securityos/node_modules/butterchurn-presets/presets/converted/Flexi - the distant point b...

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{"version":2,"baseVals":{"rating":0,"gammaadj":1.56,"decay":1,"echo_zoom":0.362,"echo_orient":1,"wave_mode":7,"additivewave":1,"modwavealphabyvolume":1,"wave_brighten":0,"darken":1,"wave_a":0.001,"wave_scale":1.286,"wave_smoothing":0.63,"modwavealphastart":0.71,"modwavealphaend":1.3,"warpscale":1.331,"fshader":1,"zoom":1.0039,"warp":0.19788,"sx":0.99967,"sy":0.9999,"wave_g":0.65,"wave_b":0.65,"ob_size":0,"ob_a":1,"ib_size":0.005,"ib_a":1,"mv_x":64,"mv_y":48,"mv_l":0,"mv_a":0},"shapes":[{"baseVals":{"sides":5,"additive":1,"num_inst":2,"x":0.49,"rad":0.11589,"tex_zoom":4.36077,"g2":0,"border_a":0,"enabled":0},"init_eqs_eel":"","frame_eqs_eel":"x = rand(1000)/1000;\ny = rand(1000)/1000;\nang = rand(150)/100;"},{"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":{"thick":1,"r":0,"g":0.3,"b":0.75,"enabled":0},"init_eqs_eel":"","frame_eqs_eel":"","point_eqs_eel":"ma=ma+(above(bass,1)*3.1415*.01*bass);\nma=ma-(above(treb,1)*3.1415*.01*treb);\n\nmx=mx+(.0002*cos(ma));\nmy=my+(.0002*sin(ma));\n\nmx=if(above(mx,.9),(.9-mx),mx);\nmy=if(above(my,.9),(.9-my),my);\nmx=if(below(mx,.1),(.9+mx),mx);\nmy=if(below(my,.1),(.9+my),my);\n\nx=mx;\ny=my;\n\na=(above(bass+mid+treb,.8));"},{"baseVals":{"thick":1,"r":0,"b":0,"enabled":0},"init_eqs_eel":"","frame_eqs_eel":"","point_eqs_eel":"ma=ma+(above(bass,1)*3.1415*.05*bass);\nma=ma-(above(mid,1)*3.1415*.05*mid);\n\nmx=mx+(.0001*cos(ma));\nmy=my+(.0001*sin(ma));\n\nmx=if(above(mx,.9),(.9-mx),mx);\nmy=if(above(my,.9),(.9-my),my);\nmx=if(below(mx,.1),(.9+mx),mx);\nmy=if(below(my,.1),(.9+my),my);\n\nx=mx;\ny=my;\n\na=(above(bass+mid+treb,.1));"},{"baseVals":{"thick":1,"g":0.5,"b":0,"enabled":0},"init_eqs_eel":"","frame_eqs_eel":"","point_eqs_eel":"ma=ma+(above(mid,1)*3.1415*.01*mid);\nma=ma-(above(treb,1)*3.1415*.01*treb);\n\nmx=mx+(.0004*cos(ma));\nmy=my+(.0004*sin(ma));\n\nmx=if(above(mx,.9),(.9-mx),mx);\nmy=if(above(my,.9),(.9-my),my);\nmx=if(below(mx,.1),(.9+mx),mx);\nmy=if(below(my,.1),(.9+my),my);\n\nx=mx;\ny=my;\n\na=(above(bass+mid+treb,.3));"},{"baseVals":{"thick":1,"r":0.4,"g":0,"b":0.6,"enabled":0},"init_eqs_eel":"","frame_eqs_eel":"","point_eqs_eel":"ma=ma+(above(bass,.5)*3.1415*.02*bass);\nma=ma-(above(treb,.5)*3.1415*.02*treb);\n\nmx=mx+(.0008*cos(ma));\nmy=my+(.0008*sin(ma));\n\nmx=if(above(mx,.9),(.9-mx),mx);\nmy=if(above(my,.9),(.9-my),my);\nmx=if(below(mx,.1),(.9+mx),mx);\nmy=if(below(my,.1),(.9+my),my);\n\nx=mx;\ny=my;\n\na=(above(bass+mid+treb,.2));"}],"init_eqs_eel":"","frame_eqs_eel":"warp = 0;\nzoom = 1.0;\n\nbb = bb*0.99 + bass*0.02;\nmm = mm*0.99 + mid*0.02;\ntt = tt*0.99 + treb*0.02;\n\nmx = max(max(bb,mm),tt);\nmn = min(min(bb,mm),tt);\n\nib_r = (bb-mn)/(mx-mn);\nib_b = (mm-mn)/(mx-mn);\nib_g = (tt-mn)/(mx-mn);","pixel_eqs_eel":"// have a nice warp effect? - rotate it like a shape!\n\n angle = asin(1)*0.5 + sin(time*0.05)*asin(1);\n\n/////////////////////////////////////////////////////////\nX1 = (x-0.5)*aspectx; // center\nY1 = (y-0.5)*aspecty;\nx = cos(-angle)*X1 -sin(-angle)*Y1; // rotate the original x/y coordinates\ny = sin(-angle)*X1 +cos(-angle)*Y1;\n/////////////////////////////////////////////////////////\n// x = x + 0.5;\n// y = y + 0.5;\n// place your original code below (so far center is at 0,0)\n\n\n t = time*0.25;\n v = 0.0005;\n n = 11;\n\n dx = v*sin(y*n+t); // these are the 2 lines for my mushroom motion\n dy = v*sin(x*n+t); // insert your per-vertex-code-to-rotate here (and shift back center to 0.5/0.5 if needed)\n\n\n\n/////////////////////////////////////////////////////////\ndx1 = cos(angle)*dx - sin(angle)*dy; // and finally rotate the resulting vector for the rotated domain\ndy1 = sin(angle)*dx + cos(angle)*dy;\ndx = dx1*aspectx;\ndy = dy1*aspecty;\n/////////////////////////////////////////////////////////","warp":"vec2 xlat_mutabled;\nvec3 xlat_mutabledx;\nvec3 xlat_mutabledy;\n shader_body { \n vec3 ret_1;\n vec3 tmpvar_2;\n tmpvar_2 = (texture (sampler_noise_lq, ((\n (uv_or