securityos/node_modules/butterchurn-presets/presets/converted/$$$ Royal - Mashup (157).json

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{"version":2,"baseVals":{"rating":1,"gammaadj":1,"decay":1,"modwavealphabyvolume":1,"wave_a":0.207,"wave_scale":0.397,"wave_smoothing":0,"wave_mystery":0.24,"modwavealphaend":1.17,"warpscale":2.853,"zoomexp":0.99983,"zoom":0.99752,"warp":0.01565,"ob_size":0,"mv_x":64,"mv_y":48,"mv_l":0,"mv_r":0.35,"mv_g":0.35,"mv_b":0.35,"mv_a":0},"shapes":[{"baseVals":{"enabled":0},"init_eqs_eel":"","frame_eqs_eel":""},{"baseVals":{"enabled":0},"init_eqs_eel":"","frame_eqs_eel":""},{"baseVals":{"enabled":0},"init_eqs_eel":"","frame_eqs_eel":""},{"baseVals":{"enabled":0},"init_eqs_eel":"","frame_eqs_eel":""}],"waves":[{"baseVals":{"enabled":0},"init_eqs_eel":"","frame_eqs_eel":"","point_eqs_eel":""},{"baseVals":{"enabled":0},"init_eqs_eel":"","frame_eqs_eel":"","point_eqs_eel":""},{"baseVals":{"enabled":0},"init_eqs_eel":"","frame_eqs_eel":"","point_eqs_eel":""},{"baseVals":{"enabled":0},"init_eqs_eel":"","frame_eqs_eel":"","point_eqs_eel":""}],"init_eqs_eel":"","frame_eqs_eel":"wave_r = wave_r + 0.400*( 0.60*sin(0.933*time) + 0.40*sin(1.045*time) );\nwave_g = wave_g + 0.100*( 0.60*sin(0.900*time) + 0.40*sin(0.956*time) );\nwave_b = wave_b + 0.100*( 0.60*sin(0.910*time) + 0.40*sin(0.920*time) );\nmv_r = wave_r;\nmv_b = wave_b;\nmv_g = wave_g;\nq1 = 0.05*(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);\n//q1 = 0.6*(bass+bass_att);\nmv_a = if(above(bass-1.2,1),1,bass-1.2);\nq2 = oldq2 + 0.05*(pow(1+1.2*treb+0.4*treb_att+0.1*treb+0.1*treb_att+0.1*mid+0.1*mid_att,6)/fps);\n\n//q2 = oldq2 +q1;\noldq2 = q2 ;\nmonitor = q2;","pixel_eqs_eel":"zoom = zoom + rad*0.1*q1;","warp":" shader_body { \n vec3 ret_1;\n vec4 tmpvar_2;\n tmpvar_2 = texture (sampler_main, uv);\n ret_1 = (tmpvar_2.xyz + ((tmpvar_2.xyz - \n ((texture (sampler_blur2, uv).xyz * scale2) + bias2)\n ) * 0.3));\n ret_1 = (ret_1 * 0.9);\n ret_1 = (ret_1 + ((\n (texture (sampler_noise_lq, (((uv_orig * texsize.xy) * (texsize_noise_lq.zw * 0.4)) + rand_frame.xy)).xyz - 0.5)\n / 256.0) * 112.0));\n vec4 tmpvar_3;\n tmpvar_3.w = 1.0;\n tmpvar_3.xyz = ret_1;\n ret = tmpvar_3.xyz;\n }","comp":"vec2 xlat_mutabled;\nvec2 xlat_mutabled_uv;\n shader_body { \n vec3 ret_1;\n xlat_mutabled = (texsize.zw * 4.0);\n vec2 tmpvar_2;\n tmpvar_2.x = (((texture (sampler_blur1, \n (uv + (vec2(1.0, 0.0) * xlat_mutabled))\n ).xyz * scale1) + bias1) - ((texture (sampler_blur1, \n (uv - (vec2(1.0, 0.0) * xlat_mutabled))\n ).xyz * scale1) + bias1)).x;\n tmpvar_2.y = (((texture (sampler_blur1, \n (uv + (vec2(0.0, 1.0) * xlat_mutabled))\n ).xyz * scale1) + bias1) - ((texture (sampler_blur1, \n (uv - (vec2(0.0, 1.0) * xlat_mutabled))\n ).xyz * scale1) + bias1)).x;\n xlat_mutabled_uv = (uv + (tmpvar_2 * 0.03));\n vec3 tmpvar_3;\n tmpvar_3 = mix (((texture (sampler_blur2, xlat_mutabled_uv).xyz * scale2) + bias2), texture (sampler_main, xlat_mutabled_uv).xyz, vec3(0.4, 0.4, 0.4));\n ret_1 = (((tmpvar_3.y - \n (tmpvar_3.x * 0.5)\n ) * mix (vec3(1.5, 0.6, 0.0), vec3(1.0, 1.0, 1.0), tmpvar_3.xxx)) * 1.4);\n vec3 tmpvar_4;\n tmpvar_4 = mix ((ret_1 * (vec3(1.0, 1.0, 1.0) - vec3(\n (((texture (sampler_blur1, (xlat_mutabled_uv - \n (texsize.zw * 32.0)\n )).xyz * scale1) + bias1).z * 0.6)\n ))), vec3(2.0, 2.0, 2.0), vec3((texture (sampler_main, uv).z * 0.36)));\n ret_1 = tmpvar_4;\n vec4 tmpvar_5;\n tmpvar_5.w = 1.0;\n tmpvar_5.xyz = tmpvar_4;\n ret = tmpvar_5.xyz;\n }"}