securityos/node_modules/butterchurn-presets/presets/converted/stahlregen - dots (layered)...

1 line
4.3 KiB
JSON
Raw Permalink Normal View History

2024-09-06 15:32:35 +00:00
{"version":2,"baseVals":{"rating":1,"wrap":0,"wave_a":0.001,"warpanimspeed":5.278,"warpscale":0.01,"zoomexp":1.47412,"fshader":10,"zoom":1.0303,"warp":0.01,"ob_size":0.005,"ob_a":1,"mv_a":0},"shapes":[{"baseVals":{"enabled":1,"sides":32,"additive":1,"thickoutline":1,"num_inst":33,"r":0,"g":0.5,"g2":0.5,"a2":1,"border_a":0},"init_eqs_eel":"","frame_eqs_eel":"trans = int(rand(int(q30)))/15+instance-instance;\ntrans2 = int(rand(int(q30)))/15+instance-instance;\ntrans3 = int(rand(int(q30)))/15+instance-instance;\na = trans;\na2 = trans2;\nborder_a = trans3;\n\nx = q1 + int(rand(15))*0.01*bass_att*if(equal(int(rand(2)),1),1,-1)+instance-instance;\ny = q2 + int(rand(15))*0.01*bass_att*if(equal(int(rand(2)),1),1,-1)+instance-instance;\nrad = .09 + int(rand(int(q30)))/15+instance-instance;\nr=int(rand(q3))*.1+instance-instance;\ng=int(rand(q3))*.1+instance-instance;\nb=int(rand(q3))*.1+instance-instance;\nr2=int(rand(q3))*.1+instance-instance;\ng2=int(rand(q3))*.1+instance-instance;\nb2=int(rand(q3))*.1+instance-instance;\nborder_r=int(rand(q3))*.1+instance-instance;\nborder_g=int(rand(q3))*.1+instance-instance;\nborder_b=int(rand(q3))*.1+instance-instance;"},{"baseVals":{"enabled":1,"sides":32,"thickoutline":1,"textured":1,"num_inst":7,"r":0,"b":0.5,"g2":0,"b2":0.5,"a2":1,"border_a":0},"init_eqs_eel":"","frame_eqs_eel":"trans = int(rand(int(q30)))/15+instance-instance;\ntrans2 = int(rand(int(q30)))/15+instance-instance;\ntrans3 = int(rand(int(q30)))/15+instance-instance;\na = trans;\na2 = trans2;\nborder_a = trans3;\n\nx = q1 + int(rand(15))*0.01*mid_att*if(equal(int(rand(2)),1),1,-1)+instance-instance;\ny = q2 + int(rand(15))*0.01*mid_att*if(equal(int(rand(2)),1),1,-1)+instance-instance;\nrad = .09 + int(rand(int(q30)))/15+instance-instance;\nr=int(rand(q3))*.1+instance-instance;\ng=int(rand(q3))*.1+instance-instance;\nb=int(rand(q3))*.1+instance-instance;\nr2=int(rand(q3))*.1+instance-instance;\ng2=int(rand(q3))*.1+instance-instance;\nb2=int(rand(q3))*.1+instance-instance;\nborder_r=int(rand(q3))*.1+instance-instance;\nborder_g=int(rand(q3))*.1+instance-instance;\nborder_b=int(rand(q3))*.1+instance-instance;\n"},{"baseVals":{"enabled":1,"sides":32,"thickoutline":1,"num_inst":33,"r":0.5,"r2":0.5,"g2":0,"a2":1,"border_a":0},"init_eqs_eel":"","frame_eqs_eel":"trans = int(rand(int(q30)))/15+instance-instance;\ntrans2 = int(rand(int(q30)))/15+instance-instance;\ntrans3 = int(rand(int(q30)))/15+instance-instance;\na = trans;\na2 = trans2;\nborder_a = trans3;\n\nx = q1 + int(rand(15))*0.01*treb_att*if(equal(int(rand(2)),1),1,-1)+instance-instance;\ny = q2 + int(rand(15))*0.01*treb_att*if(equal(int(rand(2)),1),1,-1)+instance-instance;\nrad = .09 + int(rand(int(q30)))/15+instance-instance;\nr=int(rand(q3))*.1+instance-instance;\ng=int(rand(q3))*.1+instance-instance;\nb=int(rand(q3))*.1+instance-instance;\nr2=int(rand(q3))*.1+instance-instance;\ng2=int(rand(q3))*.1+instance-instance;\nb2=int(rand(q3))*.1+instance-instance;\nborder_r=int(rand(q3))*.1+instance-instance;\nborder_g=int(rand(q3))*.1+instance-instance;\nborder_b=int(rand(q3))*.1+instance-instance;\n"},{"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":"count = if(below(count,9),count+1,0);\n\nq1 = 0.5;\nq2 = 0.5;\nq3 = count;\n\nzoom = 1 + 0.065*bass_att+0.05*bass;\nmonitor=q3;\nq30=bass+mid+treb;","pixel_eqs_eel":"","warp":" shader_body { \n vec3 ret_1;\n ret_1.x = texture (sampler_main, uv).x;\n ret_1.y = texture (sampler_main, mix (uv_orig, uv, vec2(0.1, 0.1))).y;\n ret_1.z = texture (sampler_main, mix (uv_orig, uv, vec2(0.2, 0.2))).z;\n ret_1 = (ret_1 * 0.98);\n vec4 tmpvar_2;\n tmpvar_2.w = 1.0;\n tmpvar_2.xyz = ret_1;\n ret = tmpvar_2.xyz;\n }","comp":" shader_body { \n vec3