securityos/node_modules/butterchurn-presets/presets/converted/$$$ Royal - Mashup (307).json

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{"version":2,"baseVals":{"rating":2,"gammaadj":1.9,"echo_zoom":1.169,"wave_mode":2,"wave_a":0.027,"wave_scale":1.015,"wave_smoothing":0.522,"modwavealphastart":0.83,"modwavealphaend":1.31,"warpanimspeed":30.965,"warpscale":2.572,"zoom":1.00901,"warp":0.00054,"wave_r":0.5,"wave_g":0.5,"wave_b":0.5,"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 = 0.85 + 0.25*sin(0.437*time+1);\nwave_g = 0.85 + 0.25*sin(0.544*time+2);\nwave_b = 0.85 + 0.25*sin(0.751*time+3);\nrot = rot + 0.010*( 0.60*sin(0.381*time) + 0.40*sin(0.579*time) );\ncx = cx + 0.210*( 0.60*sin(0.374*time) + 0.40*sin(0.294*time) );\ncy = cy + 0.210*( 0.60*sin(0.393*time) + 0.40*sin(0.223*time) );\ndx = dx + 0.003*( 0.60*sin(0.234*time) + 0.40*sin(0.277*time) );\ndy = dy + 0.003*( 0.60*sin(0.284*time) + 0.40*sin(0.247*time) );\ndecay = decay - 0.01*equal(frame%6,0);\ndx = dx + dx_residual;\ndy = dy + dy_residual;\nbass_thresh = above(bass_att,bass_thresh)*2 + (1-above(bass_att,bass_thresh))*((bass_thresh-1.3)*0.96+1.3);\ndx_residual = equal(bass_thresh,2.13)*0.016*sin(time*7) + (1-equal(bass_thresh,2.13))*dx_residual;\ndy_residual = equal(bass_thresh,2.13)*0.012*sin(time*9) + (1-equal(bass_thresh,2.13))*dy_residual;\nwave_x = wave_x - dx_residual*7;\nwave_y = wave_y - dy_residual*7;\nwave_mystery = time*0.03;\n\n//zoom = zoom + 0.005*( 0.60*sin(0.1934*time+3) + 0.40*sin(0.307*time+9) );\n//zoom = zoom + max(0,bass_att-1.1)*0.2;\n//warp = warp + max(0,treb_att-1.1)*1.0;\n\n// this is a great way to respond to beats:\n// once you get one, let it decay at a constant rate!!\nrg = max(rg*0.77, 0.02 + 0.5*min(2,max(0,mid_att-1)*1.3));\nq9 = rg;\n\nzoom = zoom + q9*0.1;","pixel_eqs_eel":"","warp":" shader_body { \n vec3 ret_1;\n ret_1 = (texture (sampler_main, uv).xyz + ((\n (texture (sampler_noise_lq, (((uv_orig * texsize.xy) * texsize_noise_lq.zw) + rand_frame.xy)).xyz - 0.5)\n / 256.0) * 3.0));\n vec3 tmpvar_2;\n tmpvar_2 = fract((ret_1 - 0.005));\n ret_1 = tmpvar_2;\n vec4 tmpvar_3;\n tmpvar_3.w = 1.0;\n tmpvar_3.xyz = tmpvar_2;\n ret = tmpvar_3.xyz;\n }","comp":" shader_body { \n vec2 uv1_1;\n vec3 tmpvar_2;\n tmpvar_2 = texture (sampler_main, uv).xyz;\n vec2 tmpvar_3;\n tmpvar_3.y = 0.0;\n tmpvar_3.x = texsize.z;\n vec2 tmpvar_4;\n tmpvar_4.x = 0.0;\n tmpvar_4.y = texsize.w;\n vec2 tmpvar_5;\n tmpvar_5.x = (texture (sampler_main, (uv - tmpvar_3)).xyz - texture (sampler_main, (uv + tmpvar_3)).xyz).x;\n tmpvar_5.y = (texture (sampler_main, (uv - tmpvar_4)).xyz - texture (sampler_main, (uv + tmpvar_4)).xyz).x;\n uv1_1 = ((0.3 * cos(\n (((uv - 0.5) * 2.0) + 1.7)\n )) - (2.0 * tmpvar_5));\n vec4 tmpvar_6;\n tmpvar_6.w = 1.0;\n tmpvar_6.xyz = ((-(tmpvar_2) / 4.0) + ((6.0 * vec3(\n clamp ((0.03 / sqrt(dot (uv1_1, uv1_1))), 0.0, 1.0)\n )) * (-0.08 + tmpvar_2)));\n ret = tmpvar_6.xyz;\n }"}