securityos/node_modules/butterchurn-presets/presets/converted/ORB - Pastel Primer.json

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{"version":2,"baseVals":{"rating":5,"decay":0.9,"echo_zoom":1.007,"echo_alpha":0.5,"echo_orient":1,"wave_mode":1,"wrap":0,"brighten":1,"wave_a":0.001,"zoom":0.96,"rot":-18.84024,"warp":0.00052,"wave_r":0,"wave_g":0,"wave_b":0,"ob_r":0.9,"ob_g":0.5,"ob_a":0.1,"ib_r":0,"ib_g":0,"ib_b":0,"ib_a":0.1,"mv_x":64,"mv_y":48,"mv_l":4.95,"mv_r":0,"mv_a":0},"shapes":[{"baseVals":{"textured":1,"rad":2.66718,"tex_zoom":0.45112,"g":1,"a":0.15,"g2":0,"a2":0.05,"enabled":0},"init_eqs_eel":"","frame_eqs_eel":""},{"baseVals":{"sides":100,"x":0.35,"y":0,"rad":0.09959,"tex_zoom":0.42497,"r":0,"b":1,"g2":0,"a2":1,"border_a":0,"enabled":0},"init_eqs_eel":"","frame_eqs_eel":""},{"baseVals":{"sides":100,"y":0,"rad":0.10201,"a2":1,"border_a":0,"enabled":0},"init_eqs_eel":"","frame_eqs_eel":""},{"baseVals":{"sides":100,"x":0.65,"y":0,"g":1,"b":1,"r2":1,"g2":0,"b2":1,"a2":1,"enabled":0},"init_eqs_eel":"","frame_eqs_eel":""}],"waves":[{"baseVals":{"enabled":1,"spectrum":1,"thick":1,"additive":1,"r":0,"g":0,"b":0,"a":0.1},"init_eqs_eel":"","frame_eqs_eel":"","point_eqs_eel":"//q1 = state;\n//q2 = basstime;\n\nq1 = 0;\nspeed = bass_att*0.3;\nv = sample*10000 + value2*bass*0.1;\n\n//state 0 elipse\nxs = xs + sin(v*0.1 + sin(v)*0.1)*speed*atan(v*1.51);\nys = ys + sin(v*0.1 + cos(v)*0.1)*speed*atan(v);\n\nx = 0.5 + 0.5*sin(xs*0.1)*cos(time*1 + ys);\ny = 0.5 + 0.5*sin(ys*0.1)*cos(time*1.1 + xs);\n\n\nr = 0.5 + 0.5*sin(q1*0.22);\ng = 0.5 + 0.5*sin(q1*0.307) + x;\n//b = 0.4 + 0.4*sin(time*0.959);\n\n\nxs = if(above(xs,1000),0 ,xs);\nys = if(above(ys,1000),0 ,ys);"},{"baseVals":{"spectrum":1,"usedots":1,"thick":1,"additive":1,"enabled":0},"init_eqs_eel":"","frame_eqs_eel":"","point_eqs_eel":""},{"baseVals":{"spectrum":1,"usedots":1,"thick":1,"additive":1,"enabled":0},"init_eqs_eel":"","frame_eqs_eel":"","point_eqs_eel":""},{"baseVals":{"spectrum":1,"usedots":1,"thick":1,"additive":1,"enabled":0},"init_eqs_eel":"","frame_eqs_eel":"","point_eqs_eel":"//apply zoom burst on beat\nflag = above(q3,2);\n//state zero is ready state\nstate = state + flag*equal(state,0);\n\n//upwards flight\nyval = if(equal(state,0),0, yval);\nyval = yval + 0.00004*equal(state,1);\nymax = if(equal(state,0),rand(100)*0.004,ymax);\n\n//hit apogee\nstate = if(above(yval,0.5+ymax),2,state);\n\n//reset variable\nyval = if(equal(state,0),0, yval);\nburst = if(equal(state,0),0.001,burst);\nalphax = if(equal(state,0),1,alphax);\nxdriftinc = if(equal(state,0),0,xdriftinc);\n\nburstspeed = if(equal(state,0),rand(10),burstspeed);\nxdrift = if(equal(state,0),rand(20),xdrift);\n//to get the numbers small enough have to use constants\nxdriftinc = xdriftinc\n+ equal(xdrift,0)*equal(state,1)*0.00002\n+ equal(xdrift,1)*equal(state,1)*0.000018\n+ equal(xdrift,2)*equal(state,1)*0.000016\n+ equal(xdrift,3)*equal(state,1)*0.000014\n+ equal(xdrift,4)*equal(state,1)*0.000012\n+ equal(xdrift,5)*equal(state,1)*0.00001\n+ equal(xdrift,6)*equal(state,1)*0.000008\n+ equal(xdrift,7)*equal(state,1)*0.000006\n+ equal(xdrift,8)*equal(state,1)*0.000004\n+ equal(xdrift,9)*equal(state,1)*0.000002\n+ equal(xdrift,11)*equal(state,1)*-0.000002\n+ equal(xdrift,12)*equal(state,1)*-0.000004\n+ equal(xdrift,13)*equal(state,1)*-0.000006\n+ equal(xdrift,14)*equal(state,1)*-0.000008\n+ equal(xdrift,15)*equal(state,1)*-0.00001\n+ equal(xdrift,16)*equal(state,1)*-0.000012\n+ equal(xdrift,17)*equal(state,1)*-0.000014\n+ equal(xdrift,18)*equal(state,1)*-0.000016\n+ equal(xdrift,19)*equal(state,1)*-0.000018;\n\nburst = burst\n+ equal(burstspeed,0)*equal(state,2)*0.000024\n+ equal(burstspeed,1)*equal(state,2)*0.000022\n+ equal(burstspeed,2)*equal(state,2)*0.00002\n+ equal(burstspeed,3)*equal(state,2)*0.000018\n+ equal(burstspeed,4)*equal(state,2)*0.000016\n+ equal(burstspeed,5)*equal(state,2)*0.000014\n+ equal(burstspeed,6)*equal(state,2)*0.000012\n+ equal(burstspeed,7)*equal(state,2)*0.00001\n+ equal(burstspeed,8)*equal(state,2)*0.000008\n+ equal(burstspeed,9)*equal(state,2)*0.000008;\n\nalphax = alphax - 0.00004*equal(state,2);\nstate = if(below(alphax,0),0,state);\n\n\ns = sample*3.14*100;\nss = sample*6.28*1000;\n\n//draw torus\nxs = (burst + 0.0001*cos(s))*cos(ss);\nys = (burst + 0.0001*cos(s))*sin(ss);\nzs = 0.1*burst*sin(s);\n\n\n//rotate x axis\nangle = sin(-q1*0.035)*6.28;\nyx = ys*cos(angle) - zs*sin(angle);\nzx = ys*sin(angle) + zs*cos(angle);\nxx = xs;\n\n//rotate y axis\nangle2 = sin(-q1*0.03)*6.28;\nxd = xx*cos(angle2) - zx*sin(angle2);\nzd = xx*sin(angle2) + zx*cos(angle2);\nyd = yx;\n\n//rotaye z axis\nangle3 = sin(-q1*0.022)*6.28;\nxn = xd*cos(angle3) - yd*sin(angle3);\nyn = xd*sin(angle3) + yd*cos(angle3);\n\nzd = zd + 2;\n\nx = xn*zd*0.3 + 0.5;\ny = yn*zd*0.3*1.2;\n\n\nx = x + xdriftinc;\ny = y + sin(yval*1.5) - 0.18;\n\n\nr = 0.5 + 0.5*sin(q1*1.3 + x + x);\ng = 0.5 + 0.5*sin(q1*1.1 + x + y);\nb = 0.5 + 0.5*sin(q1*1.66 + y + y);"}],"init_eqs_eel":"","frame_eqs_eel":"basstime = basstime + bass*0.06;\nq1 = basstime;\n\nbasstime = if(below(basstime,1000),1000,basstime);\n\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\n\nmonitor = q1;","pixel_eqs_eel":"zoom = 0.98;\nrot = 0;","warp":" shader_body { \n vec2 uv_1;\n vec3 color_2;\n vec2 uv2_3;\n uv2_3 = (uv + q3);\n color_2 = ((texture (sampler_noise_lq, uv2_3) - 0.5).xyz + (texture (sampler_noise_mq, uv2_3) - 0.5).xyz);\n color_2 = (color_2 + (texture (sampler_noise_hq, uv2_3) - 0.5).xyz);\n uv_1 = (uv + (color_2 * 0.01).xy);\n uv_1.y = (uv_1.y + (abs(\n (color_2 * 0.01)\n ) + (bass_att * 0.01)).x);\n vec4 tmpvar_4;\n tmpvar_4.w = 1.0;\n tmpvar_4.xyz = (texture (sampler_main, ((uv_1 * 0.95) + (\n ((texture (sampler_blur1, ((\n (uv_1 - 0.5)\n * 0.9) + 0.5)).xyz * scale1) + bias1)\n * 0.1).xy)).xyz - 0.01);\n ret = tmpvar_4.xyz;\n }","comp":" shader_body { \n vec4 tmpvar_1;\n tmpvar_1.w = 1.0;\n tmpvar_1.xyz = (texture (sampler_main, uv).xyz * 2.0);\n ret = tmpvar_1.xyz;\n }"}