securityos/node_modules/butterchurn-presets/presets/converted/martin - ice flames.json

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{"version":2,"baseVals":{"rating":2,"gammaadj":1.98,"decay":0.5,"echo_zoom":1,"echo_alpha":0.5,"echo_orient":3,"wave_brighten":0,"darken":1,"wave_a":0.002,"wave_scale":0.14,"wave_smoothing":0,"wave_mystery":-0.84,"modwavealphastart":0.71,"modwavealphaend":1.3,"warpanimspeed":1.459,"warpscale":2.007,"zoom":0.9999,"warp":0.01,"sx":0.9999,"wave_g":0,"wave_b":0.6,"ob_r":1,"ob_g":1,"ob_b":1,"ib_size":0.26,"mv_x":64,"mv_y":48,"mv_l":0,"mv_r":0.5,"mv_g":0.5,"mv_b":0.5,"mv_a":0,"b1ed":0},"shapes":[{"baseVals":{"enabled":1,"sides":23,"textured":1,"rad":0.72143,"tex_ang":0.62832,"tex_zoom":0.0402,"g":1,"b":1,"a":0.9,"r2":0.9,"b2":1,"a2":0.3,"border_a":0},"init_eqs_eel":"","frame_eqs_eel":"vis = bnot(q27%8)*q22/2;\nvis = min(vis,1);\na = vis/2; a2 = vis/2;\n//tex_ang = 3*(1-vis);\n\ntex_zoom = 1;\nrad = vis*.3; "},{"baseVals":{"sides":5,"textured":1,"rad":4.77803,"tex_zoom":1.78051,"g":1,"b":1,"r2":1,"b2":1,"a2":1,"border_g":0.99,"border_a":0,"enabled":0},"init_eqs_eel":"","frame_eqs_eel":"ang =sin(time/65) ;\nrad = q24/8;"},{"baseVals":{"enabled":1,"sides":5,"additive":1,"num_inst":4,"x":0.9,"rad":0.24732,"tex_zoom":0.40839,"g":0.6,"a":0.4,"g2":0,"b2":0.6,"border_a":0},"init_eqs_eel":"","frame_eqs_eel":"steps = q28+1;\nsteps = 4;\nampl = .2; //.2 bis .5 praktisch\n\nx = .5 + ampl*cos((q27/steps+instance/4)*6.28);\ny = .5 + ampl*sin((q27/steps+instance/4)*6.28);\n\na = .4; a2 = .0;\n\n\ntrig = q24 * bnot(q27%4);\nred = bnot(trig)*red+ (rand(100)/100)*trig;\ngreen = bnot(trig)*green+ (rand(100)/100)*trig;\nblue = bnot(trig)*blue+ (rand(100)/100)*trig;\n\nk1 = instance / num_inst;\n\nr = red *k1;\ng = green * (1-k1);\nb = blue * 4*k1*(1-k1);\n\nr = red;\ng = green;\nb = blue;\n\n\n\nr2 = r; b2 = b; g2 = g;"},{"baseVals":{"sides":36,"additive":1,"rad":0.01,"r":0,"g":0.12,"g2":0,"border_a":0,"enabled":0},"init_eqs_eel":"","frame_eqs_eel":""}],"waves":[{"baseVals":{"spectrum":1,"usedots":1,"additive":1,"scaling":0.5033,"r":0.5,"g":0.1,"a":0.1,"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":"dec_med = pow (0.9, 30/fps);\ndec_slow = pow (0.99, 30/fps);\nbeat = max (max (bass, mid), treb); \navg = avg*dec_slow + beat*(1-dec_slow);\nis_beat = above(beat, .1+avg+peak) * above (time, t0+.2);\nt0 = is_beat*time + (1-is_beat)*t0;\npeak = is_beat * beat + (1-is_beat)*peak*dec_med;\nindex = (index + is_beat) %12;\nindex2 = (index2 + is_beat*bnot(index))%4;\nindex3 = (index3 + is_beat*bnot(index)*bnot(index2))%3;\n\nq20 = avg;\nq21 = beat;\nq22 = peak;\nq23 = index;\nq24 = is_beat;\nq26 = bass + mid + treb;\nq27 = index + 1;\nq28 = index2;\n\nk1 = is_beat*equal(index%2,0);\np1 = k1*(p1+1) + (1-k1)*p1;\np2 = dec_med * p2+ (1-dec_med)*p1;\nrott = p2 * 3.1416/4;\nq1 = cos(rott);\nq2 = sin(rott);\nq3 = -q2;\nq4 = q1;\n\nq5 = q1*.01;\n\ndrot = (index%4-2) * 30/fps;\np3 = p3*dec_slow + (1-dec_slow)*30/fps * drot;\nq30 = p3 ;\n\nstag = (q27+index2*1);\nstag = max(stag,1);\np4 = dec_med*p4 + (1-dec_med)*stag;\nq31 = p4;\n\nzoom = 1 + .05*q1;\nrot = -0.007 * index;\n\nq32 = pow(0.996, 30/fps); //fade\n\nmonitor = index2;","pixel_eqs_eel":"dy = -.005;","warp":" shader_body { \n vec2 uv_1;\n vec2 tmpvar_2;\n tmpvar_2 = (uv - vec2(0.5, 0.5));\n vec4 tmpvar_3;\n tmpvar_3.w = 0.0;\n vec4 tmpvar_4;\n tmpvar_4 = texture (sampler_blur1, uv);\n tmpvar_3.xyz = ((tmpvar_4.xyz * scale1) + bias1);\n float tmpvar_5;\n tmpvar_5 = (dot (tmpvar_3, roam_sin) * 8.0);\n mat2 tmpvar_6;\n tmpvar_6[uint(0)].x = cos(tmpvar_5);\n tmpvar_6[uint(0)].y = -(sin(tmpvar_5));\n tmpvar_6[1u].x = sin(tmpvar_5);\n tmpvar_6[1u].y = cos(tmpvar_5);\n uv_1 = (((tmpvar_2 + \n ((0.2 * dot ((\n (tmpvar_4.xyz * scale1)\n + bias1), vec3(0.32, 0.49, 0.29))) * (tmpvar_2 * tmpvar_6))\n ) - 0.5) + q5);\n vec2 tmpvar_7;\n tmpvar_7 = ((uv_1 * texsize.xy) * 0.02);\n vec2 tmpvar_8;\n tmpvar_8.x = (cos((tmpvar_7.y * q1)) * sin(-(tmpvar_7.y)));\n tmpvar_8.y = (sin(tmpvar_7.x) * cos((tmpvar_7.y * q2)));\n uv_1 = (uv_1 - ((tmpvar_8 * texsize.zw) * 12.0));\n vec4 tmpvar_9;\n tmpvar_9.w = 1.0;\n tmpvar_9.xyz = ((texture (sampler_main, uv_1).xyz * 0.99) - 0.01);\n ret = tmpvar_9.xyz;\n }","comp":"vec3 xlat_mutableret1;\nvec2 xlat_mutablers;\nvec2 xlat_mutableuv1;\nfloat xlat_mutablez;\n shader_body { \n xlat_mutableuv1 = ((uv - 0.5) * aspect.xy);\n xlat_mutablez = (8.0 / pow (xlat_mutableuv1.y, 0.05));\n xlat_mutablers.x = (xlat_mutableuv1.x * xlat_mutablez);\n xlat_mutablers.y = ((xlat_mutablez / 2.0) + time);\n vec4 tmpvar_1;\n tmpvar_1 = texture (sampler_noise_hq, xlat_mutablers);\n xlat_mutableret1 = ((tmpvar_1.xyz * vec3(\n greaterThanEqual (tmpvar_1.xyz, vec3(0.0, 0.0, 0.0))\n )) - 0.5);\n vec2 tmpvar_2;\n tmpvar_2 = fract(((xlat_mutableuv1 - 0.5) - (\n (xlat_mutableret1 * 0.1)\n * \n clamp ((xlat_mutableuv1.y * 32.0), 0.0, 1.0)\n ).xy));\n vec2 tmpvar_3;\n tmpvar_3.x = (1.0 - tmpvar_2.x);\n tmpvar_3.y = tmpvar_2.y;\n vec3 tmpvar_4;\n tmpvar_4 = (texture (sampler_main, tmpvar_2) + texture (sampler_main, tmpvar_3)).xyz;\n xlat_mutableret1 = tmpvar_4;\n xlat_mutableuv1 = (xlat_mutableuv1 * aspect.xy);\n vec4 tmpvar_5;\n tmpvar_5.w = 1.0;\n tmpvar_5.xyz = ((tmpvar_4 * (1.0 + \n dot (tmpvar_4, vec3(0.32, 0.49, 0.29))\n )) / 3.0);\n ret = tmpvar_5.xyz;\n }"}