securityos/node_modules/butterchurn-presets/presets/converted/$$$ Royal - Mashup (431).json

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{"version":2,"baseVals":{"rating":2,"gammaadj":1,"wave_mode":7,"additivewave":1,"wave_thick":1,"modwavealphabyvolume":1,"wave_brighten":0,"wave_a":0.001,"wave_scale":0.958,"wave_smoothing":0.45,"modwavealphastart":0,"modwavealphaend":1.32,"warpanimspeed":30.965,"warpscale":2.572,"zoom":1.00901,"warp":0.00054,"wave_r":0,"wave_g":0,"wave_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},"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":"","frame_eqs_eel":"wave_r = 0.85 + 0.25*sin(0.437*time+1);\nwave_g = 0.85 + 0.25*sin(0.544*time+2);\nwave_b = 0.85 + 0.25*sin(0.751*time+3);\nrot = rot + 0.010*( 0.60*sin(0.381*time) + 0.40*sin(0.579*time) );\ncx = cx + 0.210*( 0.60*sin(0.374*time) + 0.40*sin(0.294*time) );\ncy = cy + 0.210*( 0.60*sin(0.393*time) + 0.40*sin(0.223*time) );\ndx = dx + 0.003*( 0.60*sin(0.234*time) + 0.40*sin(0.277*time) );\ndy = dy + 0.003*( 0.60*sin(0.284*time) + 0.40*sin(0.247*time) );\ndecay = decay - 0.01*equal(frame%6,0);\ndx = dx + dx_residual;\ndy = dy + dy_residual;\nbass_thresh = above(bass_att,bass_thresh)*2 + (1-above(bass_att,bass_thresh))*((bass_thresh-1.3)*0.96+1.3);\ndx_residual = equal(bass_thresh,2.13)*0.016*sin(time*7) + (1-equal(bass_thresh,2.13))*dx_residual;\ndy_residual = equal(bass_thresh,2.13)*0.012*sin(time*9) + (1-equal(bass_thresh,2.13))*dy_residual;\nwave_x = wave_x - dx_residual*7;\nwave_y = wave_y - dy_residual*7;\nwave_mystery = time*0.03;\n\n//zoom = zoom + 0.005*( 0.60*sin(0.1934*time+3) + 0.40*sin(0.307*time+9) );\n//zoom = zoom + max(0,bass_att-1.1)*0.2;\n//warp = warp + max(0,treb_att-1.1)*1.0;\n\n// this is a great way to respond to beats:\n// once you get one, let it decay at a constant rate!!\nrg = max(rg*0.77, 0.02 + 0.5*min(2,max(0,mid_att-1)*1.3));\nq9 = rg;\n\nzoom = zoom + q9*0.1;","pixel_eqs_eel":"","warp":" shader_body { \n vec3 ret_1;\n ret_1 = texture (sampler_main, uv).xyz;\n ret_1 = (ret_1 + ((ret_1 - \n ((((\n (texture (sampler_blur1, uv).xyz * scale1)\n + bias1) * 0.3) + ((\n (texture (sampler_blur2, uv).xyz * scale2)\n + bias2) * 0.4)) + (((texture (sampler_blur3, uv).xyz * scale3) + bias3) * 0.3))\n ) * 0.3));\n ret_1 = (ret_1 * 0.9);\n ret_1 = (ret_1 + ((\n ((texture (sampler_noise_lq, ((\n (uv_orig * texsize.xy)\n * \n (texsize_noise_lq.zw * 0.4)\n ) + rand_frame.xy)).xyz - 0.5) / 256.0)\n * 122.0) * (\n (clamp ((treb_att - 1.0), 0.0, 1.0) * 0.4)\n + 0.3)));\n ret_1 = mix (ret_1, vec3(dot (ret_1, vec3(0.32, 0.49, 0.29))), vec3(0.2, 0.2, 0.2));\n vec4 tmpvar_2;\n tmpvar_2.w = 1.0;\n tmpvar_2.xyz = ret_1;\n ret = tmpvar_2.xyz;\n }","comp":"vec2 xlat_mutabledz;\nvec3 xlat_mutableret1;\nvec2 xlat_mutableuv3;\n shader_body { \n vec2 tmpvar_1;\n tmpvar_1.y = 0.0;\n tmpvar_1.x = texsize.z;\n vec2 tmpvar_2;\n tmpvar_2.x = 0.0;\n tmpvar_2.y = texsize.w;\n vec2 uv_3;\n float inten_4;\n float dist_5;\n vec2 uv1_6;\n vec3 ret_7;\n vec2 tmpvar_8;\n tmpvar_8 = ((uv - 0.5) * aspect.xy);\n float tmpvar_9;\n tmpvar_9 = (time / 18.0);\n dist_5 = (1.0 - fract((0.25 + tmpvar_9)));\n inten_4 = ((sqrt(dist_5) * (1.0 - dist_5)) * 4.0);\n uv_3 = (tmpvar_8 * aspect.yx);\n xlat_mutableuv3 = (vec2(0.51, 0.55) + (uv_3 * dist_5));\n xlat_mutabledz.x = (inten_4 * ((2.0 * \n dot (texture (sampler_main, (xlat_mutableuv3 + tmpvar_1)).xyz, vec3(0.32, 0.49, 0.29))\n ) - (2.0 * \n dot (texture (sampler_main, (xlat_mutableuv3 - tmpvar_1)).xyz, vec3(0.32, 0.49, 0.29))\n )));\n xlat_mutabledz.y = (inten_4 * ((2.0 * \n dot (texture (sampler_main, (xlat_mutableuv3 + tmpvar_2)).xyz, vec3(0.32, 0.49, 0.29))\n ) - (2.0 * \n dot (texture (sampler_main, (xlat_mutableuv3 - tmpvar_2)).xyz, vec3(0.32, 0.49, 0.29))\n )));\n xlat_mutableret1 = max (vec3(0.0, 0.0, 0.0), (texture (sampler_main, xlat_mutableuv3).xyz * inten_4));\n dist_5 = (1.0 - fract((0.5 + tmpvar_9)));\n inten_4 = ((sqrt(dist_5) * (1.0 - dist_5)) * 4.0);\n uv_3 = (tmpvar_8 * aspect.yx);\n xlat_mutableuv3 = (vec2(0.49, 0.55) + (uv_3 * dist_5));\n xlat_mutabledz.x = (xlat_mutabledz.x + (inten_4 * (\n (2.0 * dot (texture (sampler_main, (xlat_mutableuv3 + tmpvar_1)).xyz, vec3(0.32, 0.49, 0.29)))\n - \n (2.0 * dot (texture (sampler_main, (xlat_mutableuv3 - tmpvar_1)).xyz, vec3(0.32, 0.49, 0.29)))\n )));\n xlat_mutabledz.y = (xlat_mutabledz.y + (inten_4 * (\n (2.0 * dot (texture (sampler_main, (xlat_mutableuv3 + tmpvar_2)).xyz, vec3(0.32, 0.49, 0.29)))\n - \n (2.0 * dot (texture (sampler_main, (xlat_mutableuv3 - tmpvar_2)).xyz, vec3(0.32, 0.49, 0.29)))\n )));\n xlat_mutableret1 = max (xlat_mutableret1, (texture (sampler_main, xlat_mutableuv3).xyz * inten_4));\n dist_5 = (1.0 - fract((0.75 + tmpvar_9)));\n inten_4 = ((sqrt(dist_5) * (1.0 - dist_5)) * 4.0);\n uv_3 = (tmpvar_8 * aspect.yx);\n xlat_mutableuv3 = (vec2(0.51, 0.55) + (uv_3 * dist_5));\n xlat_mutabledz.x = (xlat_mutabledz.x + (inten_4 * (\n (2.0 * dot (texture (sampler_main, (xlat_mutableuv3 + tmpvar_1)).xyz, vec3(0.32, 0.49, 0.29)))\n - \n (2.0 * dot (texture (sampler_main, (xlat_mutableuv3 - tmpvar_1)).xyz, vec3(0.32, 0.49, 0.29)))\n )));\n xlat_mutabledz.y = (xlat_mutabledz.y + (inten_4 * (\n (2.0 * dot (texture (sampler_main, (xlat_mutableuv3 + tmpvar_2)).xyz, vec3(0.32, 0.49, 0.29)))\n - \n (2.0 * dot (texture (sampler_main, (xlat_mutableuv3 - tmpvar_2)).xyz, vec3(0.32, 0.49, 0.29)))\n )));\n xlat_mutableret1 = max (xlat_mutableret1, (texture (sampler_main, xlat_mutableuv3).xyz * inten_4));\n dist_5 = (1.0 - fract((1.0 + tmpvar_9)));\n inten_4 = ((sqrt(dist_5) * (1.0 - dist_5)) * 4.0);\n uv_3 = (tmpvar_8 * aspect.yx);\n xlat_mutableuv3 = (vec2(0.49, 0.55) + (uv_3 * dist_5));\n xlat_mutabledz.x = (xlat_mutabledz.x + (inten_4 * (\n (2.0 * dot (texture (sampler_main, (xlat_mutableuv3 + tmpvar_1)).xyz, vec3(0.32, 0.49, 0.29)))\n - \n (2.0 * dot (texture (sampler_main, (xlat_mutableuv3 - tmpvar_1)).xyz, vec3(0.32, 0.49, 0.29)))\n )));\n xlat_mutabledz.y = (xlat_mutabledz.y + (inten_4 * (\n (2.0 * dot (texture (sampler_main, (xlat_mutableuv3 + tmpvar_2)).xyz, vec3(0.32, 0.49, 0.29)))\n - \n (2.0 * dot (texture (sampler_main, (xlat_mutableuv3 - tmpvar_2)).xyz, vec3(0.32, 0.49, 0.29)))\n )));\n xlat_mutableret1 = max (xlat_mutableret1, (texture (sampler_main, xlat_mutableuv3).xyz * inten_4));\n xlat_mutabledz = (xlat_mutabledz * (0.5 + rand_preset.z));\n vec2 tmpvar_10;\n tmpvar_10 = (2.0 * (rand_preset.xy - 0.5));\n uv1_6 = (4.0 * tmpvar_8);\n vec2 tmpvar_11;\n tmpvar_11 = sin(((uv1_6 + xlat_mutabledz) + tmpvar_10));\n vec2 tmpvar_12;\n tmpvar_12 = sin(((uv1_6 + \n (xlat_mutabledz * 1.4)\n ) + tmpvar_10));\n vec2 tmpvar_13;\n tmpvar_13 = sin(((uv1_6 + \n (xlat_mutabledz * 1.8)\n ) + tmpvar_10));\n vec3 tmpvar_14;\n tmpvar_14.x = inversesqrt(dot (tmpvar_11, tmpvar_11));\n tmpvar_14.y = inversesqrt(dot (tmpvar_12, tmpvar_12));\n tmpvar_14.z = inversesqrt(dot (tmpvar_13, tmpvar_13));\n ret_7 = (((\n (tmpvar_14 * ((vec3(0.01, 0.01, 0.01) * (1.0 + \n (rand_preset.xyz / 2.0)\n )) * (0.5 + rand_preset.y)))\n * \n ((((rand_preset.x - 0.5) * 4.0) * xlat_mutableret1) + (8.0 * (1.0 + rand_preset)).xyz)\n ) - (xlat_mutableret1.x * 0.5)) + ((xlat_mutableret1.y + xlat_mutableret1.z) / 3.0));\n ret_7 = (ret_7 - ((slow_roam_sin.wzy * roam_cos.zxy) * 0.4));\n ret_7 = (ret_7 * (1.0 + ret_7));\n vec4 tmpvar_15;\n tmpvar_15.w = 1.0;\n tmpvar_15.xyz = ret_7;\n ret = tmpvar_15.xyz;\n }"}