securityos/node_modules/butterchurn-presets/presets/converted/Martin - charisma.json

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{"version":2,"baseVals":{"rating":0,"gammaadj":1.980001,"decay":0.5,"echo_zoom":0.999998,"echo_alpha":0.5,"echo_orient":3,"wave_mode":4,"additivewave":1,"wave_dots":1,"modwavealphabyvolume":1,"darken":1,"wave_a":0.33064,"wave_scale":0.897961,"wave_smoothing":0.108,"wave_mystery":0.1,"modwavealphastart":0.72,"modwavealphaend":1.28,"warpanimspeed":1.4595,"warpscale":2.0067,"zoom":0.9999,"warp":0.01,"sx":0.9999,"wave_r":0,"wave_g":0.5,"wave_b":0.5,"wave_y":0.54,"ob_r":1,"ob_g":1,"ob_b":1,"ib_size":0.26,"mv_x":24.799994,"mv_dy":0.16,"mv_l":1.5,"mv_a":0,"b1ed":0},"shapes":[{"baseVals":{"sides":3,"rad":0.312746,"tex_zoom":0.179142,"r":0.82,"border_a":0,"enabled":0},"init_eqs_eel":"","frame_eqs_eel":"xy=0.5+rand_frame;"},{"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,"samples":352,"usedots":1,"additive":1,"scaling":0.038558,"smoothing":0.2,"g":0},"init_eqs_eel":"","frame_eqs_eel":"q1=bass_att;","point_eqs_eel":"r = abs (sin (frame /38));\ng = 0.5*abs (cos (frame /45));\nb = 0.5*abs (sin (frame / 133));\na = 0.3;\nt02 = t02 + q1/10;\nratio = sin (frame/49);\n\nampl = 0.01+0.4*sqr(sin ((frame ) / 18)* cos (frame / 123));\n\nx1 = (r-0.5)/15 +0.5 + ampl* sin (sample*6.28);\ny1 = (b-0.5)/15+0.5 + ampl* cos (sample*6.28);\n\nx = x1+1*0.2*(ampl+ratio )*sin ( sample*6.28 * ratio*7.3);\ny = y1+1*0.2*(ampl+ratio )*cos ( sample*6.28*6);\n"},{"baseVals":{"samples":15,"scaling":2.063781,"smoothing":0.8,"r":0.8,"g":0,"b":0.6,"a":0.9,"enabled":0},"init_eqs_eel":"","frame_eqs_eel":"","point_eqs_eel":""},{"baseVals":{"samples":112,"additive":1,"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":"clear = 0.5;","frame_eqs_eel":"dec_med = pow (0.96, 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, .2+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) %4;\nindex2 = (index2 + is_beat*bnot(index))%8;\nindex3 = (index3 + is_beat*bnot(index)*bnot(index2))%3;\n\n\nq20 = avg;\nq21 = beat;\nq22 = peak;\nq23 = index;\nq24 = is_beat;\nq26 = bass + mid + treb;\n\n//k1 = is_beat*bnot(index)*bnot(index2);\n\nk1 = is_beat*equal(index,0);\np1 = k1*(p1+1) + (1-k1)*p1;\np2 = dec_med * p2+ (1-dec_med)*p1;\np3 = dec_med * p3+ (1-dec_med)*p2;\nrott = p3*3.1416/4;\n\nrot1 = rot1 + q26;\nq25 = .01*rot1;\n\nq27 = 8-index;\nq28 = index3;\n\ndx1 = dec_med*dx1 + (1-dec_med)*bnot(index2);\nq29 = dx1;\nmonitor = q29;\n\nq1 = cos(rott);\nq2 = sin(rott);\nq3 = -q2;\nq4 = q1;\n\n\nq5 = 1.5*cos(time/9);\nq6 = .5*sin(time/7);\n\nclear = clear *dec_med + 1-dec_med;\nq32 = clear;\n\nmov = bnot(q24)*movex + (rand(100)/100-50)*q2;\nmovex = movex + .2/fps *q2;\nq18 = movex;","pixel_eqs_eel":"","warp":" shader_body { \n vec2 uv6_1;\n vec2 tmpvar_2;\n tmpvar_2 = ((uv - 0.5) * aspect.xy);\n float tmpvar_3;\n tmpvar_3 = (rand_frame * 64.0).x;\n uv6_1 = (0.5 * cos((\n ((tmpvar_2 * mat2(0.7, -0.7, 0.7, 0.7)) * 17.0)\n + \n (rand_frame * 6.0)\n .xy)));\n float x_4;\n x_4 = (uv6_1.x + uv6_1.y);\n vec4 tmpvar_5;\n tmpvar_5.w = 1.0;\n tmpvar_5.xyz = ((0.147 * (\n (texture (sampler_main, (uv + clamp ((\n (sin(tmpvar_3) / cos(tmpvar_3))\n * \n normalize(tmpvar_2)\n ), vec2(-8.0, -8.0), vec2(8.0, 8.0)))).xyz + (0.15 * (vec3((0.01 / \n sqrt((x_4 * x_4))\n )) * roam_cos.xyz)))\n - 0.02)) + ((0.85 * \n (texture (sampler_main, uv_orig).xyz - 0.002)\n ) * q32));\n ret = tmpvar_5.xyz;\n }","comp":"vec2 xlat_mutabledz;\nvec3 xlat_mutableret1;\nvec2 xlat_mutableuv3;\nvec2 xlat_mutableuv4;\n shader_body { \n vec2 uv_1;\n float inten_2;\n float dist_3;\n vec3 ret_4;\n uv_1 = (uv - 0.5);\n float tmpvar_5;\n tmpvar_5 = (time / 2.0);\n dist_3 = (1.0 - fract(tmpvar_5));\n inten_2 = ((sqrt(dist_3) * (1.0 - dist_3)) * 2.0);\n vec2 tmpvar_6;\n tmpvar_6.y = 0.4;\n tmpvar_6.x = q18;\n xlat_mutableuv3 = (((2.0 * uv_1) * dist_3) + tmpvar_6);\n vec2 tmpvar_7;\n tmpvar_7.y = 0.0;\n tmpvar_7.x = texsize.z;\n vec2 tmpvar_8;\n tmpvar_8.y = 0.0;\n tmpvar_8.x = texsize.z;\n xlat_mutabledz.x = (inten_2 * dot ((texture (sampler_main, \n (xlat_mutableuv3 + tmpvar_7)\n ).xyz - texture (sampler_main, \n (xlat_mutableuv3 - tmpvar_8)\n ).xyz), vec3(0.32, 0.49, 0.29)));\n vec2 tmpvar_9;\n tmpvar_9.x = 0.0;\n tmpvar_9.y = texsize.w;\n vec2 tmpvar_10;\n tmpvar_10.x = 0.0;\n tmpvar_10.y = texsize.w;\n xlat_mutabledz.y = (inten_2 * dot ((texture (sampler_main, \n (xlat_mutableuv3 + tmpvar_9)\n ).xyz - texture (sampler_main, \n (xlat_mutableuv3 - tmpvar_10)\n ).xyz), vec3(0.32, 0.49, 0.29)));\n xlat_mutableret1 = max (vec3(0.0, 0.0, 0.0), (texture (sampler_main, xlat_mutableuv3).xyz * inten_2));\n dist_3 = (1.0 - fract((0.3333333 + tmpvar_5)));\n inten_2 = ((sqrt(dist_3) * (1.0 - dist_3)) * 2.0);\n vec2 tmpvar_11;\n tmpvar_11.y = 0.4;\n tmpvar_11.x = q18;\n xlat_mutableuv3 = (((2.0 * uv_1) * dist_3) + tmpvar_11);\n vec2 tmpvar_12;\n tmpvar_12.y = 0.0;\n tmpvar_12.x = texsize.z;\n vec2 tmpvar_13;\n tmpvar_13.y = 0.0;\n tmpvar_13.x = texsize.z;\n xlat_mutabledz.x = (xlat_mutabledz.x + (inten_2 * dot (\n (texture (sampler_main, (xlat_mutableuv3 + tmpvar_12)).xyz - texture (sampler_main, (xlat_mutableuv3 - tmpvar_13)).xyz)\n , vec3(0.32, 0.49, 0.29))));\n vec2 tmpvar_14;\n tmpvar_14.x = 0.0;\n tmpvar_14.y = texsize.w;\n vec2 tmpvar_15;\n tmpvar_15.x = 0.0;\n tmpvar_15.y = texsize.w;\n xlat_mutabledz.y = (xlat_mutabledz.y + (inten_2 * dot (\n (texture (sampler_main, (xlat_mutableuv3 + tmpvar_14)).xyz - texture (sampler_main, (xlat_mutableuv3 - tmpvar_15)).xyz)\n , vec3(0.32, 0.49, 0.29))));\n xlat_mutableret1 = max (xlat_mutableret1, (texture (sampler_main, xlat_mutableuv3).xyz * inten_2));\n dist_3 = (1.0 - fract((0.6666667 + tmpvar_5)));\n inten_2 = ((sqrt(dist_3) * (1.0 - dist_3)) * 2.0);\n vec2 tmpvar_16;\n tmpvar_16.y = 0.4;\n tmpvar_16.x = q18;\n xlat_mutableuv3 = (((2.0 * uv_1) * dist_3) + tmpvar_16);\n vec2 tmpvar_17;\n tmpvar_17.y = 0.0;\n tmpvar_17.x = texsize.z;\n vec2 tmpvar_18;\n tmpvar_18.y = 0.0;\n tmpvar_18.x = texsize.z;\n xlat_mutabledz.x = (xlat_mutabledz.x + (inten_2 * dot (\n (texture (sampler_main, (xlat_mutableuv3 + tmpvar_17)).xyz - texture (sampler_main, (xlat_mutableuv3 - tmpvar_18)).xyz)\n , vec3(0.32, 0.49, 0.29))));\n vec2 tmpvar_19;\n tmpvar_19.x = 0.0;\n tmpvar_19.y = texsize.w;\n vec2 tmpvar_20;\n tmpvar_20.x = 0.0;\n tmpvar_20.y = texsize.w;\n xlat_mutabledz.y = (xlat_mutabledz.y + (inten_2 * dot (\n (texture (sampler_main, (xlat_mutableuv3 + tmpvar_19)).xyz - texture (sampler_main, (xlat_mutableuv3 - tmpvar_20)).xyz)\n , vec3(0.32, 0.49, 0.29))));\n xlat_mutableret1 = max (xlat_mutableret1, (texture (sampler_main, xlat_mutableuv3).xyz * inten_2));\n dist_3 = (1.0 - fract((1.0 + tmpvar_5)));\n inten_2 = ((sqrt(dist_3) * (1.0 - dist_3)) * 2.0);\n vec2 tmpvar_21;\n tmpvar_21.y = 0.4;\n tmpvar_21.x = q18;\n xlat_mutableuv3 = (((2.0 * uv_1) * dist_3) + tmpvar_21);\n vec2 tmpvar_22;\n tmpvar_22.y = 0.0;\n tmpvar_22.x = texsize.z;\n vec2 tmpvar_23;\n tmpvar_23.y = 0.0;\n tmpvar_23.x = texsize.z;\n xlat_mutabledz.x = (xlat_mutabledz.x + (inten_2 * dot (\n (texture (sampler_main, (xlat_mutableuv3 + tmpvar_22)).xyz - texture (sampler_main, (xlat_mutableuv3 - tmpvar_23)).xyz)\n , vec3(0.32, 0.49, 0.29))));\n vec2 tmpvar_24;\n tmpvar_24.x = 0.0;\n tmpvar_24.y = texsize.w;\n vec2 tmpvar_25;\n tmpvar_25.x = 0.0;\n tmpvar_25.y = texsize.w;\n xlat_mutabledz.y = (xlat_mutabledz.y + (inten_2 * dot (\n (texture (sampler_main, (xlat_mutableuv3 + tmpvar_24)).xyz - texture (sampler_main, (xlat_mutableuv3 - tmpvar_25)).xyz)\n , vec3(0.32, 0.49, 0.29))));\n xlat_mutableret1 = max (xlat_mutableret1, (texture (sampler_main, xlat_mutableuv3).xyz * inten_2));\n uv_1 = (uv_1 + xlat_mutabledz);\n vec2 tmpvar_26;\n tmpvar_26.x = q5;\n tmpvar_26.y = q6;\n xlat_mutableuv4 = (uv_1 - (0.4 * tmpvar_26));\n float tmpvar_27;\n tmpvar_27 = (0.1 * clamp ((1.0/(\n (abs(uv_1.y) + 0.1)\n )), 0.0, 12.0));\n vec2 tmpvar_28;\n tmpvar_28.x = (uv_1.x * tmpvar_27);\n tmpvar_28.y = tmpvar_27;\n vec3 tmpvar_29;\n tmpvar_29.xy = vec2(0.0, 0.0);\n tmpvar_29.z = clamp ((1.0 - (3.0 * uv_1.y)), 0.0, 1.0);\n ret_4 = (vec3(0.0, 0.1, 0.1) + (0.1 * tmpvar_29));\n ret_4 = (ret_4 + (vec3(dot (texture (sampler_noise_hq, \n (tmpvar_28 + (0.1 * time))\n ), vec4(0.32, 0.49, 0.29, 0.0))) * (\n (clamp ((1.0 - (12.0 * uv_1.y)), 0.0, 1.0) * 0.1)\n / \n (0.05 + sqrt(dot (xlat_mutableuv4, xlat_mutableuv4)))\n )));\n ret_4 = (ret_4 + ((0.4 * xlat_mutableret1) + (xlat_mutableret1 * q22)));\n vec4 tmpvar_30;\n tmpvar_30.w = 1.0;\n tmpvar_30.xyz = ret_4;\n ret = tmpvar_30.xyz;\n }"}