securityos/node_modules/butterchurn-presets/presets/converted/$$$ Royal - Mashup (337).json

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{"version":2,"baseVals":{"rating":4,"decay":0.99,"wave_dots":1,"wave_thick":1,"modwavealphabyvolume":1,"wave_brighten":0,"wrap":0,"wave_a":100,"wave_scale":28.599,"wave_smoothing":0.5,"wave_mystery":-1,"modwavealphastart":0.4,"modwavealphaend":1,"warpanimspeed":100,"warpscale":4.142,"zoomexp":0.85437,"zoom":0.99951,"warp":0.01,"sx":1.01,"sy":1.01,"ob_size":0.5,"ob_r":0.01,"ib_size":0.26,"mv_l":1.5,"mv_r":0,"mv_g":0,"mv_b":0,"mv_a":0},"shapes":[{"baseVals":{"enabled":1,"sides":100,"rad":0.40031,"r":0.5,"g":0.5,"r2":0.5,"g2":0,"border_b":0.5,"border_a":0},"init_eqs_eel":"","frame_eqs_eel":"sounds=(bass+treb+mid)*.3;\n\nrad=rad*sounds*0.6;\n\nr=r+sin(bass)*g;\ng=g+sin(mid)*g;\n\n\nx=x+0.207*cos(time*bass*0.5)*2;\ny=y+0.207*sin(time*bass*0.5)*2;\n\nr = bass_att;\ng = mid;\nb = treb;"},{"baseVals":{"enabled":1,"sides":100,"rad":0.13465,"r2":1,"border_a":0},"init_eqs_eel":"","frame_eqs_eel":"\ng2=g2+0.09*sin((treb+mid)*1.23);\ng=g+0.09*cos((bass+mid)*1.37);\n\nsounds=(bass+mid+treb)/3;\n\nrad=rad*(treb+mid)/3;\n\nx=x+0.300*sin(time*bass);\ny=y+0.317*cos(time*bass);\n\nr = treb;\ng = mid;\nb = bass_att;"},{"baseVals":{"sides":100,"rad":0.20047,"g":1,"b":1,"r2":0.5,"g2":0.5,"b2":1,"border_b":0.5,"border_a":0,"enabled":0},"init_eqs_eel":"","frame_eqs_eel":"sounds=(bass+treb+mid)/3;\natt=(bass_att+treb_att+mid_att)/3;\natt=(bass_att+treb_att+mid_att)/3;\nr2=r2+(0.25*sin(time*6.28))-bass;\ng2=g2+(0.25*sin(time*6.28))-bass;\n\nrad=rad;\nx=x+0.217*cos(time*2.3)+sounds*0.1;\ny=y+0.217*sin((time*3.5)+(sounds*0.3));"},{"baseVals":{"enabled":0},"init_eqs_eel":"","frame_eqs_eel":""}],"waves":[{"baseVals":{"sep":256,"scaling":20.35074,"enabled":0},"init_eqs_eel":"","frame_eqs_eel":"r=r+0.5*sin(treb*1.13);\ng=g+0.5*sin(bass*1.33);\nb=b+0.5*sin(mid*1.23);","point_eqs_eel":""},{"baseVals":{"sep":256,"usedots":1,"scaling":100,"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":"warp=bass*.2;\nwarp=warp+(above(bass,1)*bass*.2);\n\necho_alpha=(above(bass,1.25)*.9);\n\n//mv_a=(above(bass,1)*bass*.5);\n\n// Awesome beat code by martin!\ndec_med = pow (0.9, 30/fps);\ndec_slow = pow (0.99, 30/fps);\nbeat = max (max (bass, mid), treb); \navg = avg*dec_slow + beat*(1-dec_slow);\nis_beat = above(beat, .5+avg+peak) * above (time, t0+.2);\nt0 = is_beat*time + (1-is_beat)*t0;\npeak = is_beat * beat + (1-is_beat)*peak*dec_med;\n\nFR = if(is_beat,if(above(FR,0),-1,1),FR);\n\nq2=q2+(above(bass,1.3)*sin(time)*.02);\n\nrot=(rot+q2)*FR;\n\nzoom=zoom+(above(bass,1.3)*bass*.03);\n\nsy=sy+(above(treb_att,1.2)*treb_att*.002*sin(time));\nsx=sx+(above(treb_att,1.2)*treb_att*.002*sin(time));","pixel_eqs_eel":"","warp":" shader_body { \n vec3 ret_1;\n vec3 tmpvar_2;\n tmpvar_2 = (texture (sampler_noise_lq, ((\n ((texsize.xy * texsize_noise_lq.zw).x * uv)\n / 2.0) + q23)) + 1.0).xyz;\n vec3 tmpvar_3;\n tmpvar_3 = (((texture (sampler_blur1, uv).xyz * scale1) + bias1) - 0.3);\n vec2 tmpvar_4;\n tmpvar_4.x = (0.3 * tmpvar_3.x);\n tmpvar_4.y = tmpvar_3.y;\n ret_1 = ((-0.4 * (\n ((texture (sampler_blur1, ((uv / 4.0) + (0.4 * tmpvar_4))).xyz * scale1) + bias1)\n - \n (tmpvar_2 * 0.1)\n )) + (texture (sampler_main, (uv + \n (tmpvar_3 * 0.01)\n .xy)).xyz + (tmpvar_2 * 0.1)));\n float tmpvar_5;\n tmpvar_5 = (1.0 - ((0.01 * q28) * (q28 * rad)));\n ret_1 = (ret_1 * (0.98 * (tmpvar_5 * tmpvar_5)));\n ret_1 = (ret_1 - 0.04);\n vec4 tmpvar_6;\n tmpvar_6.w = 1.0;\n tmpvar_6.xyz = ret_1;\n ret = tmpvar_6.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 }"}