securityos/node_modules/butterchurn-presets/presets/converted/Geiss, Flexi + Stahlregen -...

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{"version":2,"baseVals":{"rating":5,"gammaadj":1.9,"echo_zoom":1.169,"echo_orient":1,"wave_mode":5,"additivewave":1,"wave_a":0,"wave_scale":0.9,"wave_smoothing":0.63,"wave_mystery":1,"modwavealphastart":2,"modwavealphaend":2,"warpscale":1.331,"zoom":1.004,"warp":0.19788,"sx":0.99967,"sy":0.9999,"wave_r":0.65,"wave_g":0.65,"wave_b":0.65,"mv_x":0,"mv_y":48,"mv_dx":-0.941,"mv_dy":0.426,"mv_l":5,"mv_r":0.316,"mv_g":0.078,"mv_b":0.942,"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 + 0.2*( 0.60*sin(0.980*time) + 0.40*sin(1.047*time) );\nwave_g = wave_g + 0.2*( 0.60*sin(0.835*time) + 0.40*sin(1.081*time) );\nwave_b = wave_b + 0.2*( 0.60*sin(0.814*time) + 0.40*sin(1.011*time) );\nq1 = (cx*2-1) + 0.6*( 0.60*sin(0.374*time) + 0.40*sin(0.294*time) );\nq2 = (cy*2-1) + 0.6*( 0.60*sin(0.393*time) + 0.40*sin(0.223*time) );","pixel_eqs_eel":"du = (x*2-1) - q1;\ndv = (y*2-1) - q2;\ndist = sqrt(du*du+dv*dv);\nang2 = atan2(du,dv) + time*0.15;\nmult = 0.65*sin(dist*0.05);\ndx = mult*sin(ang2*2-1.5);\ndy = mult*cos(ang2*2-1.5);","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, ((\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) * clamp (\n (treb_att - 1.0)\n , 0.0, 1.0)));\n vec3 tmpvar_3;\n tmpvar_3 = mix (ret_1, vec3(dot (ret_1, vec3(0.32, 0.49, 0.29))), vec3(0.2, 0.2, 0.2));\n ret_1 = tmpvar_3;\n vec4 tmpvar_4;\n tmpvar_4.w = 1.0;\n tmpvar_4.xyz = tmpvar_3;\n ret = tmpvar_4.xyz;\n }","comp":" shader_body { \n vec2 uv2_1;\n vec3 ret_2;\n uv2_1 = (uv + (vec2(1.0, 0.0) * texsize.zw));\n float tmpvar_3;\n tmpvar_3 = (((texture (sampler_main, uv2_1).xyz + \n (((texture (sampler_blur1, uv2_1).xyz * scale1) + bias1) * 0.4)\n ) + (\n ((texture (sampler_blur2, uv2_1).xyz * scale2) + bias2)\n * 0.15)) + ((\n (texture (sampler_blur3, uv2_1).xyz * scale3)\n + bias3) * 0.1)).x;\n uv2_1 = (uv + (vec2(-1.0, 0.0) * texsize.zw));\n float tmpvar_4;\n tmpvar_4 = (((texture (sampler_main, uv2_1).xyz + \n (((texture (sampler_blur1, uv2_1).xyz * scale1) + bias1) * 0.4)\n ) + (\n ((texture (sampler_blur2, uv2_1).xyz * scale2) + bias2)\n * 0.15)) + ((\n (texture (sampler_blur3, uv2_1).xyz * scale3)\n + bias3) * 0.1)).x;\n uv2_1 = (uv + (vec2(0.0, 1.0) * texsize.zw));\n float tmpvar_5;\n tmpvar_5 = (((texture (sampler_main, uv2_1).xyz + \n (((texture (sampler_blur1, uv2_1).xyz * scale1) + bias1) * 0.4)\n ) + (\n ((texture (sampler_blur2, uv2_1).xyz * scale2) + bias2)\n * 0.15)) + ((\n (texture (sampler_blur3, uv2_1).xyz * scale3)\n + bias3) * 0.1)).x;\n uv2_1 = (uv + (vec2(0.0, -1.0) * texsize.zw));\n vec3 tmpvar_6;\n tmpvar_6.z = 0.14;\n tmpvar_6.x = (tmpvar_3 - tmpvar_4);\n tmpvar_6.y = (tmpvar_5 - ((\n (texture (sampler_main, uv2_1).xyz + (((texture (sampler_blur1, uv2_1).xyz * scale1) + bias1) * 0.4))\n + \n (((texture (sampler_blur2, uv2_1).xyz * scale2) + bias2) * 0.15)\n ) + (\n ((texture (sampler_blur3, uv2_1).xyz * scale3) + bias3)\n * 0.1)).x);\n ret_2 = (0.5 + (0.5 * normalize(tmpvar_6)));\n vec2 x_7;\n x_7 = (ret_2.xy - 0.5);\n ret_2 = (ret_2 * clamp ((\n sqrt(dot (x_7, x_7))\n * 5.0), 0.0, 1.0));\n ret_2 = ret_2.xxy;\n ret_2 = (ret_2 + 1.15);\n ret_2 = (ret_2 * mix (ret_2, (ret_2 * \n (((texture (sampler_blur3, uv).xyz * scale3) + bias3) - ((texture (sampler_blur1, uv).xyz * scale1) + bias1))\n ), pow (hue_shader.yxz, ret_2)));\n ret_2 = (ret_2 * ret_2);\n vec4 tmpvar_8;\n tmpvar_8.w = 1.0;\n tmpvar_8.xyz = ret_2;\n ret = tmpvar_8.xyz;\n }"}