securityos/node_modules/butterchurn-presets/presets/converted/_Mig_Oscilloscope008.json

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{"version":2,"baseVals":{"rating":5,"gammaadj":1.21,"decay":0.96,"echo_zoom":0.99663,"echo_orient":1,"wave_mode":6,"wave_thick":1,"wave_brighten":0,"darken":1,"wave_a":11.94,"wave_scale":7.394711,"wave_smoothing":0.7,"warpscale":1.772,"zoomexp":4.401,"zoom":1.000678,"rot":0.003,"warp":0,"wave_r":0.49,"wave_g":0.49,"wave_b":0.49,"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":"t = time*2.3;\nwave_x = wave_x + 0.350*( 0.70*sin(2.221*time) + 0.30*sin(1.821*time) );\nwave_y = wave_y + 0.350*( 0.30*sin(1.942*time) + 0.70*sin(2.522*time) );\nwave_r = wave_r + 0.790*( 0.60*sin(0.823*t) + 0.40*sin(0.916*t) );\nwave_g = wave_g + 0.790*( 0.60*sin(0.900*t) + 0.40*sin(1.023*t) );\nwave_b = wave_b + 0.790*( 0.60*sin(0.808*t) + 0.40*sin(0.949*t) );\nrot = rot + 0.010*( 0.60*sin(0.038*time) + 0.40*sin(0.054*time) );\ndx = dx + 0.002*( 0.60*sin(0.434*time) + 0.40*sin(0.277*time) );\ndy = dy + 0.002*( 0.60*sin(0.384*time) + 0.40*sin(0.477*time) );","pixel_eqs_eel":"","warp":" shader_body { \n vec4 tmpvar_1;\n tmpvar_1.w = 1.0;\n vec2 tmpvar_2;\n tmpvar_2 = (vec2(1.0, 0.0) * texsize.zw);\n tmpvar_1.xyz = (max (max (texture (sampler_main, uv).xyz, texture (sampler_main, \n (uv + tmpvar_2)\n ).xyz), texture (sampler_main, (uv - tmpvar_2)).xyz) - 0.035);\n ret = tmpvar_1.xyz;\n }","comp":" shader_body { \n vec2 uv_1;\n vec3 ret_2;\n uv_1 = (0.05 + (0.9 * uv));\n ret_2 = (abs((\n ((texture (sampler_blur1, uv_1).xyz * scale1) + bias1)\n - texture (sampler_main, uv_1).xyz)) * 6.0);\n ret_2 = (ret_2 * 1.333);\n vec4 tmpvar_3;\n tmpvar_3.w = 1.0;\n tmpvar_3.xyz = ret_2;\n ret = tmpvar_3.xyz;\n }"}