securityos/node_modules/butterchurn-presets/presets/converted/LuxXx - iWhat Happened Righ...

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{"version":2,"baseVals":{"rating":4,"gammaadj":1,"decay":0.94,"echo_zoom":1,"echo_alpha":0.5,"echo_orient":3,"wave_mode":7,"additivewave":1,"modwavealphabyvolume":1,"wave_brighten":0,"wave_a":0.001,"wave_scale":1.286,"wave_smoothing":0.63,"modwavealphastart":0.71,"modwavealphaend":1.3,"warpanimspeed":1.459,"warpscale":2.007,"zoom":0.9999,"warp":0.01,"sx":0.9999,"wave_r":0.65,"wave_g":0.65,"wave_b":0.65,"ob_r":1,"ob_g":1,"ob_b":1,"ib_size":0.26,"mv_x":64,"mv_y":20.16,"mv_l":0.4,"mv_g":0.4,"mv_a":0},"shapes":[{"baseVals":{"textured":1,"rad":1.20321,"tex_zoom":1.22019,"a":0,"a2":0.5,"border_a":0,"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":1,"usedots":1,"thick":1,"additive":1,"scaling":1.12682},"init_eqs_eel":"mx=.5;\nmy=.4;\nmd=3;","frame_eqs_eel":"","point_eqs_eel":"oldmd=md;\nmd=(md+rand(4))%4;\nmd=if(equal(md,oldmd),(md+1)%4,md);\n\nmx=mx+(equal(md,0)*.002*bass);\nmx=mx-(equal(md,1)*.002*bass);\nmy=my+(equal(md,2)*.002*treb);\nmy=my-(equal(md,3)*.002*treb);\n\nmx=if(above(mx,.9),.5,mx);\nmx=if(below(mx,.1),.5,mx);\nmy=if(above(my,.9),.5,my);\nmy=if(below(my,.1),.5,my);\n\nx=mx;\ny=my;\na=cos(tan(treb + bass*.1));"},{"baseVals":{"enabled":1,"usedots":1,"thick":1,"additive":1,"scaling":1.12682},"init_eqs_eel":"mx=.5;\nmy=.4;\nmd=3;","frame_eqs_eel":"","point_eqs_eel":"oldmd=md;\nmd=(md+rand(4))%4;\nmd=if(equal(md,oldmd),(md+1)%4,md);\n\nmx=mx+(equal(md,0)*.002*bass);\nmx=mx-(equal(md,1)*.002*bass);\nmy=my+(equal(md,2)*.002*treb);\nmy=my-(equal(md,3)*.002*treb);\n\nmx=if(above(mx,.9),.5,mx);\nmx=if(below(mx,.1),.5,mx);\nmy=if(above(my,.9),.5,my);\nmy=if(below(my,.1),.5,my);\n\nx=mx;\ny=my;\na=cos(tan(treb + bass*.1));"},{"baseVals":{"enabled":1,"usedots":1,"thick":1,"additive":1,"scaling":1.12682},"init_eqs_eel":"mx=.5;\nmy=.4;\nmd=3;","frame_eqs_eel":"","point_eqs_eel":"oldmd=md;\nmd=(md+rand(4))%4;\nmd=if(equal(md,oldmd),(md+1)%4,md);\n\nmx=mx+(equal(md,0)*.002*bass);\nmx=mx-(equal(md,1)*.002*bass);\nmy=my+(equal(md,2)*.002*treb);\nmy=my-(equal(md,3)*.002*treb);\n\nmx=if(above(mx,.9),.5,mx);\nmx=if(below(mx,.1),.5,mx);\nmy=if(above(my,.9),.5,my);\nmy=if(below(my,.1),.5,my);\n\nx=mx;\ny=my;\na=cos(tan(treb + bass*.1));"},{"baseVals":{"enabled":1,"usedots":1,"thick":1,"additive":1,"scaling":1.12682},"init_eqs_eel":"mx=.5;\nmy=.4;\nmd=3;","frame_eqs_eel":"","point_eqs_eel":"oldmd=md;\nmd=(md+rand(4))%4;\nmd=if(equal(md,oldmd),(md+1)%4,md);\n\nmx=mx+(equal(md,0)*.002*bass);\nmx=mx-(equal(md,1)*.002*bass);\nmy=my+(equal(md,2)*.002*treb);\nmy=my-(equal(md,3)*.002*treb);\n\nmx=if(above(mx,.9),.5,mx);\nmx=if(below(mx,.1),.5,mx);\nmy=if(above(my,.9),.5,my);\nmy=if(below(my,.1),.5,my);\n\nx=mx;\ny=my;\na=cos(tan(treb + bass*.1));"}],"init_eqs_eel":"","frame_eqs_eel":"dec_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, .4+avg+peak) * above (time, t0+.2);\nt0 = is_beat*time + (1-is_beat)*t0;\npeak = is_beat * beat + (1-is_beat)*peak*dec_med;\nindex = (index + is_beat) %12;\nindex2 = (index2 + is_beat*bnot(index))%4;\nindex3 = (index3 + is_beat*bnot(index)*bnot(index2))%3;\n\nq20 = avg;\nq21 = beat;\nq22 = peak;\nq23 = index;\nq24 = is_beat;\nq26 = bass + mid + treb;\nq27 = index + 1;\nq28 = index2;\n\nk1 = is_beat*equal(index%2,0);\np1 = k1*(p1+1) + (1-k1)*p1;\np2 = dec_med * p2+ (1-dec_med)*p1;\nrott = p2 * 3.1416/4;\nq1 = cos(rott);\nq2 = sin(rott);\nq3 = -q2;\nq4 = q1;\n\ndrot = (index%4-2) * 30/fps;\np3 = p3*dec_slow + (1-dec_slow)*30/fps * drot;\nq30 = p3 ;\n\nstag = (q27+index2*1);\nstag = max(stag,1);\np4 = dec_med*p4 + (1-dec_med)*stag;\nq31 = p4;\n\nzoom = 1 + .05*q1;\nrot = -0.007 * index;\n\nq32 = pow(0.996, 30/fps); //fade\n\nmonitor = index2;","pixel_eqs_eel":"","warp":" shader_body { \n vec2 my_uv_1;\n vec3 ret_2;\n vec2 tmpvar_3;\n tmpvar_3 = (vec2(1280.0, 1024.0) * texsize.zw);\n float tmpvar_4;\n vec2 tmpvar_5;\n tmpvar_5 = (uv + vec2(0.005, 0.0));\n vec2 tmpvar_6;\n tmpvar_6 = (uv - vec2(0.005, 0.0));\n tmpvar_4 = (((\n (texture (sampler_blur2, tmpvar_5).xyz * scale2)\n + bias2) - (\n (texture (sampler_blur2, tmpvar_6).xyz * scale2)\n + bias2)).x * tmpvar_3.x);\n float tmpvar_7;\n vec2 tmpvar_8;\n tmpvar_8 = (uv + vec2(0.0, 0.005));\n vec2 tmpvar_9;\n tmpvar_9 = (uv - vec2(0.0, 0.005));\n tmpvar_7 = (((\n (texture (sampler_blur2, tmpvar_8).xyz * scale2)\n + bias2) - (\n (texture (sampler_blur2, tmpvar_9).xyz * scale2)\n + bias2)).x * tmpvar_3.y);\n vec2 tmpvar_10;\n tmpvar_10.x = tmpvar_4;\n tmpvar_10.y = tmpvar_7;\n vec2 tmpvar_11;\n tmpvar_11.x = (((\n (texture (sampler_blur2, tmpvar_5).xyz * scale2)\n + bias2) - (\n (texture (sampler_blur2, tmpvar_6).xyz * scale2)\n + bias2)).x * tmpvar_3.x);\n tmpvar_11.y = (((\n (texture (sampler_blur2, tmpvar_8).xyz * scale2)\n + bias2) - (\n (texture (sampler_blur2, tmpvar_9).xyz * scale2)\n + bias2)).x * tmpvar_3.y);\n ret_2.x = texture (sampler_fw_main, ((uv - (tmpvar_10 * 0.01)) + (tmpvar_11 * 0.003))).x;\n vec4 tmpvar_12;\n tmpvar_12 = texture (sampler_blur3, uv);\n ret_2.x = (ret_2.x + ((ret_2.x - \n ((tmpvar_12.xyz * scale3) + bias3)\n .x) * 0.1));\n ret_2.x = (ret_2.x + 0.004);\n vec2 tmpvar_13;\n tmpvar_13.x = tmpvar_7;\n tmpvar_13.y = -(tmpvar_4);\n my_uv_1 = (uv + ((tmpvar_13 * 0.05) * (1.2 - \n ((tmpvar_12.xyz * scale3) + bias3)\n .y)));\n ret_2.z = texture (sampler_fw_main, my_uv_1).z;\n vec2 x_14;\n x_14 = (my_uv_1 - uv);\n ret_2.z = (ret_2.z + ((\n ((ret_2.z - ((texture (sampler_blur1, uv).xyz * scale1) + bias1).z) * sqrt(dot (x_14, x_14)))\n * 180.0) / sqrt(\n dot (tmpvar_3, tmpvar_3)\n )));\n ret_2.z = (ret_2.z * 0.8);\n ret_2.z = (ret_2.z + 0.004);\n vec2 tmpvar_15;\n tmpvar_15.x = -(tmpvar_7);\n tmpvar_15.y = tmpvar_4;\n my_uv_1 = (tmpvar_15 * 0.045);\n vec2 tmpvar_16;\n tmpvar_16.x = (((\n (texture (sampler_blur2, (uv + vec2(0.01, 0.0))).xyz * scale2)\n + bias2) - (\n (texture (sampler_blur2, (uv - vec2(0.01, 0.0))).xyz * scale2)\n + bias2)).y * tmpvar_3.x);\n tmpvar_16.y = (((\n (texture (sampler_blur2, (uv + vec2(0.0, 0.01))).xyz * scale2)\n + bias2) - (\n (texture (sampler_blur2, (uv - vec2(0.0, 0.01))).xyz * scale2)\n + bias2)).y * tmpvar_3.y);\n my_uv_1 = (my_uv_1 + (uv - (tmpvar_16 * 0.03)));\n ret_2.y = texture (sampler_fw_main, my_uv_1).y;\n ret_2.y = (ret_2.y + ((ret_2.y - \n ((texture (sampler_blur3, my_uv_1).xyz * scale3) + bias3)\n .y) * 0.2));\n vec4 tmpvar_17;\n tmpvar_17.w = 0.0;\n tmpvar_17.xyz = ret_2;\n vec3 tmpvar_18;\n tmpvar_18 = mix (tmpvar_17, texture (sampler_main, uv_orig), vec4(0.2, 0.2, 0.2, 0.2)).xyz;\n ret_2 = tmpvar_18;\n vec4 tmpvar_19;\n tmpvar_19.w = 1.0;\n tmpvar_19.xyz = tmpvar_18;\n ret = tmpvar_19.xyz;\n }","comp":" shader_body { \n vec2 tmpvar_1;\n tmpvar_1 = (texsize.zw * 2.0);\n vec3 tmpvar_2;\n tmpvar_2 = (((texture (sampler_blur1, \n (uv + (vec2(0.0, 1.0) * tmpvar_1))\n ).xyz * scale1) + bias1) - ((texture (sampler_blur1, \n (uv - (vec2(1.0, 0.0) * tmpvar_1))\n ).xyz * scale1) + bias1));\n vec3 tmpvar_3;\n tmpvar_3 = (((texture (sampler_blur1, \n (uv + (vec2(0.0, 1.0) * tmpvar_1))\n ).xyz * scale1) + bias1) - ((texture (sampler_blur1, \n (uv - (vec2(0.0, 1.0) * tmpvar_1))\n ).xyz * scale1) + bias1));\n vec2 tmpvar_4;\n tmpvar_4.x = tmpvar_3.z;\n tmpvar_4.y = -(tmpvar_2.z);\n vec2 tmpvar_5;\n tmpvar_5 = (uv + ((tmpvar_4 * texsize.zw) * 64.0));\n vec2 tmpvar_6;\n tmpvar_6.x = tmpvar_3.z;\n tmpvar_6.y = -(tmpvar_2.z);\n vec2 tmpvar_7;\n tmpvar_7 = (uv - ((tmpvar_6 * texsize.zw) * 32.0));\n vec4 tmpvar_8;\n tmpvar_8.w = 1.0;\n tmpvar_8.xyz = (mix (mix (\n (mix (mix (vec3(0.2, 0.02, 0.6), vec3(0.6, 0.6, 0.0), vec3((\n ((texture (sampler_blur3, tmpvar_5).xyz * scale3) + bias3)\n .y * 8.0))), vec3(1.0, 1.0, 2.0), vec3(((\n (texture (sampler_blur1, tmpvar_5).xyz * scale1)\n + bias1).y * 6.0))) * (vec3(1.0, 1.0, 1.0) - vec3((texture (sampler_main, tmpvar_5).y * 2.0))))\n , vec3(0.0, 1.0, 0.0), vec3(\n (((texture (sampler_blur2, uv).xyz * scale2) + bias2).z * 1.2)\n )), vec3(1.4, 0.0, 0.0), vec3((\n ((texture (sampler_blur1, tmpvar_7).xyz * scale1) + bias1)\n .x * 2.0))) * (vec3(1.0, 1.0, 1.0) - vec3((texture (sampler_main, tmpvar_7).x * 2.0))));\n ret = tmpvar_8.xyz;\n }"}