securityos/node_modules/butterchurn-presets/presets/converted/$$$ Royal - Mashup (197).json

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{"version":2,"baseVals":{"rating":3,"decay":0.5,"echo_zoom":1,"echo_alpha":0.5,"echo_orient":3,"wrap":0,"darken_center":1,"solarize":1,"wave_a":0.001,"zoom":0.97,"rot":-6.27999,"warp":0.00052,"wave_r":0,"wave_g":0,"wave_b":0,"ob_r":1,"ob_g":1,"ob_b":1,"mv_r":0.8,"mv_a":0},"shapes":[{"baseVals":{"textured":1,"x":0.75,"y":0.75,"rad":0.7417,"tex_zoom":0.22746,"g":1,"b":1,"r2":1,"b2":1,"a2":0.1,"border_r":0,"border_g":0,"border_a":0,"enabled":0},"init_eqs_eel":"tex_saw = 0.4;","frame_eqs_eel":"ang = q1*0.2;\n\ntex_capture = above(q3,1);\ntex_zoom = 0.6;"},{"baseVals":{"enabled":1,"textured":1,"x":0.25,"y":0.75,"rad":4.44708,"tex_zoom":0.22746,"r":0,"a":0.1,"g2":0,"a2":0.2,"border_r":0,"border_g":0,"border_a":0},"init_eqs_eel":"tex_saw = 0.4;","frame_eqs_eel":"ang = q1*0.2;\n//x = 0.5 + 0.2*sin(q2);\n//y = 0.5 + (0.3*sin(q2));\n\ntex_capture = above(q3,1);\ntex_zoom = 0.6;"},{"baseVals":{"textured":1,"rad":6.621,"tex_zoom":0.22746,"g":1,"b":1,"a":0.2,"r2":1,"b2":1,"border_r":0,"border_g":0,"border_a":0,"enabled":0},"init_eqs_eel":"tex_saw = 0.4;","frame_eqs_eel":"ang = q1*0.2;\n//x = 0.5 + 0.2*sin(q2);\n//y = 0.5 + (0.3*sin(q2));\n\ntex_capture = above(q3,2);\ntex_zoom = 0.6;"},{"baseVals":{"enabled":0},"init_eqs_eel":"","frame_eqs_eel":""}],"waves":[{"baseVals":{"enabled":1,"thick":1,"smoothing":0},"init_eqs_eel":"","frame_eqs_eel":"","point_eqs_eel":"//q1 = state;\n//q2 = basstime;\n\nq1 = 0;\nspeed = bass_att*0.8;\nv = sample*1000000 + value2*bass*0.1;\n\n//state 0 elipse\nxs = xs + sin(v)*speed*atan(v*1.51);\nys = ys + sin(v)*speed*atan((v*10));\n\nx = 0.5 + 0.5*sin(xs*0.1)*cos(time*0.2 + xs);\ny = 0.5 + 0.5*sin(ys*0.12)*cos(time*0.1 + xs);\n\nx = x*0.8 + 0.1;\ny = y*0.8 + 0.1;\n\nr = 0.5 + 0.5*sin(time*1.22) + 0.1;\ng = 0.4 + 0.4*sin(time*1.307 + 2*y);\nb = 0.4 + 0.4*sin(time*1.959 + x*2);\n\nxs = if(above(xs,1000),0 ,xs);\nys = if(above(ys,1000),0 ,ys);"},{"baseVals":{"enabled":1,"thick":1,"smoothing":0},"init_eqs_eel":"","frame_eqs_eel":"","point_eqs_eel":"//q1 = state;\n//q2 = basstime;\n\nq1 = 0;\nspeed = bass_att*0.8;\nv = sample*1000000 + value2*bass*0.1;\n\n//state 0 elipse\nxs = xs + sin(v)*speed*atan(v*1.51);\nys = ys + sin(v)*speed*atan((v*10));\n\nx = 0.5 + 0.5*sin(xs*0.1)*cos(time*0.2 + xs);\ny = 0.5 + 0.5*sin(ys*0.14)*cos(time*0.1 + xs);\n\nx = x*0.8 + 0.1;\ny = y*0.8 + 0.1;\nx = x*0.6 + 0.2;\ny = y*0.6 + 0.2;\n\nr = 0.5 + 0.5*sin(time*1.322) + 0.1;\ng = 0.4 + 0.4*sin(time*1.5407 + 2*y);\nb = 0.4 + 0.4*sin(time*1.759 + x*2);\n\nxs = if(above(xs,1000),0 ,xs);\nys = if(above(ys,1000),0 ,ys);"},{"baseVals":{"enabled":1,"thick":1,"smoothing":0},"init_eqs_eel":"","frame_eqs_eel":"","point_eqs_eel":"//q1 = state;\n//q2 = basstime;\n\nq1 = 0;\nspeed = bass_att*0.8;\nv = sample*1000000 + value2*bass*0.1;\n\n//state 0 elipse\nxs = xs + sin(v)*speed*atan(v*1.51);\nys = ys + sin(v)*speed*atan((v*10));\n\nx = 0.5 + 0.5*sin(xs*0.1)*cos(time*0.2 + xs);\ny = 0.5 + 0.5*sin(ys*0.14)*cos(time*0.1 + xs);\n\nx = x*0.8 + 0.1;\ny = y*0.8 + 0.1;\nx = x*0.25 + 0.375;\ny = y*0.25 + 0.375;\n\nr = 0.5 + 0.5*sin(time*1.622) + 0.1;\ng = 0.4 + 0.4*sin(time*1.2407 + 2*y);\nb = 0.4 + 0.4*sin(time*1.359 + x*2);\n\nxs = if(above(xs,1000),0 ,xs);\nys = if(above(ys,1000),0 ,ys);"},{"baseVals":{"thick":1,"additive":1,"smoothing":0,"enabled":0},"init_eqs_eel":"","frame_eqs_eel":"","point_eqs_eel":"//q1 = state;\n//q2 = basstime;\n\nq1 = 0;\nspeed = bass_att*0.8;\nv = sample*10000 + value2*bass*0.1;\n\n//state 0 elipse\nxs = xs + (equal(0,q1))*sin(v*1)*speed*atan(v*1.51);\nys = ys + (equal(0,q1))*sin(v*1)*speed;\n\n\nx = 0.5 + 0.5*sin(xs*0.1)*cos(time*2 + xs);\ny = 0.5 + 0.5*sin(ys*0.1)*cos(time*2.1 + xs);\n\nx = -x*0.6 + 1;\ny = y*0.9 + 0.05 + bass*0.08;\ny = y*0.8;\n\nr = 0.5 + 0.5*sin(time*1.789) + 0.1;\ng = 0.4 + 0.4*sin(time*1.478);\nb = 0.4 + 0.4*sin(time*1.125);\n\nxs = if(above(xs,1000),0 ,xs);\nys = if(above(ys,1000),0 ,ys);"}],"init_eqs_eel":"","frame_eqs_eel":"basstime = basstime + bass*0.03;\nq1 = basstime*4;\n\n//start in most active range\nbasstime = if(below(basstime,1000),1000,basstime);\n//basstime = if(above(basstime,495),450,basstime);\n\nbasstime = basstime + bass_att*0.03;\nvol = pow(bass+mid+treb,2);\nbasssum = vol;\n\nstickybit = time%2;\n\n//avg vol\n//buffer 1\nvolAvg = volAvg + vol*equal(stickybit,1);\n//number of samples 1 or framerate\nsample1 = sample1 + equal(stickybit,1);\n//buffer 2\nvolAvg2 = volAvg2 + vol*equal(stickybit,0);\n//number of samples 2\nsample2 = sample2 + equal(stickybit,0);\n\n//transision\nedge = bnot(equal(bit2,stickybit));\n\nvolAvg = volAvg - volAvg*edge*stickybit;\nvolAvg2 = volAvg2 - volAvg2*edge*equal(stickybit,0);\n\nsample1 = sample1 - sample1*edge*stickybit;\nsample2 = sample2 - sample2*edge*equal(stickybit,0);\n\n//test vol against avg buffer lvl\ndiff = if(equal(stickybit,1), (basssum/(volAvg2/sample2)) , 0);\ndiff = if(equal(stickybit,0), (basssum/(volAvg/sample1)), diff);\n\nq3 = diff;\n\nbit2 = time%2;\n\ndifftime = difftime + diff*0.03;\nq2 = difftime;\n\n//fix a strange error\ndifftime = if(above(difftime,2000),0, difftime);\n\nmonitor = abs(cos(time))*3.14;\n\n\nmv_a = above(diff,10);","pixel_eqs_eel":"zoom = 1 + 0.05*q3*rad;\n\ndecay_r = 0.2*rad*sin(q2*0.35) + 0.85 + 0.1*sin(q2);\ndecay_g = 0.2*rad*sin(q2*0.5) + 0.85 + 0.1*sin(0.7*q2);\ndecay_b = 0.2*rad*sin(q2*0.4) + 0.85 + 0.1*sin(0.8*q2);\n\nrot = 0;","warp":" shader_body { \n vec3 ret_1;\n vec2 tmpvar_2;\n tmpvar_2 = (vec2(1.0, 0.0) * texsize.z);\n vec2 tmpvar_3;\n tmpvar_3 = (vec2(0.0, 1.0) * texsize.z);\n ret_1 = (((\n (texture (sampler_main, (uv + tmpvar_2)).xyz + texture (sampler_main, (uv + tmpvar_2)).xyz)\n * 0.5) + (\n (texture (sampler_main, (uv + tmpvar_3)).xyz + texture (sampler_main, (uv + tmpvar_3)).xyz)\n * 0.5)) - texture (sampler_main, ((\n (uv - 0.5)\n * 0.9) + 0.5)).xyz);\n ret_1 = (ret_1 - 0.4);\n vec4 tmpvar_4;\n tmpvar_4.w = 1.0;\n tmpvar_4.xyz = ret_1;\n ret = tmpvar_4.xyz;\n }","comp":" shader_body { \n vec3 ret_1;\n vec2 tmpvar_2;\n tmpvar_2 = ((0.5 - uv) + 0.5);\n ret_1 = (mix (texture (sampler_main, uv).xyz, texture (sampler_main, tmpvar_2).xyz, vec3(0.5, 0.5, 0.5)) * 2.0);\n ret_1 = (((\n ((texture (sampler_blur3, uv).xyz * scale3) + bias3)\n * 2.0) + (\n ((texture (sampler_blur3, tmpvar_2).xyz * scale3) + bias3)\n * 2.0)) + ret_1);\n vec4 tmpvar_3;\n tmpvar_3.w = 1.0;\n tmpvar_3.xyz = ret_1;\n ret = tmpvar_3.xyz;\n }"}