securityos/node_modules/butterchurn-presets/presets/converted/TonyMilkdrop - Leonardo Da ...

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{"version":2,"baseVals":{"rating":3,"echo_zoom":1,"wave_mode":1,"wave_thick":1,"wrap":0,"invert":1,"wave_scale":0.5,"wave_smoothing":0.45,"warpanimspeed":2.217,"warpscale":100,"zoomexp":100,"zoom":1.01,"warp":1.25946,"wave_r":0,"wave_g":0,"wave_b":0,"ob_r":1,"ob_g":1,"ob_b":1,"ob_a":1,"ib_r":1,"ib_g":1,"ib_b":1,"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":"q1 = 0.0003*(pow(1.2+1*bass+0.4*bass_att+0.1*treb+0.1*treb_att+0.1*mid+0.1*mid_att,6));\nmonitor = q1;\nwave_r = wave_r + 0.5*sin(time*1.13);\nwave_g = wave_g + 0.5*sin(time*1.23);\nwave_b = wave_b + 0.5*sin(time*1.33);\nob_r = ob_r + 1*sin(time*2.26);\nob_g = ob_g + 1*sin(time*2.46);\nob_b = ob_b + 1*sin(time*2.66);","pixel_eqs_eel":"zoom = zoom + 0.125*sin(q1);\nrot = rot + 0.25*sin(fps*100)*q1/2;\nzoom = zoom - 0.05*sin(rad);\nrot = rot + 0.05*sin(fps*5);","warp":" shader_body { \n vec3 ret_1;\n vec2 tmpvar_2;\n tmpvar_2 = fract(uv);\n vec2 tmpvar_3;\n tmpvar_3 = (((uv_orig * texsize.xy) * texsize_noise_lq.zw) + rand_frame.xy);\n vec2 tmpvar_4;\n tmpvar_4 = (texsize.zw * 12.0);\n vec3 tmpvar_5;\n tmpvar_5 = (((2.0 * \n ((texture (sampler_blur3, (uv_orig + (vec2(1.0, 0.0) * tmpvar_4))).xyz * scale3) + bias3)\n ) - (2.0 * \n ((texture (sampler_blur3, (uv_orig - (vec2(1.0, 0.0) * tmpvar_4))).xyz * scale3) + bias3)\n )) * 0.5);\n vec3 tmpvar_6;\n tmpvar_6 = (((2.0 * \n ((texture (sampler_blur3, (uv_orig + (vec2(0.0, 1.0) * tmpvar_4))).xyz * scale3) + bias3)\n ) - (2.0 * \n ((texture (sampler_blur3, (uv_orig - (vec2(0.0, 1.0) * tmpvar_4))).xyz * scale3) + bias3)\n )) * 0.5);\n ret_1.x = ((texture (sampler_fc_main, tmpvar_2).x - (\n (((texture (sampler_blur3, tmpvar_2).xyz * scale3) + bias3) - texture (sampler_fc_main, tmpvar_2).xyz)\n .x * 0.1)) - 0.035);\n vec2 tmpvar_7;\n tmpvar_7.x = tmpvar_5.x;\n tmpvar_7.y = tmpvar_6.x;\n vec2 tmpvar_8;\n tmpvar_8.x = tmpvar_5.y;\n tmpvar_8.y = tmpvar_6.y;\n ret_1.y = (((texture (sampler_fc_main, \n (((uv_orig + (\n ((texture (sampler_noise_lq, tmpvar_3).xy - 0.5) * texsize.zw)\n * 4.0)) - ((tmpvar_7 * texsize.zw) * 4.0)) + ((tmpvar_8 * texsize.zw) * 8.0))\n ).y + \n ((texture (sampler_noise_lq, tmpvar_3).xyz - 0.5) * 0.1)\n ) - 0.012) + (texture (sampler_pc_main, uv_orig).z * 0.2)).x;\n vec2 tmpvar_9;\n tmpvar_9.x = tmpvar_6.x;\n tmpvar_9.y = -(tmpvar_5.x);\n vec2 tmpvar_10;\n tmpvar_10 = ((uv_orig + (\n ((texture (sampler_noise_lq, tmpvar_3).xy - 0.5) * texsize.zw)\n * 2.0)) + ((tmpvar_9 * texsize.zw) * 64.0));\n ret_1.z = (((\n (texture (sampler_fc_main, tmpvar_10).z + ((texture (sampler_fc_main, tmpvar_10).z - (\n (texture (sampler_blur2, tmpvar_10).xyz * scale2)\n + bias2).z) * 0.2))\n + \n (texture (sampler_noise_lq, tmpvar_3).xyz * 0.1)\n ) - (\n (texture (sampler_blur3, uv_orig).xyz * scale3)\n + bias3).x) - (clamp (\n (1.0 - ((texture (sampler_blur2, uv_orig).xyz * scale2) + bias2).x)\n , 0.0, 1.0) * 0.04)).x;\n vec4 tmpvar_11;\n tmpvar_11.w = 1.0;\n tmpvar_11.xyz = ret_1;\n ret = tmpvar_11.xyz;\n }","comp":"vec2 xlat_mutabled;\nvec3 xlat_mutabledx;\nvec3 xlat_mutabledy;\n shader_body { \n vec3 ret_1;\n xlat_mutabled = (texsize.zw * 1.5);\n xlat_mutabledx = (texture (sampler_main, (uv_orig + (vec2(1.0, 0.0) * xlat_mutabled))).xyz - texture (sampler_main, (uv_orig - (vec2(1.0, 0.0) * xlat_mutabled))).xyz);\n xlat_mutabledy = (texture (sampler_main, (uv_orig + (vec2(0.0, 1.0) * xlat_mutabled))).xyz - texture (sampler_main, (uv_orig - (vec2(0.0, 1.0) * xlat_mutabled))).xyz);\n vec2 tmpvar_2;\n tmpvar_2.x = xlat_mutabledx.y;\n tmpvar_2.y = xlat_mutabledy.y;\n vec2 x_3;\n x_3 = (tmpvar_2 * 8.0);\n ret_1 = (((texture (sampler_main, uv).x * \n (1.0 - sqrt(dot (x_3, x_3)))\n ) * pow (hue_shader, vec3(6.0, 6.0, 6.0))) * 1.4);\n vec2 tmpvar_4;\n tmpvar_4.x = xlat_mutabledx.z;\n tmpvar_4.y = xlat_mutabledy.z;\n vec2 x_5;\n x_5 = (tmpvar_4 * 4.0);\n vec3 tmpvar_6;\n tmpvar_6 = mix (ret_1, vec3(1.0, 1.0, 1.0), vec3(sqrt(dot (x_5, x_5))));\n ret_1 = tmpvar_6;\n vec4 tmpvar_7;\n tmpvar_7.w = 1.0;\n tmpvar_7.xyz = tmpvar_6;\n ret = tmpvar_7.xyz;\n }"}