securityos/node_modules/butterchurn-presets/presets/converted/Rovastar + Flexi - Hurrican...

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{"version":2,"baseVals":{"rating":0,"gammaadj":1,"decay":1,"echo_zoom":1,"echo_orient":3,"wave_mode":1,"wave_thick":1,"wrap":0,"darken_center":1,"wave_a":0.3,"wave_scale":0.881,"wave_smoothing":0.5,"wave_mystery":-1,"warpscale":2.853,"zoomexp":3.6,"zoom":1.02109,"rot":-0.16,"warp":0.309,"wave_r":0.6,"wave_g":0.6,"wave_b":0.6,"wave_y":0.47,"mv_l":1.75},"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 + 0.400*( 0.60*sin(0.933*time) + 0.40*sin(1.045*time) );\nwave_g = wave_g + 0.400*( 0.60*sin(0.900*time) + 0.40*sin(0.956*time) );\nwave_b = wave_b + 0.400*( 0.60*sin(0.910*time) + 0.40*sin(0.920*time) );\nq8 = oldq8+if(above(bass+bass_att,1.8),q8+0.0005*pow((bass+bass_att-1),9),0);\noldq8 = q8;\nmonitor = q8;\nzoom = zoom + 0.023*( 0.60*sin(0.339*q8) + 0.40*sin(0.276*q8) );\nrot = rot + 0.030*( 0.60*sin(0.381*q8) + 0.40*sin(0.579*q8) );\n//decay = decay - 0.02*equal(frame%40,0);\nmv_r = wave_r;\nmv_b = wave_b;\nmv_g = wave_g;\nmv_x = 1.25;\nmv_y = 1.25;\nmv_dx = 0.1*sin(1.1*time);\nmv_dy = 0.1*cos(1.112*time);\n\n// the m<>bius transformation\n// z -> (az+b)/(cz-d); where a,b,c,d are complex numbers and z will be the uv-vector\n// (az+b)/(cz-d) = a/c + mu/(cz+d), with mu = (bc-ad)/c\n// so a/c and mu can be calculated outside of the shader\n\n//before inversion\n\nscale = 1;\nangle = time*.2;\ntranslation_x = 0;\ntranslation_y = 0.12;\n\na_r = cos(angle)*scale;\na_i = sin(angle)*scale;\nb_r = translation_x;\nb_i = translation_y;\n\n//complex inverted\nscale = 1;\nangle = sin(time*0.1337)*0.3;\ntranslation_u = 0;\ntranslation_v = -0.2;\n\n// c\nq15 = cos(angle)*scale;\nq16 = sin(angle)*scale;\n\n// d\nq17 = translation_u;\nq18 = translation_v;\n\n// c^(-1)\nc_inv_r = q15/(q15*q15+q16*q16);\nc_inv_i = q16/(q15*q15+q16*q16);\n\n// a*c^(-1)\nq11 = (a_r*c_inv_r - a_i*c_inv_i);\nq12 = (a_r*c_inv_i - a_i*c_inv_r);\n\n// (bc-ad)\nbcad_r = (b_r*q15 - b_i*q16)-(a_r*q17-a_i*q18);\nbcad_i = (b_r*q16 - b_i*q15)-(a_r*q18-a_i*q17);\n\n// mu*c^(-1)\nq13 = bcad_r*c_inv_r - bcad_i*c_inv_i;\nq14 = bcad_r*c_inv_i - bcad_i*c_inv_r;","pixel_eqs_eel":"rot=rot+1/(10*(rad+0.2+0.1*sin(q8)));","warp":"","comp":" shader_body { \n vec2 uv_1;\n vec2 moebius_2;\n vec2 d_3;\n vec2 tmpvar_4;\n tmpvar_4.x = q11;\n tmpvar_4.y = q12;\n vec2 tmpvar_5;\n tmpvar_5.x = q17;\n tmpvar_5.y = q18;\n vec2 tmpvar_6;\n tmpvar_6 = (uv - 0.5);\n vec2 tmpvar_7;\n tmpvar_7.x = ((tmpvar_6.x * q15) - (tmpvar_6.y * q16));\n tmpvar_7.y = ((tmpvar_6.x * q16) - (tmpvar_6.y * q15));\n vec2 tmpvar_8;\n tmpvar_8 = (tmpvar_7 + tmpvar_5);\n vec2 tmpvar_9;\n tmpvar_9.x = ((q13 * tmpvar_8.x) + (q14 * tmpvar_8.y));\n tmpvar_9.y = ((q14 * tmpvar_8.x) - (q13 * tmpvar_8.y));\n moebius_2 = (0.5 + ((\n (1.0 - abs(((\n fract((((tmpvar_9 / \n ((tmpvar_8.x * tmpvar_8.x) + (tmpvar_8.y * tmpvar_8.y))\n ) + tmpvar_4) * 0.5))\n * 2.0) - 1.0)))\n - 0.5) * 0.99));\n d_3 = (texsize.zw * 8.0);\n vec2 tmpvar_10;\n tmpvar_10.x = dot (((\n (texture (sampler_blur1, (moebius_2 + (vec2(1.0, 0.0) * d_3))).xyz * scale1)\n + bias1) - (\n (texture (sampler_blur1, (moebius_2 - (vec2(1.0, 0.0) * d_3))).xyz * scale1)\n + bias1)), vec3(0.32, 0.49, 0.29));\n tmpvar_10.y = dot (((\n (texture (sampler_blur1, (moebius_2 + (vec2(0.0, 1.0) * d_3))).xyz * scale1)\n + bias1) - (\n (texture (sampler_blur1, (moebius_2 - (vec2(0.0, 1.0) * d_3))).xyz * scale1)\n + bias1)), vec3(0.32, 0.49, 0.29));\n uv_1 = (moebius_2 - ((tmpvar_10 * texsize.zw) * 32.0));\n vec4 tmpvar_11;\n tmpvar_11.w = 1.0;\n tmpvar_11.xyz = abs(((\n ((texture (sampler_blur3, (uv_1 + (\n (((texture (sampler_noise_lq, (rand_frame.xy + \n ((moebius_2 * texsize.xy) * texsize_noise_lq.zw)\n )) * 2.0) - 1.0).xy * texsize.zw)\n * 5.0))).xyz * scale3) + bias3)\n * 2.0) - texture (sampler_main, uv_1).xyz));\n ret = tmpvar_11.xyz;\n }"}