securityos/node_modules/butterchurn-presets/presets/converted/$$$ Royal - Mashup (441).json

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{"version":2,"baseVals":{"rating":4,"decay":0.99,"wave_dots":1,"wave_thick":1,"modwavealphabyvolume":1,"wave_brighten":0,"wrap":0,"wave_a":100,"wave_scale":28.599,"wave_smoothing":0.5,"wave_mystery":-1,"modwavealphastart":0.4,"modwavealphaend":1,"warpanimspeed":100,"warpscale":4.142,"zoomexp":0.85437,"zoom":0.99951,"warp":0.01,"sx":1.01,"sy":1.01,"ob_size":0.5,"ob_r":0.01,"ib_size":0.26,"mv_l":1.5,"mv_r":0,"mv_g":0,"mv_b":0,"mv_a":0},"shapes":[{"baseVals":{"enabled":1,"sides":100,"rad":0.40031,"r":0.5,"g":0.5,"r2":0.5,"g2":0,"border_b":0.5,"border_a":0},"init_eqs_eel":"","frame_eqs_eel":"sounds=(bass+treb+mid)*.3;\n\nrad=rad*sounds*0.6;\n\nr=r+sin(bass)*g;\ng=g+sin(mid)*g;\n\n\nx=x+0.207*cos(time*bass*0.5)*2;\ny=y+0.207*sin(time*bass*0.5)*2;\n\nr = bass_att;\ng = mid;\nb = treb;"},{"baseVals":{"enabled":1,"sides":100,"rad":0.13465,"r2":1,"border_a":0},"init_eqs_eel":"","frame_eqs_eel":"\ng2=g2+0.09*sin((treb+mid)*1.23);\ng=g+0.09*cos((bass+mid)*1.37);\n\nsounds=(bass+mid+treb)/3;\n\nrad=rad*(treb+mid)/3;\n\nx=x+0.300*sin(time*bass);\ny=y+0.317*cos(time*bass);\n\nr = treb;\ng = mid;\nb = bass_att;"},{"baseVals":{"sides":100,"rad":0.20047,"g":1,"b":1,"r2":0.5,"g2":0.5,"b2":1,"border_b":0.5,"border_a":0,"enabled":0},"init_eqs_eel":"","frame_eqs_eel":"sounds=(bass+treb+mid)/3;\natt=(bass_att+treb_att+mid_att)/3;\natt=(bass_att+treb_att+mid_att)/3;\nr2=r2+(0.25*sin(time*6.28))-bass;\ng2=g2+(0.25*sin(time*6.28))-bass;\n\nrad=rad;\nx=x+0.217*cos(time*2.3)+sounds*0.1;\ny=y+0.217*sin((time*3.5)+(sounds*0.3));"},{"baseVals":{"enabled":0},"init_eqs_eel":"","frame_eqs_eel":""}],"waves":[{"baseVals":{"sep":256,"scaling":20.35074,"enabled":0},"init_eqs_eel":"","frame_eqs_eel":"r=r+0.5*sin(treb*1.13);\ng=g+0.5*sin(bass*1.33);\nb=b+0.5*sin(mid*1.23);","point_eqs_eel":""},{"baseVals":{"sep":256,"usedots":1,"scaling":100,"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":"warp=bass*.2;\nwarp=warp+(above(bass,1)*bass*.2);\n\necho_alpha=(above(bass,1.25)*.9);\n\n//mv_a=(above(bass,1)*bass*.5);\n\n// Awesome beat code by martin!\ndec_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, .5+avg+peak) * above (time, t0+.2);\nt0 = is_beat*time + (1-is_beat)*t0;\npeak = is_beat * beat + (1-is_beat)*peak*dec_med;\n\nFR = if(is_beat,if(above(FR,0),-1,1),FR);\n\nq2=q2+(above(bass,1.3)*sin(time)*.02);\n\nrot=(rot+q2)*FR;\n\nzoom=zoom+(above(bass,1.3)*bass*.03);\n\nsy=sy+(above(treb_att,1.2)*treb_att*.002*sin(time));\nsx=sx+(above(treb_att,1.2)*treb_att*.002*sin(time));","pixel_eqs_eel":"","warp":" shader_body { \n vec2 my_uv_1;\n vec3 ret_2;\n vec2 tmpvar_3;\n tmpvar_3 = (0.02 * aspect.zw);\n vec3 tmpvar_4;\n tmpvar_4 = (((texture (sampler_blur2, \n ((uv + (vec2(1.0, 0.0) * tmpvar_3)) - floor((uv + (vec2(1.0, 0.0) * tmpvar_3))))\n ).xyz * scale2) + bias2) - ((texture (sampler_blur2, \n ((uv - (vec2(1.0, 0.0) * tmpvar_3)) - floor((uv - (vec2(1.0, 0.0) * tmpvar_3))))\n ).xyz * scale2) + bias2));\n vec3 tmpvar_5;\n tmpvar_5 = (((texture (sampler_blur2, \n ((uv + (vec2(0.0, 1.0) * tmpvar_3)) - floor((uv + (vec2(0.0, 1.0) * tmpvar_3))))\n ).xyz * scale2) + bias2) - ((texture (sampler_blur2, \n ((uv - (vec2(0.0, 1.0) * tmpvar_3)) - floor((uv - (vec2(0.0, 1.0) * tmpvar_3))))\n ).xyz * scale2) + bias2));\n vec3 tmpvar_6;\n tmpvar_6 = ((texture (sampler_blur1, uv).xyz * scale1) + bias1);\n vec2 tmpvar_7;\n tmpvar_7.x = tmpvar_4.y;\n tmpvar_7.y = tmpvar_5.y;\n vec2 tmpvar_8;\n tmpvar_8.x = tmpvar_5.x;\n tmpvar_8.y = -(tmpvar_4.x);\n vec2 tmpvar_9;\n tmpvar_9 = ((uv - (tmpvar_7 * vec2(0.01, 0.01))) - (tmpvar_8 * -0.02));\n ret_2.y = texture (sampler_fc_main, (tmpvar_9 - floor(tmpvar_9))).y;\n ret_2.y = (ret_2.y + ((\n (ret_2.y - tmpvar_6.y)\n * 0.02) + 0.005));\n vec2 tmpvar_10;\n tmpvar_10.x = tmpvar_4.x;\n tmpvar_10.y = tmpvar_5.x;\n vec2 tmpvar_11;\n tmpvar_11.x = tmpvar_5.z;\n tmpvar_11.y = -(tmpvar_4.z);\n my_uv_1 = ((uv - (tmpvar_10 * vec2(0.01, 0.01))) - (tmpvar_11 * -0.02));\n ret_2.x = texture (sampler_fc_main, (my_uv_1 - floor(my_uv_1))).x;\n ret_2.x = (ret_2.x + ((\n (ret_2.x - tmpvar_6.x)\n * 0.02) + 0.005));\n vec2 tmpvar_12;\n tmpvar_12.x = tmpvar_4.z;\n tmpvar_12.y = tmpvar_5.z;\n vec2 tmpvar_13;\n tmpvar_13.x = tmpvar_5.y;\n tmpvar_13.y = -(tmpvar_4.y);\n my_uv_1 = ((uv - (tmpvar_12 * vec2(0.01, 0.01))) - (tmpvar_13 * -0.02));\n ret_2.z = texture (sampler_fc_main, (my_uv_1 - floor(my_uv_1))).z;\n ret_2.z = (ret_2.z + ((\n (ret_2.z - tmpvar_6.z)\n * 0.02) + 0.005));\n vec4 tmpvar_14;\n tmpvar_14.w = 1.0;\n tmpvar_14.xyz = ret_2;\n ret = tmpvar_14.xyz;\n }","comp":" shader_body { \n vec2 uv1_1;\n vec3 tmpvar_2;\n tmpvar_2 = texture (sampler_main, uv).xyz;\n vec2 tmpvar_3;\n tmpvar_3.y = 0.0;\n tmpvar_3.x = texsize.z;\n vec2 tmpvar_4;\n tmpvar_4.x = 0.0;\n tmpvar_4.y = texsize.w;\n vec2 tmpvar_5;\n tmpvar_5.x = (texture (sampler_main, (uv - tmpvar_3)).xyz - texture (sampler_main, (uv + tmpvar_3)).xyz).x;\n tmpvar_5.y = (texture (sampler_main, (uv - tmpvar_4)).xyz - texture (sampler_main, (uv + tmpvar_4)).xyz).x;\n uv1_1 = ((0.3 * cos(\n (((uv - 0.5) * 2.0) + 1.7)\n )) - (2.0 * tmpvar_5));\n vec4 tmpvar_6;\n tmpvar_6.w = 1.0;\n tmpvar_6.xyz = ((-(tmpvar_2) / 4.0) + ((6.0 * vec3(\n clamp ((0.03 / sqrt(dot (uv1_1, uv1_1))), 0.0, 1.0)\n )) * (-0.08 + tmpvar_2)));\n ret = tmpvar_6.xyz;\n }"}