securityos/node_modules/butterchurn-presets/presets/converted/flexi + amandio c - organic...

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{"version":2,"baseVals":{"rating":4,"gammaadj":1,"decay":0.995,"echo_zoom":1.007,"echo_orient":3,"wave_mode":7,"additivewave":1,"wave_thick":1,"modwavealphabyvolume":1,"wave_brighten":0,"wrap":0,"wave_a":0.001,"wave_scale":0.958,"wave_smoothing":0.45,"modwavealphastart":0,"modwavealphaend":1.32,"warpanimspeed":1.459,"warpscale":2.007,"zoom":0.9999,"warp":0.01,"sx":0.9999,"wave_r":0,"wave_g":0,"wave_b":0,"ob_size":0.05,"ob_g":0.1,"ob_b":1,"ob_a":1,"ib_size":0,"ib_r":0,"ib_g":0,"ib_b":0,"mv_x":25.6,"mv_y":9.6,"mv_l":0,"mv_r":0.5,"mv_g":0.5,"mv_b":0.5,"mv_a":0,"b1ed":0},"shapes":[{"baseVals":{"textured":1,"x":0.09,"y":0.9,"rad":0.22437,"tex_zoom":1.76002,"r2":1,"g2":0,"a2":0.6,"border_a":0,"enabled":0},"init_eqs_eel":"","frame_eqs_eel":""},{"baseVals":{"sides":100,"additive":1,"x":0.26,"y":0.2,"rad":0.39317,"tex_zoom":6.19589,"r":0,"g":0.55,"b":0.5,"g2":0.4,"b2":0.4,"a2":0.07,"border_r":0.3,"border_g":0.7,"border_b":0.8,"border_a":0,"enabled":0},"init_eqs_eel":"","frame_eqs_eel":""},{"baseVals":{"sides":44,"additive":1,"x":0.503,"rad":0.03886,"tex_zoom":0.60986,"g":0.1,"a":0.9,"r2":1,"b2":1,"border_r":0.5,"border_g":0.5,"border_b":0.5,"border_a":0,"enabled":0},"init_eqs_eel":"","frame_eqs_eel":""},{"baseVals":{"sides":100,"rad":0.01,"tex_zoom":0.49981,"r":0,"g2":0,"border_r":0.2,"border_g":0.7,"border_b":0.5,"border_a":0,"enabled":0},"init_eqs_eel":"","frame_eqs_eel":""}],"waves":[{"baseVals":{"samples":282,"sep":20,"usedots":1,"thick":1,"additive":1,"scaling":3.91581,"smoothing":0.1,"r":0.2,"g":0.3,"a":0.6,"enabled":0},"init_eqs_eel":"","frame_eqs_eel":"","point_eqs_eel":""},{"baseVals":{"usedots":1,"thick":1,"scaling":0.89152,"smoothing":0.82,"a":0.1,"enabled":0},"init_eqs_eel":"","frame_eqs_eel":"","point_eqs_eel":""},{"baseVals":{"thick":1,"scaling":0.89152,"smoothing":0.82,"r":0,"g":0.2,"b":0,"enabled":0},"init_eqs_eel":"","frame_eqs_eel":"","point_eqs_eel":""},{"baseVals":{"spectrum":1,"usedots":1,"enabled":0},"init_eqs_eel":"","frame_eqs_eel":"","point_eqs_eel":""}],"init_eqs_eel":"//******** INITIALIZATION *********\n//---------- some global vars, do not change -------------\navg = 0.01;\nq7 = .25; //MyZoom\nq8 = rand(2.0)-1.0; //fractal modifier\n//q8 = 1; //#\nq16 = 1 + rand(2); //Tele ; rather fish eye\n//q16 = 1; //#\nq18 = rand(0.8)+.1; //brightness balance back/front\nq30 = 1; //logarithmic Z-Dist storage; unused\nq31 =128;\nstart = 1; travel = 0; RotZ = 0; look = 0; slow = 0; t0 = time+3; lampx = .5; lampy = .5;\ncran0 = rand(1);\nn = 0; loop (10000, gmegabuf(n)=0; n=n+1; ); \nn = 0; loop (10000, megabuf(n)=0; n=n+1; ); \ntrelx = 0; trely = 0; trelz = 0;\nreg20 = 1; reg21 = 0; reg22 = 0; reg23 = 0; reg24 = 1; reg25 = 0; reg26 = 0; reg27 = 0; reg28 = 1;\n\n//Find random starting point\nwhile (exec2(\n ran1 = rand(800)/100; ran2 = rand(800)/100; ran3 = rand(800)/100;\n PosX = rand(5)-2; PosY = rand(5)-2; PosZ = rand(5)-2; \n\n// PosX = 3.3; PosY = 2; PosZ = -2; ran1 = 0; ran2 = 0; ran3 = 0; //#\n\n c1 = cos(ran1); c2 = cos(ran2); c3 = cos(ran3); \n s1 = sin(ran1); s2 = sin(ran2); s3 = sin(ran3);\n\n reg20 = c2*c1; reg21 = c2*s1; reg22 = -s2;\n reg23 = s3*s2*c1 - c3*s1; reg24 = s3*s2*s1 + c3*c1; reg25 = s3*c2;\n reg26 = c3*s2*c1 + s3*s1; reg27 = c3*s2*s1 - s3*c1; reg28 = c3*c2;\n\n //***********BOT*************\n //Coord. Trans. must exactly match def in warp S. !!!!\n dist = 0.001;\n while (exec2(\n uvx = reg26*dist/q7; uvy = reg27*dist/q7; uvz = reg28*dist/q7;\n uvx += PosX; uvy += PosY; uvz += PosZ;\n uvx = 8.0*((uvx/8+30.5 - int(uvx/8+30.5))-.5);\n uvy = 8.0*((uvy/8+30.5 - int(uvy/8+30.5))-.5);\n uvz = 8.0*((uvz/8+30.5 - int(uvz/8+30.5))-.5);\n uvx0 = uvx+q8; uvy0 = uvy+q8; uvz0 = uvz+q8;\n loop (7+1,\n uvx = if (uvx > 1, 2-uvx, if(uvx < -1, -2-uvx, uvx));\n uvy = if (uvy > 1, 2-uvy, if(uvy < -1, -2-uvy, uvy));\n uvz = if (uvz > 1, 2-uvz, if(uvz < -1, -2-uvz, uvz));\n slen = uvx*uvx + uvy*uvy + uvz*uvz;\n uvx = if (slen < 0.25, uvx*4, if (slen < 1, uvx/slen, uvx)) *2.6 + uvx0; \n uvy = if (slen < 0.25, uvy*4, if (slen < 1, uvy/slen, uvy)) *2.6 + uvy0; \n uvz = if (slen < 0.25, uvz*4, if (slen < 1, uvz/slen, uvz)) *2.6 + uvz0; \n );\n len = sqrt(uvx*uvx + uvy*uvy + uvz*uvz);\n dist *= 1.05;\n ,(dist < 0.6)*(len > 30)));\n,(dist < .06))); //end while","frame_eqs_eel":"fps_ = .0 * fps_ + 1*if(fps<=25,fps,25+.5*(fps-25)); \ndec_s = 1-.06*30/fps_;\nbeat = (time > t0+3); t0 = if(beat, time, t0);\n\nspeed = min(0.2,dist_-.02) * (1+2*avg) *(1-slow*.0)*.7/q7; //#\nds = ds * dec_s + (1-dec_s)*speed*.25/fps_; \nRotZ = if (RotZ==0,beat*(rand(100)<20*travel)*(rand(10)/10-.3),\n bnot(beat*(rand(100)<30))*RotZ);\nslow = if (bnot(slow), beat*(rand(1000*avg)<6), bnot(beat*(rand(100)<50)));\nlook = if (bnot(look), beat*(rand(1000*speed)<12), bnot(beat*(rand(100)<50)));\n\n//Lamp View\nlx = if (beat,rand(150)/200+.15,lx);\nly = if (beat,rand(150)/200+.15,ly);\nlampx = lampx * dec_s + (1-dec_s)*if (look,lx,0.5);\nlampy = lampy * dec_s + (1-dec_s)*if (look,ly,0.5);\nq1 = lampx; q2 = lampy;\n\n//Position \nDirX= reg26; DirY= reg27; DirZ = reg28;\nPosX = PosX + ds*DirX ; PosY = PosY + ds*DirY; PosZ = PosZ + ds*DirZ; \nq4 = PosX; q5 = PosY; q6 = PosZ;\n\nangchg = (.2-dist_)*(dist_ < .2)*2;\ntravel = if (angchg > 0,0,travel+ds);\nv1 = v1 * dec_s + (1-dec_s)* RotZ * ds;\nv2 = v2 *dec_s + (1-dec_s)*angchg *xslope/fps_;\nv3 = v3 *dec_s + (1-dec_s)*(angchg *yslope/fps_ + 2*v1*sin(time*.1));\n//v2 = .008;\n//push old RotMat\nreg30 =reg20; reg31 =reg21; reg32 =reg22; \nreg33 =reg23; reg34 =reg24; reg35 =reg25; \nreg36 =reg26; reg37 =reg27; reg38 =reg28; \n\nn = 0; avg = 0;\nloop (5,\n n = n+1;\n //new Rot. Mat for infinitesimal angles\n ran1 = rand(100)/100;\n ran2 = rand(100)/200-.25;\n tx = cos(n*1.57+ran2) * (n <= 4)*ran1; ty = sin(n*1.57+ran2) * (n <= 4)*ran1;\n c1 = cos(v1); c2 = cos(v2+ty); c3 = cos(v3+tx); \n s1 = sin(v1); s2 = sin(v2+ty); s3 = sin(v3+tx);\n reg10 = c2*c1; reg11 = c2*s1; reg12 = -s2;\n reg13 = s3*s2*c1 - c3*s1; reg14 = s3*s2*s1 + c3*c1; reg15 = s3*c2;\n reg16 = c3*s2*c1 + s3*s1; reg17 = c3*s2*s1 - s3*c1; reg18 = c3*c2;\n\n //pop old RotMat\n reg20 =reg30; reg21 =reg31; reg22 =reg32; \n reg23 =reg33; reg24 =reg34; reg25 =reg35; \n reg26 =reg36; reg27 =reg37; reg28 =reg38; \n\n //Multiply new RotMat by old one\n q20 = reg10*reg20 + reg11*reg23 + reg12*reg26;\n q21 = reg10*reg21 + reg11*reg24 + reg12*reg27;\n q22 = reg10*reg22 + reg11*reg25 + reg12*reg28;\n q23 = reg13*reg20 + reg14*reg23 + reg15*reg26;\n q24 = reg13*reg21 + reg14*reg24 + reg15*reg27;\n q25 = reg13*reg22 + reg14*reg25 + reg15*reg28;\n q26 = reg16*reg20 + reg17*reg23 + reg18*reg26;\n q27 = reg16*reg21 + reg17*reg24 + reg18*reg27;\n q28 = reg16*reg22 + reg17*reg25 + reg18*reg28;\n\n reg20 =q20; reg21 =q21; reg22 =q22;\n reg23 =q23; reg24 =q24; reg25 =q25;\n reg26 =q26; reg27 =q27; reg28 =q28;\n\n //***********BOT*************\n //Coord. Trans. must exactly match def in warp S. !!!!\n dist = 0.002;\n while (exec2(\n uvx = reg26*dist/q7; uvy = reg27*dist/q7; uvz = reg28*dist/q7;\n uvx += PosX; uvy += PosY; uvz += PosZ;\n uvx = 8.0*((uvx/8+30.5 - int(uvx/8+30.5))-.5);\n uvy = 8.0*((uvy/8+30.5 - int(uvy/8+30.5))-.5);\n uvz = 8.0*((uvz/8+30.5 - int(uvz/8+30.5))-.5);\n uvx0 = uvx+q8; uvy0 = uvy+q8; uvz0 = uvz+q8;\n loop (7+1,\n uvx = if (uvx > 1, 2-uvx, if(uvx < -1, -2-uvx, uvx));\n uvy = if (uvy > 1, 2-uvy, if(uvy < -1, -2-uvy, uvy));\n uvz = if (uvz > 1, 2-uvz, if(uvz < -1, -2-uvz, uvz));\n slen = uvx*uvx + uvy*uvy + uvz*uvz;\n uvx = if (slen < 0.25, uvx*4, if (slen < 1, uvx/slen, uvx)) *2.6 + uvx0; \n uvy = if (slen < 0.25, uvy*4, if (slen < 1, uvy/slen, uvy)) *2.6 + uvy0; \n uvz = if (slen < 0.25, uvz*4, if (slen < 1, uvz/slen, uvz)) *2.6 + uvz0; \n );\n len = sqrt(uvx*uvx + uvy*uvy + uvz*uvz);\n dist *= 1.1;\n ,(dist < 0.6)*(len > 30)));\n megabuf(n) = megabuf(n)*dec_s + (1-dec_s)*dist; //stores the 4 trial points\n avg = avg+abs(megabuf(n)/5);\n); //end loop 5\n\nn = 0; avg = 0; loop (5, n=n+1; avg = avg+abs(megabuf(n)/5));\n\nxslope = min(max(2/avg*(megabuf(1)-megabuf(3)),-3),3);\nyslope = min(max(2/avg*(megabuf(4)-megabuf(2)),-3),3);\nmonitor = avg;\ndist_ = dist_*dec_s + (1-dec_s)*dist;\n\nq10 = ds*q7; //compensation of lin. movement in GetDist and zoom uv\nq14 = 1*abs(ds) + 2*(abs(v1) + abs(v2) + abs(v3)) + 1.0/255 + start*.05; \nq19 = .6 + .4*sin(time*.02+cran0*6); //brightness backgd\nstart = start * .9;\nq11 = v1; q12 = v2; q13 = v3;\n//forward comp. of Rotation\nmonitor = q16;\n\n\nbb = bb*0.99 + bass*0.02;\nmm = mm*0.99 + mid*0.02;\ntt = tt*0.99 + treb*0.02;\n\nmx = max(max(bb,mm),tt);\nmn = min(min(bb,mm),tt);\n\nh1 = (bb-mn)/(mx-mn);\nh2 = (mm-mn)/(mx-mn);\nh3 = (tt-mn)/(mx-mn);\n\nv = 0.1333/fps;\nbm = bm + (h1-h2)*v;\nmt = mt + (h2-h3)*v;\nbt = bt + (h1-h3)*v;\n\nw = bm*2;\nq3 = sin(w);\nq9 = cos(w);\n\n\nq17 = bm;\nq18 = mt;\nq19 = bt;","pixel_eqs_eel":"warp = 0.0; zoom = 1; dx = -q12/q16*(1+0*pow(x-.5,2)); dy = q13/q16*(1+0*pow(y-.5,2)); rot =q11;","warp":"float sustain;\nfloat xlat_mutabledist;\nfloat xlat_mutablestruc;\nvec2 xlat_mutableuv1;\nvec3 xlat_mutableuv2;\n shader_body { \n mat3 tmpvar_1;\n tmpvar_1[uint(0)].x = q20;\n tmpvar_1[uint(0)].y = q23;\n tmpvar_1[uint(0)].z = q26;\n tmpvar_1[1u].x = q21;\n tmpvar_1[1u].y = q24;\n tmpvar_1[1u].z = q27;\n tmpvar_1[2u].x = q22;\n tmpvar_1[2u].y = q25;\n tmpvar_1[2u].z = q28;\n vec3 tmpvar_2;\n tmpvar_2.x = q4;\n tmpvar_2.y = q5;\n tmpvar_2.z = q6;\n sustain = (1.0123 - q14);\n vec2 uv_3;\n vec3 ret_4;\n vec2 tmpvar_5;\n tmpvar_5 = (uv - 0.5);\n xlat_mutableuv1 = ((tmpvar_5 * aspect.xy) * q16);\n vec4 tmpvar_6;\n tmpvar_6 = texture (sampler_pc_main, uv);\n uv_3 = ((tmpvar_5 * (1.0 - \n (q10 / (1.0 - ((tmpvar_6.z + \n (0.003921569 * tmpvar_6.y)\n ) + (q10 * 0.7))))\n )) + 0.5);\n vec4 tmpvar_7;\n tmpvar_7 = fract((8.0 * texture (sampler_noise_lq, (uv_3 + rand_frame.yz))));\n xlat_mutabledist = tmpvar_7.x;\n if ((tmpvar_7.y > 0.2)) {\n vec3 tmpvar_8;\n tmpvar_8 = (tmpvar_7.xyz - vec3(0.4, 0.5, 0.5));\n vec2 uvi_9;\n uvi_9 = ((tmpvar_8.zy * 0.003) + uv_3);\n vec2 pix_10;\n vec4 nb2_11;\n vec4 nb_12;\n vec2 x_13;\n x_13 = (uvi_9 - 0.5);\n pix_10 = (texsize.zw * (1.0 + (\n sqrt(dot (x_13, x_13))\n * 8.0)));\n float tmpvar_14;\n tmpvar_14 = (q10 * 0.7);\n vec4 tmpvar_15;\n tmpvar_15 = texture (sampler_pc_main, (uvi_9 - pix_10));\n nb_12.x = (1.0 - ((tmpvar_15.z + \n (0.003921569 * tmpvar_15.y)\n ) + tmpvar_14));\n vec4 tmpvar_16;\n tmpvar_16 = texture (sampler_pc_main, (uvi_9 + (pix_10 * vec2(1.0, -1.0))));\n nb_12.y = (1.0 - ((tmpvar_16.z + \n (0.003921569 * tmpvar_16.y)\n ) + tmpvar_14));\n vec4 tmpvar_17;\n tmpvar_17 = texture (sampler_pc_main, (uvi_9 + pix_10));\n nb_12.z = (1.0 - ((tmpvar_17.z + \n (0.003921569 * tmpvar_17.y)\n ) + tmpvar_14));\n vec4 tmpvar_18;\n tmpvar_18 = texture (sampler_pc_main, (uvi_9 + (pix_10 * vec2(-1.0, 1.0))));\n nb_12.w = (1.0 - ((tmpvar_18.z + \n (0.003921569 * tmpvar_18.y)\n ) + tmpvar_14));\n vec4 tmpvar_19;\n tmpvar_19 = texture (sampler_pc_main, (uvi_9 + (pix_10 * vec2(0.0, -1.0))));\n nb2_11.x = (1.0 - ((tmpvar_19.z + \n (0.003921569 * tmpvar_19.y)\n ) + tmpvar_14));\n vec4 tmpvar_20;\n tmpvar_20 = texture (sampler_pc_main, (uvi_9 + (pix_10 * vec2(1.0, 0.0))));\n nb2_11.y = (1.0 - ((tmpvar_20.z + \n (0.003921569 * tmpvar_20.y)\n ) + tmpvar_14));\n vec4 tmpvar_21;\n tmpvar_21 = texture (sampler_pc_main, (uvi_9 + (pix_10 * vec2(0.0, 1.0))));\n nb2_11.z = (1.0 - ((tmpvar_21.z + \n (0.003921569 * tmpvar_21.y)\n ) + tmpvar_14));\n vec4 tmpvar_22;\n tmpvar_22 = texture (sampler_pc_main, (uvi_9 + (pix_10 * vec2(-1.0, 0.0))));\n nb2_11.w = (1.0 - ((tmpvar_22.z + \n (0.003921569 * tmpvar_22.y)\n ) + tmpvar_14));\n vec4 tmpvar_23;\n tmpvar_23 = min (nb_12, nb2_11);\n nb_12.zw = tmpvar_23.zw;\n nb_12.xy = min (tmpvar_23.xy, tmpvar_23.zw);\n xlat_mutabledist = (min (nb_12.x, nb_12.y) + ((0.008 * tmpvar_8.x) * abs(tmpvar_8.y)));\n };\n vec4 tmpvar_24;\n tmpvar_24 = texture (sampler_pc_main, uv_3);\n float tmpvar_25;\n tmpvar_25 = min (xlat_mutabledist, (1.0 - (\n (tmpvar_24.z + (0.003921569 * tmpvar_24.y))\n + \n (q10 * 0.7)\n )));\n xlat_mutabledist = tmpvar_25;\n float tmpvar_26;\n tmpvar_26 = (tmpvar_25 + pow (tmpvar_25, 3.0));\n vec3 tmpvar_27;\n tmpvar_27.xy = (xlat_mutableuv1 * tmpvar_26);\n tmpvar_27.z = tmpvar_26;\n xlat_mutableuv2 = (((tmpvar_27 / q7) * tmpvar_1) + tmpvar_2);\n xlat_mutableuv2 = ((fract(\n ((xlat_mutableuv2 / 8.0) + 0.5)\n ) - 0.5) * 8.0);\n float li_28;\n vec3 zz0_29;\n vec3 zz_30;\n zz0_29 = (xlat_mutableuv2 + q8);\n li_28 = 0.0;\n zz_30 = ((2.0 * clamp (xlat_mutableuv2, vec3(-1.0, -1.0, -1.0), vec3(1.0, 1.0, 1.0))) - xlat_mutableuv2);\n float tmpvar_31;\n tmpvar_31 = dot (zz_30, zz_30);\n if ((tmpvar_31 <= 0.25)) {\n zz_30 = (zz_30 * 4.0);\n li_28 = 24.0;\n } else {\n if ((tmpvar_31 <= 1.0)) {\n zz_30 = (zz_30 / tmpvar_31);\n };\n };\n zz_30 = ((2.6 * zz_30) + zz0_29);\n zz_30 = ((2.0 * clamp (zz_30, vec3(-1.0, -1.0, -1.0), vec3(1.0, 1.0, 1.0))) - zz_30);\n float tmpvar_32;\n tmpvar_32 = dot (zz_30, zz_30);\n if ((tmpvar_32 <= 0.25)) {\n zz_30 = (zz_30 * 4.0);\n li_28 = 24.0;\n } else {\n if ((tmpvar_32 <= 1.0)) {\n zz_30 = (zz_30 / tmpvar_32);\n };\n };\n zz_30 = ((2.6 * zz_30) + zz0_29);\n zz_30 = ((2.0 * clamp (zz_30, vec3(-1.0, -1.0, -1.0), vec3(1.0, 1.0, 1.0))) - zz_30);\n float tmpvar_33;\n tmpvar_33 = dot (zz_30, zz_30);\n if ((tmpvar_33 <= 0.25)) {\n zz_30 = (zz_30 * 4.0);\n li_28 = 24.0;\n } else {\n if ((tmpvar_33 <= 1.0)) {\n zz_30 = (zz_30 / tmpvar_33);\n };\n };\n zz_30 = ((2.6 * zz_30) + zz0_29);\n zz_30 = ((2.0 * clamp (zz_30, vec3(-1.0, -1.0, -1.0), vec3(1.0, 1.0, 1.0))) - zz_30);\n float tmpvar_34;\n tmpvar_34 = dot (zz_30, zz_30);\n if ((tmpvar_34 <= 0.25)) {\n zz_30 = (zz_30 * 4.0);\n li_28 = 24.0;\n } else {\n if ((tmpvar_34 <= 1.0)) {\n zz_30 = (zz_30 / tmpvar_34);\n };\n };\n zz_30 = ((2.6 * zz_30) + zz0_29);\n zz_30 = ((2.0 * clamp (zz_30, vec3(-1.0, -1.0, -1.0), vec3(1.0, 1.0, 1.0))) - zz_30);\n float tmpvar_35;\n tmpvar_35 = dot (zz_30, zz_30);\n if ((tmpvar_35 <= 0.25)) {\n zz_30 = (zz_30 * 4.0);\n li_28 = 24.0;\n } else {\n if ((tmpvar_35 <= 1.0)) {\n zz_30 = (zz_30 / tmpvar_35);\n };\n };\n zz_30 = ((2.6 * zz_30) + zz0_29);\n zz_30 = ((2.0 * clamp (zz_30, vec3(-1.0, -1.0, -1.0), vec3(1.0, 1.0, 1.0))) - zz_30);\n float tmpvar_36;\n tmpvar_36 = dot (zz_30, zz_30);\n if ((tmpvar_36 <= 0.25)) {\n zz_30 = (zz_30 * 4.0);\n li_28 = 24.0;\n } else {\n if ((tmpvar_36 <= 1.0)) {\n zz_30 = (zz_30 / tmpvar_36);\n };\n };\n zz_30 = ((2.6 * zz_30) + zz0_29);\n zz_30 = ((2.0 * clamp (zz_30, vec3(-1.0, -1.0, -1.0), vec3(1.0, 1.0, 1.0))) - zz_30);\n float tmpvar_37;\n tmpvar_37 = dot (zz_30, zz_30);\n if ((tmpvar_37 <= 0.25)) {\n zz_30 = (zz_30 * 4.0);\n li_28 = 24.0;\n } else {\n if ((tmpvar_37 <= 1.0)) {\n zz_30 = (zz_30 / tmpvar_37);\n };\n };\n zz_30 = ((2.6 * zz_30) + zz0_29);\n zz_30 = ((2.0 * clamp (zz_30, vec3(-1.0, -1.0, -1.0), vec3(1.0, 1.0, 1.0))) - zz_30);\n float tmpvar_38;\n tmpvar_38 = dot (zz_30, zz_30);\n if ((tmpvar_38 <= 0.25)) {\n zz_30 = (zz_30 * 4.0);\n li_28 = 24.0;\n } else {\n if ((tmpvar_38 <= 1.0)) {\n zz_30 = (zz_30 / tmpvar_38);\n };\n };\n zz_30 = ((2.6 * zz_30) + zz0_29);\n vec4 tmpvar_39;\n tmpvar_39.xyz = zz_30;\n tmpvar_39.w = li_28;\n float tmpvar_40;\n tmpvar_40 = sqrt(dot (zz_30, zz_30));\n xlat_mutablestruc = (sqrt(dot (tmpvar_39.xyw, tmpvar_39.xyw)) / 24.0);\n vec4 tmpvar_41;\n tmpvar_41 = texture (sampler_pc_main, uv_3);\n float tmpvar_42;\n float tmpvar_43;\n tmpvar_43 = (q10 * 0.7);\n tmpvar_42 = ((log(\n (1.0 + (tmpvar_40 / 24.0))\n ) * 0.02) * (1.0 - (1.0 - \n ((tmpvar_41.z + (0.003921569 * tmpvar_41.y)) + tmpvar_43)\n )));\n float tmpvar_44;\n vec4 tmpvar_45;\n tmpvar_45 = texture (sampler_pc_main, uv_3);\n tmpvar_44 = (1.0 - ((tmpvar_45.z + \n (0.003921569 * tmpvar_45.y)\n ) + tmpvar_43));\n if ((((tmpvar_25 <= tmpvar_44) && (tmpvar_40 < 24.0)) && (tmpvar_25 > 0.005))) {\n ret_4.x = (((1.0 - sustain) * xlat_mutablestruc) + (sustain * mix (texture (sampler_main, uv_3).xyz, \n ((texture (sampler_blur1, uv_3).xyz * scale1) + bias1)\n , vec3(\n (q14 * 4.0)\n )).x));\n float x_46;\n x_46 = ((1.0 - tmpvar_25) * 255.0);\n float ip_47;\n ip_47 = float(int(x_46));\n vec2 tmpvar_48;\n tmpvar_48.x = (x_46 - ip_47);\n tmpvar_48.y = (ip_47 / 255.0);\n ret_4.yz = tmpvar_48;\n } else {\n vec3 tmpvar_49;\n tmpvar_49.y = 0.0;\n tmpvar_49.x = sustain;\n tmpvar_49.z = (1.0 - tmpvar_42);\n vec3 tmpvar_50;\n tmpvar_50.xy = vec2(0.003921569, 0.0);\n tmpvar_50.z = (q14 / 6.0);\n ret_4 = ((texture (sampler_fc_main, uv_3).xyz * tmpvar_49) - tmpvar_50);\n };\n vec4 tmpvar_51;\n tmpvar_51.w = 1.0;\n tmpvar_51.xyz = ret_4;\n ret = tmpvar_51.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 }"}