securityos/node_modules/butterchurn-presets/presets/converted/Rovastar - Trippy Sperm (Je...

1 line
3.2 KiB
JSON

{"version":2,"baseVals":{"rating":4,"decay":0.96,"echo_zoom":1.007,"echo_orient":3,"wave_mode":3,"additivewave":1,"modwavealphabyvolume":1,"wave_a":4.1,"wave_scale":0.525,"wave_smoothing":0.36,"wave_mystery":-0.5,"modwavealphastart":0.71,"modwavealphaend":1.3,"warpscale":1.331,"zoom":1.07055,"rot":0.02,"warp":0.19805,"wave_r":0.65,"wave_g":0.65,"wave_b":0.65,"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":"","frame_eqs_eel":"ff = frame/100;\nwave_r = sin(5*ff/2)/2+0.5;\nwave_g = cos(ff/3)/2+0.5;\nwave_b = cos(3*ff/2)/2+0.5;","pixel_eqs_eel":"rot=0.1*(2*abs((sin(time)-0.5))-ang);","warp":"","comp":" shader_body { \n vec2 uv2_1;\n vec3 ret_2;\n uv2_1 = (uv + (vec2(1.0, 0.0) * texsize.zw));\n float tmpvar_3;\n tmpvar_3 = (((texture (sampler_main, uv2_1).xyz + \n (((texture (sampler_blur1, uv2_1).xyz * scale1) + bias1) * 0.4)\n ) + (\n ((texture (sampler_blur2, uv2_1).xyz * scale2) + bias2)\n * 0.15)) + ((\n (texture (sampler_blur3, uv2_1).xyz * scale3)\n + bias3) * 0.1)).x;\n uv2_1 = (uv + (vec2(-1.0, 0.0) * texsize.zw));\n float tmpvar_4;\n tmpvar_4 = (((texture (sampler_main, uv2_1).xyz + \n (((texture (sampler_blur1, uv2_1).xyz * scale1) + bias1) * 0.4)\n ) + (\n ((texture (sampler_blur2, uv2_1).xyz * scale2) + bias2)\n * 0.15)) + ((\n (texture (sampler_blur3, uv2_1).xyz * scale3)\n + bias3) * 0.1)).x;\n uv2_1 = (uv + (vec2(0.0, 1.0) * texsize.zw));\n float tmpvar_5;\n tmpvar_5 = (((texture (sampler_main, uv2_1).xyz + \n (((texture (sampler_blur1, uv2_1).xyz * scale1) + bias1) * 0.4)\n ) + (\n ((texture (sampler_blur2, uv2_1).xyz * scale2) + bias2)\n * 0.15)) + ((\n (texture (sampler_blur3, uv2_1).xyz * scale3)\n + bias3) * 0.1)).x;\n uv2_1 = (uv + (vec2(0.0, -1.0) * texsize.zw));\n vec3 tmpvar_6;\n tmpvar_6.z = 0.14;\n tmpvar_6.x = (tmpvar_3 - tmpvar_4);\n tmpvar_6.y = (tmpvar_5 - ((\n (texture (sampler_main, uv2_1).xyz + (((texture (sampler_blur1, uv2_1).xyz * scale1) + bias1) * 0.4))\n + \n (((texture (sampler_blur2, uv2_1).xyz * scale2) + bias2) * 0.15)\n ) + (\n ((texture (sampler_blur3, uv2_1).xyz * scale3) + bias3)\n * 0.1)).x);\n ret_2 = (0.5 + (0.5 * normalize(tmpvar_6)));\n vec2 x_7;\n x_7 = (ret_2.xy - 0.5);\n ret_2 = (ret_2 * clamp ((\n sqrt(dot (x_7, x_7))\n * 5.0), 0.0, 1.0));\n ret_2 = ret_2.xxy;\n ret_2 = (ret_2 + 1.15);\n ret_2 = (ret_2 * mix (ret_2, (ret_2 * \n (((texture (sampler_blur3, uv).xyz * scale3) + bias3) - ((texture (sampler_blur1, uv).xyz * scale1) + bias1))\n ), pow (hue_shader.zxy, ret_2)));\n ret_2 = (ret_2 * ret_2);\n vec4 tmpvar_8;\n tmpvar_8.w = 1.0;\n tmpvar_8.xyz = ret_2;\n ret = tmpvar_8.xyz;\n }"}