securityos/node_modules/butterchurn-presets/presets/converted/Geiss - Thumb Drum.json

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{"version":2,"baseVals":{"rating":5,"gammaadj":1.9,"echo_zoom":1.16936,"wave_mode":5,"additivewave":1,"wave_a":0,"wave_scale":0.899719,"wave_smoothing":0.63,"wave_mystery":1,"modwavealphastart":2,"modwavealphaend":2,"warpscale":2.593743,"zoom":1.00496,"warp":0.278033,"sx":0.999666,"sy":0.9999,"wave_r":0.65,"wave_g":0.65,"wave_b":0.65,"mv_x":0,"mv_y":48,"mv_dx":-0.941273,"mv_dy":0.426319,"mv_l":5,"mv_r":0.315997,"mv_g":0.078173,"mv_b":0.941976,"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":"rg = 0;","frame_eqs_eel":"wave_r = wave_r + 0.350*( 0.60*sin(0.980*time) + 0.40*sin(1.047*time) );\nwave_g = wave_g + 0.350*( 0.60*sin(0.835*time) + 0.40*sin(1.081*time) );\nwave_b = wave_b + 0.350*( 0.60*sin(0.814*time) + 0.40*sin(1.011*time) );\nq1 = (cx*2-1) + 0.52*( 0.60*sin(0.374*time) + 0.40*sin(0.294*time) );\nq2 = (cy*2-1) + 0.52*( 0.60*sin(0.393*time) + 0.40*sin(0.223*time) );\nq3 = (cx*2-1) + 0.52*( 0.60*sin(0.174*-time) + 0.40*sin(0.364*time) );\nq4 = (cy*2-1) + 0.52*( 0.60*sin(0.234*time) + 0.40*sin(0.271*-time) );\ndecay = decay - 0.01*equal(frame%5,0);\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*0.95, 0.3 + 0.5*min(2,max(0,mid_att-1)*1.3));\nq9 = rg;","pixel_eqs_eel":"du = x*2-1 - q1;\ndv = y*2-1 - q2;\ndist = sqrt(du*du+dv*dv);\nang2 = atan2(du,dv);\nmult = 0.008/(dist+0.4);\ndx = mult*sin(ang2-1.5);\ndy = mult*cos(ang2-1.5);\ndu = x*2-1 - q3;\ndv = y*2-1 - q4;\ndist = sqrt(du*du+dv*dv);\nang2 = atan2(du,dv);\nmult = 0.008/(dist+0.4);\ndx = dx + mult*sin(ang2+1.5);\ndy = dy + mult*cos(ang2+1.5);","warp":" shader_body { \n vec3 ret_1;\n vec2 tmpvar_2;\n tmpvar_2 = mix (uv_orig, uv, vec2(q9));\n ret_1 = texture (sampler_main, tmpvar_2).xyz;\n ret_1 = (ret_1 + ((ret_1 - \n ((texture (sampler_blur1, tmpvar_2).xyz * scale1) + bias1)\n ) * 0.3));\n ret_1 = (ret_1 * 0.9);\n ret_1 = (ret_1 + ((\n ((texture (sampler_noise_lq, ((\n (uv_orig * texsize.xy)\n * \n (texsize_noise_lq.zw * 0.4)\n ) + rand_frame.xy)).xyz - 0.5) / 256.0)\n * 122.0) * clamp (\n (treb_att - 1.0)\n , 0.0, 1.0)));\n ret_1 = mix (ret_1, vec3(dot (ret_1, vec3(0.32, 0.49, 0.29))), vec3(0.2, 0.2, 0.2));\n vec4 tmpvar_3;\n tmpvar_3.w = 1.0;\n tmpvar_3.xyz = ret_1;\n ret = tmpvar_3.xyz;\n }","comp":" shader_body { \n vec4 tmpvar_1;\n tmpvar_1.w = 1.0;\n tmpvar_1.xyz = (0.3 + (0.4 * vec3(dot (texture (sampler_main, uv).xyz, vec3(0.32, 0.49, 0.29)))));\n ret = tmpvar_1.xyz;\n }"}