securityos/node_modules/butterchurn-presets/presets/converted/cope - soar (v2.0).json

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{"version":2,"baseVals":{"rating":0,"gammaadj":1.42,"decay":0.95,"echo_zoom":0.997,"echo_alpha":0.5,"echo_orient":1,"wave_mode":5,"wave_dots":1,"wave_thick":1,"wrap":0,"brighten":1,"darken":1,"wave_a":0.711,"wave_scale":0.024,"wave_smoothing":0.54,"modwavealphastart":0.71,"modwavealphaend":1.3,"warpscale":1.331,"zoomexp":0.0788,"zoom":0.9415,"rot":-0.04,"warp":0.01,"wave_r":0.29,"wave_g":0.46,"wave_b":0.73,"wave_y":1,"ob_size":0,"ob_r":0.01,"ob_a":0.1,"ib_size":0.05,"mv_x":32,"mv_y":28.8,"mv_l":0.1,"mv_r":0.4,"mv_g":0.4,"mv_b":0.9,"mv_a":0},"shapes":[{"baseVals":{"enabled":1,"additive":1,"thickoutline":1,"textured":1,"num_inst":2,"x":0.4,"rad":0.8079,"ang":6.28319,"tex_ang":1.25664,"tex_zoom":0.3346,"r":0.6,"g":0.6,"b":0.6,"g2":0,"border_a":0},"init_eqs_eel":"","frame_eqs_eel":"r = r + 0.300*(0.60*sin(1.22*time) + 0.4*sin(0.888*time));\ng = g + 0.300*(0.60*sin(0.90*time) + 0.4*sin(1.100*time));\nb = b + 0.300*(0.60*sin(1.12*time) + 0.4*sin(0.98*time));\n\nrad = rad + equal(q2,2)*0.5;\n\ny = y - 0.1*q6;"},{"baseVals":{"enabled":1,"additive":1,"textured":1,"num_inst":2,"rad":0.33003,"ang":5.6548,"tex_ang":1.2565,"tex_zoom":0.4083,"r":0.6,"g":0.6,"b":0.6,"g2":0,"border_a":0},"init_eqs_eel":"","frame_eqs_eel":"r = r + 0.300*(0.60*sin(2.52*time) + 0.4*sin(2.588*time));\ng = g + 0.300*(0.60*sin(2.70*time) + 0.4*sin(2.700*time));\nb = b + 0.300*(0.60*sin(2.32*time) + 0.4*sin(2.180*time));\n\nrad = rad + equal(q2,2)*0.5;\n\ny = y - 0.15*q6;\n"},{"baseVals":{"enabled":1,"additive":1,"textured":1,"num_inst":2,"x":0.4,"y":0.4,"rad":0.33,"ang":4.3982,"tex_ang":1.2565,"tex_zoom":0.40836,"r":0.6,"g":0.6,"b":0.6,"g2":0,"border_a":0},"init_eqs_eel":"","frame_eqs_eel":"r = r + 0.300*(0.60*sin(3.22*time) + 0.4*sin(3.888*time));\ng = g + 0.300*(0.60*sin(3.90*time) + 0.4*sin(3.100*time));\nb = b + 0.300*(0.60*sin(3.12*time) + 0.4*sin(3.980*time));\n\nrad = rad + equal(q2,2)*0.5;\n\ny = y - 0.1*q6;"},{"baseVals":{"enabled":1,"additive":1,"textured":1,"y":0.4,"rad":0.33,"ang":3.7699,"tex_zoom":0.40836,"r":0.6,"g":0.6,"b":0.6,"g2":0,"border_a":0},"init_eqs_eel":"","frame_eqs_eel":"r = r + 0.300*(0.60*sin(4.22*time) + 0.4*sin(4.888*time));\ng = g + 0.300*(0.60*sin(4.90*time) + 0.4*sin(4.100*time));\nb = b + 0.300*(0.60*sin(4.12*time) + 0.4*sin(4.980*time));\n\nrad = rad + equal(q2,2)*1;\n\ny = y - 0.1*q6;\n"}],"waves":[{"baseVals":{"samples":256,"usedots":1,"thick":1,"enabled":0},"init_eqs_eel":"","frame_eqs_eel":"","point_eqs_eel":"y = 0.2 + 0.01*int(value1*50+10);\nx = sample;"},{"baseVals":{"samples":82,"usedots":1,"thick":1,"scaling":4.02709,"smoothing":0,"a":0.3,"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":"q8 = 1;","frame_eqs_eel":"bass_thresh = above(bass_att,bass_thresh)*2 + (1-above(bass_att,bass_thresh))*((bass_thresh-1.3)*0.91+1.3);\n\n//ob_r = 0.1 + 0.1*(0.6*sin(vol*time*8) + 0.4*sin(1.2*time));\n//ob_b = 0.1 + 0.1*(0.6*sin(vol*time*8) + 0.4*sin(0.8*time));\n//ob_g = 0.1 + 0.1*(0.6*sin(vol*time*8) + 0.4*sin(1.1*time));\n\n\nvol = 0.1*(vol*9 + (bass_att+mid_att+treb_att)*0.333333);\n\nq1 = vol;\nq2 = bass_thresh;\n\ntemp = temp + (above(vol,1.1)*1.5 + (below(vol,1.1)*1));\nq8 = temp;\n\n//cx = cx + 0.4*sin(temp*0.15);\n\n\nq3 = q3 + below(vol,1.1)*(-0.5) + above(vol,1.1)*2;\n\nq3=1; //comment out to get some jerky movement that goes with the beat better\n //maybe someone can rig up a solution that's not so jerky... =2 is interesting too\n\ncx = cx + 0.4*sin(q3*(sin(q8/(8*q3))));\nq6 = cx;\n\n//30 fps max to avoid crack bird!","pixel_eqs_eel":"cy = cy - cos(rad*q1*(sin(time*0.6)));\n\ncx = cx + 1.5*sin(rad*q3*(sin(q8/(8*q3))));","warp":" shader_body { \n vec4 tmpvar_1;\n tmpvar_1.w = 1.0;\n tmpvar_1.xyz = (texture (sampler_fc_main, uv).xyz * 0.95);\n ret = tmpvar_1.xyz;\n }","comp":" shader_body { \n vec3 ret_1;\n vec2 tmpvar_2;\n tmpvar_2.x = (1.0 - uv.x);\n tmpvar_2.y = uv.y;\n ret_1 = (texture (sampler_main, tmpvar_2).xyz + texture (sampler_main, uv).xyz);\n ret_1 = (ret_1 * 1.42);\n ret_1 = (ret_1 * ret_1);\n vec4 tmpvar_3;\n tmpvar_3.w = 1.0;\n tmpvar_3.xyz = ret_1;\n ret = tmpvar_3.xyz;\n }"}