securityos/node_modules/butterchurn-presets/presets/converted/Geiss - Skin Dots Multi-lay...

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{"version":2,"baseVals":{"rating":0,"gammaadj":1,"decay":1,"modwavealphabyvolume":1,"wave_a":0.207218,"wave_scale":0.397108,"wave_smoothing":0,"wave_mystery":0.24,"modwavealphaend":1.17,"warpanimspeed":0.451118,"warpscale":3.03984,"zoomexp":2.194764,"zoom":1.029709,"warp":0.098617,"wave_g":0.999999,"mv_x":64,"mv_y":48,"mv_l":0,"mv_r":0.35,"mv_g":0.35,"mv_b":0.35,"mv_a":0},"shapes":[{"baseVals":{"enabled":0},"init_eqs_eel":"","frame_eqs_eel":""},{"baseVals":{"enabled":0},"init_eqs_eel":"","frame_eqs_eel":""},{"baseVals":{"enabled":0},"init_eqs_eel":"","frame_eqs_eel":""},{"baseVals":{"enabled":0},"init_eqs_eel":"","frame_eqs_eel":""}],"waves":[{"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":""},{"baseVals":{"enabled":0},"init_eqs_eel":"","frame_eqs_eel":"","point_eqs_eel":""}],"init_eqs_eel":"","frame_eqs_eel":"wave_r = wave_r + 0.350*( 0.60*sin(0.980*time) + 0.40*sin(1.047*time) );\nwave_g = wave_g + 0.350*( 0.60*sin(0.835*time) + 0.40*sin(1.081*time) );\nwave_b = wave_b + 0.350*( 0.60*sin(0.814*time) + 0.40*sin(1.011*time) );\ncx = cx + 0.110*( 0.60*sin(0.374*time) + 0.40*sin(0.294*time) );\ncy = cy + 0.110*( 0.60*sin(0.393*time) + 0.40*sin(0.223*time) );\ndecay = decay - 0.01*equal(frame%20,0);\n//zoom = 1;\n//warp = 0;\nzoom = zoom + 0.7*(0.01*cos(time*0.317+1) + 0.01*cos(time*0.1132+4));\nrot = rot + 0.5*(0.01*cos(time*0.214+3) + 0.01*cos(time*0.2732+2));\nwave_mystery = time*0.05;\n//zoom = zoom + (max(1, bass_att)-1)*0.01;\n\nrot = rot + min(0.3,pow(max(0,bass_att-1),2)*0.2);","pixel_eqs_eel":"zoom = zoom + 0.005*cos(ang*5 + time*1.5);","warp":" shader_body { \n vec3 ret_1;\n vec4 tmpvar_2;\n tmpvar_2 = texture (sampler_main, uv);\n ret_1 = (tmpvar_2.xyz + ((tmpvar_2.xyz - \n ((texture (sampler_blur2, uv).xyz * scale2) + bias2)\n ) * 0.3));\n ret_1 = (ret_1 * 0.9);\n ret_1 = (ret_1 + ((\n (texture (sampler_noise_lq, (((uv_orig * texsize.xy) * (texsize_noise_lq.zw * 0.4)) + rand_frame.xy)).xyz - 0.5)\n / 256.0) * 112.0));\n vec4 tmpvar_3;\n tmpvar_3.w = 1.0;\n tmpvar_3.xyz = ret_1;\n ret = tmpvar_3.xyz;\n }","comp":" shader_body { \n vec2 uv2_1;\n float blur_2;\n float crisp_3;\n vec3 ret_4;\n vec2 tmpvar_5;\n tmpvar_5 = (uv - 0.5);\n uv2_1 = ((tmpvar_5 * 0.8) + 0.5);\n crisp_3 = texture (sampler_main, uv2_1).y;\n blur_2 = ((texture (sampler_blur1, uv2_1).xyz * scale1) + bias1).y;\n ret_4 = (texture (sampler_main, ((tmpvar_5 * 0.6) + 0.5)).zzz * (1.0 - (blur_2 * 1.15)));\n vec3 tmpvar_6;\n tmpvar_6 = max (ret_4, vec3(crisp_3));\n uv2_1 = uv;\n crisp_3 = texture (sampler_main, uv).x;\n blur_2 = ((texture (sampler_blur1, uv).xyz * scale1) + bias1).x;\n ret_4 = (tmpvar_6 * (1.0 - (blur_2 * 1.15)));\n vec3 tmpvar_7;\n tmpvar_7 = max (ret_4, vec3(crisp_3));\n ret_4 = tmpvar_7;\n vec4 tmpvar_8;\n tmpvar_8.w = 1.0;\n tmpvar_8.xyz = tmpvar_7;\n ret = tmpvar_8.xyz;\n }"}