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b2n=0.000000
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b3n=0.000000
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b1x=0.699900
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b2x=1.000000
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b3x=1.000000
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b1ed=0.000000
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wavecode_0_enabled=0
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wavecode_0_samples=512
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wavecode_0_sep=0
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wavecode_0_bSpectrum=1
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wavecode_0_bUseDots=1
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wavecode_0_bDrawThick=0
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wavecode_0_bAdditive=1
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wavecode_0_scaling=0.503300
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wavecode_0_smoothing=0.500000
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wavecode_0_r=1.000000
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wavecode_0_g=1.000000
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wavecode_0_b=1.000000
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wavecode_0_a=1.000000
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wavecode_1_enabled=0
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wavecode_1_samples=512
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wavecode_1_sep=0
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wavecode_1_bSpectrum=0
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wavecode_1_bUseDots=0
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wavecode_1_bDrawThick=0
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wavecode_1_bAdditive=0
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wavecode_1_scaling=1.000000
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wavecode_1_smoothing=0.500000
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wavecode_1_r=1.000000
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wavecode_1_g=1.000000
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wavecode_1_b=1.000000
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wavecode_1_a=1.000000
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wavecode_2_enabled=0
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wavecode_2_samples=512
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wavecode_2_sep=0
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wavecode_2_bSpectrum=0
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wavecode_2_bUseDots=0
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wavecode_2_bDrawThick=0
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wavecode_2_bAdditive=0
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wavecode_2_scaling=1.000000
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wavecode_2_smoothing=0.500000
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wavecode_2_r=1.000000
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wavecode_2_g=1.000000
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wavecode_2_b=1.000000
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wavecode_2_a=1.000000
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wavecode_3_enabled=0
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wavecode_3_samples=512
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wavecode_3_sep=0
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wavecode_3_bSpectrum=0
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wavecode_3_bUseDots=0
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wavecode_3_bDrawThick=0
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wavecode_3_bAdditive=0
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wavecode_3_scaling=1.000000
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wavecode_3_smoothing=0.500000
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wavecode_3_r=1.000000
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wavecode_3_g=1.000000
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wavecode_3_b=1.000000
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wavecode_3_a=1.000000
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shapecode_0_enabled=0
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shapecode_0_sides=100
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shapecode_0_additive=0
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shapecode_0_thickOutline=0
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shapecode_0_textured=1
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shapecode_0_x=0.500000
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shapecode_0_y=0.900000
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shapecode_0_rad=0.154930
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shapecode_0_ang=0.000000
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shapecode_0_tex_ang=0.000000
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shapecode_0_tex_zoom=0.779770
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shapecode_0_r=1.000000
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shapecode_0_g=1.000000
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shapecode_0_b=1.000000
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shapecode_0_a=1.000000
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shapecode_0_r2=1.000000
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shapecode_0_g2=1.000000
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shapecode_0_b2=1.000000
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shapecode_0_a2=1.000000
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shapecode_0_border_r=1.000000
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shapecode_0_border_g=1.000000
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shapecode_0_border_b=1.000000
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shapecode_0_border_a=0.000000
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shapecode_1_enabled=0
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shapecode_1_sides=5
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shapecode_1_additive=0
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shapecode_1_thickOutline=0
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shapecode_1_textured=1
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shapecode_1_x=0.500000
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shapecode_1_y=0.500000
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shapecode_1_rad=0.986000
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shapecode_1_ang=0.000000
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shapecode_1_tex_ang=3.141590
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shapecode_1_tex_zoom=0.999790
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shapecode_1_r=1.000000
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shapecode_1_g=1.000000
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shapecode_1_b=1.000000
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shapecode_1_a=1.000000
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shapecode_1_r2=1.000000
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shapecode_1_g2=1.000000
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shapecode_1_b2=1.000000
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shapecode_1_a2=1.000000
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shapecode_1_border_r=1.000000
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shapecode_1_border_g=1.000000
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shapecode_1_border_b=1.000000
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shapecode_1_border_a=0.000000
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shape_1_per_frame1=ang =sin(time/65) ;// ang + (bass*.2) + (time*.4);
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shapecode_2_enabled=1
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shapecode_2_sides=5
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shapecode_2_additive=1
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shapecode_2_thickOutline=0
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shapecode_2_textured=0
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shapecode_2_x=0.900000
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shapecode_2_y=0.500000
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shapecode_2_rad=0.226130
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shapecode_2_ang=0.000000
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shapecode_2_tex_ang=0.000000
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shapecode_2_tex_zoom=1.000000
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shapecode_2_r=1.000000
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shapecode_2_g=0.600000
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shapecode_2_b=0.000000
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shapecode_2_a=1.000000
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shapecode_2_r2=0.000000
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shapecode_2_g2=0.000000
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shapecode_2_b2=0.000000
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shapecode_2_a2=0.000000
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shapecode_2_border_r=1.000000
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shapecode_2_border_g=1.000000
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shapecode_2_border_b=1.000000
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shapecode_2_border_a=0.000000
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shape_2_per_frame1=x = 0.05 + rand(900)/1000;
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shape_2_per_frame2=y = 0.05 + rand(900)/1000;
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shape_2_per_frame3=ang = rand(320)/100;
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shape_2_per_frame4=
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shapecode_3_enabled=0
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shapecode_3_sides=36
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shapecode_3_additive=1
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shapecode_3_thickOutline=0
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shapecode_3_textured=0
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shapecode_3_x=0.500000
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shapecode_3_y=0.500000
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shapecode_3_rad=0.187170
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shapecode_3_ang=0.000000
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shapecode_3_tex_ang=0.000000
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shapecode_3_tex_zoom=1.000000
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shapecode_3_r=0.000000
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shapecode_3_g=0.120000
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shapecode_3_b=0.000000
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shapecode_3_a=1.000000
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shapecode_3_r2=0.000000
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shapecode_3_g2=0.000000
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shapecode_3_b2=0.000000
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shapecode_3_a2=0.000000
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shapecode_3_border_r=1.000000
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shapecode_3_border_g=1.000000
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shapecode_3_border_b=1.000000
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shapecode_3_border_a=0.000000
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per_frame_init_1=index4 = rand(2);
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per_frame_init_2=index3 = rand(4);
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per_frame_1=dec_med = pow (0.9, 30/fps);
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per_frame_2=dec_slow = pow (0.99, 30/fps);
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per_frame_3=beat = max (max (bass, mid), treb);
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per_frame_4=avg = avg*dec_slow + beat*(1-dec_slow);
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per_frame_5=is_beat = above(beat, .5+avg+peak) * above (time, t0+.2);
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per_frame_6=t0 = is_beat*time + (1-is_beat)*t0;
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per_frame_7=peak = is_beat * beat + (1-is_beat)*peak*dec_med;
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per_frame_8=index = (index + is_beat) %4;
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per_frame_9=index2 = (index2 + is_beat*bnot(index))%4;
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per_frame_10=index3 = (index3 + is_beat*bnot(index)*bnot(index2))%4;
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per_frame_11=index4 = (index4 + is_beat*bnot(index)*bnot(index2)*bnot(index3))%2;
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per_frame_12=
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per_frame_13=
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per_frame_14=q20 = avg;
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per_frame_15=q21 = beat;
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per_frame_16=q22 = peak;
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per_frame_17=q23 = index;
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per_frame_18=q24 = is_beat;
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per_frame_19=q26 = bass + mid + treb;
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per_frame_20=
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per_frame_21=ready = is_beat * bnot(ready) + bnot(is_beat2)*ready;
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per_frame_22=is_beat2 = ready * above (time, t0+.2);
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per_frame_23=q19 = is_beat2;
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per_frame_24=
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per_frame_25=//k1 = is_beat*bnot(index)*bnot(index2);
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per_frame_26=
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per_frame_27=k1 = is_beat*equal(index,0);
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per_frame_28=p1 = k1*(p1+1) + (1-k1)*p1;
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per_frame_29=p2 = dec_med * p2+ (1-dec_med)*p1;
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per_frame_30=rott = p2 * 3.14159265359/2;
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per_frame_31=
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per_frame_32=q27 = index+1;
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per_frame_33=q28 = index2+1;
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per_frame_34=q29 = index3*4+1;
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per_frame_35=q30 = index4;
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per_frame_36=
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per_frame_37=q1 = cos(rott);
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per_frame_38=q2 = sin(rott);
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per_frame_39=q3 = -q2;
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per_frame_40=q4 = q1;
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per_frame_41=
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per_frame_42=sp0 = dec_slow*sp0 + (q24+.05)*(1-dec_slow);
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per_frame_43=go = go * dec_med + (1-dec_med)*(1-bnot(index2+index3));
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per_frame_44=movez = movez + .015*30/fps * go ;
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per_frame_45=q31 = movez;
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per_frame_46=q32 = .5 + .02*sin(time/5);
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per_frame_47=
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per_frame_48=q5 = index4%2;
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per_frame_49=
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per_frame_50=zoom = 1.0; rot = 0;
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per_frame_51=
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per_frame_52=dx = .05*max(sin(time/9.7)-.95,0);
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per_frame_53=dy = .002*(1-go);
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per_frame_54=rot = 50*(dx-dy);
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per_frame_55=
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warp_1=`shader_body {
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warp_2=`float corr = texsize.xy*texsize_noise_lq.zw;
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warp_3=`float2 uv1 = float2(uv.x-0.5,uv.y-0.5)*aspect.xy;
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warp_4=`
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warp_5=`
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warp_6=`float3 noiseVal =lum (tex2D(sampler_noise_lq, corr*uv*.02+ .1*rand_frame));
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warp_7=`
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warp_8=`float2 k1 = float2((uv.x), (uv.y));
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warp_9=`
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warp_10=`float3 ret1 = GetBlur1(uv) ;
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warp_11=`
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warp_12=`float2 zz = uv.xy * texsize.xy *.03;
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warp_13=`float h1 = (cos(zz.y*q1) * sin(-zz.y));
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warp_14=`float h2 = (sin(zz.x) * cos(zz.y*q2));
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warp_15=`
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warp_16=`uv.xy -= float2(h1,h2)*texsize.zw * 18;
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warp_17=`
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warp_18=`
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warp_19=`float3 crisp = tex2D(sampler_main,uv) + 0*noiseVal/30;
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warp_20=`
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warp_21=`//crisp = lerp (crisp, 1-crisp.zyx, 0.01);
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warp_22=`
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warp_23=` ret = crisp*.99 -.01;
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warp_24=`}
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comp_1=`shader_body
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comp_2=`{
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comp_3=`
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comp_4=`float2 uv1 = uv-.5;
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comp_5=`
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comp_6=`float3 ret1 = tex2D(sampler_main, uv) + GetBlur1(uv)*0;
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comp_7=`
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comp_8=`
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comp_9=`float2 hor = float2 (.001,0);
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comp_10=`float2 ver = float2 (0,.001);
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comp_11=`float dx = GetPixel (uv-hor) - GetPixel (uv+hor);
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comp_12=`float dy = GetPixel (uv-ver) - GetPixel (uv+ver);
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comp_13=`float2 dz = float2 (dx,dy);
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comp_14=`
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comp_15=`uv1 = uv1*0+.3*cos(uv1*1+1.8) - 2*dz;;
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comp_16=`float dots = saturate(.01/length(uv1));
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comp_17=`
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comp_18=`
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comp_19=`ret1 = 0.3*lum(ret1) + 22*dots*(ret1+.1);
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comp_20=`
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comp_21=`ret = .8*ret1;
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comp_22=`}
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