securityos/node_modules/butterchurn-presets/presets/converted/_Mig_014_version2.json

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{"version":2,"baseVals":{"rating":5,"gammaadj":1.9,"echo_zoom":1.16936,"wave_mode":2,"wave_dots":1,"wave_brighten":0,"wave_a":0.001,"wave_scale":0.011726,"wave_smoothing":0.9,"warpanimspeed":0.037492,"warpscale":0.014889,"warp":0.033004,"wave_r":0.5,"wave_g":0.4,"wave_b":0.3,"ob_size":0.05,"ob_a":0.2999,"ib_size":0.09,"ib_r":0,"ib_g":0,"ib_b":0,"mv_x":3,"mv_y":2,"mv_dx":0.02,"mv_dy":-0.02,"mv_l":0.15,"mv_r":0.49,"mv_g":0.48,"mv_b":0.300001,"mv_a":0},"shapes":[{"baseVals":{"sides":5,"textured":1,"rad":3.998815,"tex_ang":1.570796,"tex_zoom":0.250054,"g":1,"b":1,"r2":1,"b2":1,"a2":1,"border_a":0,"enabled":0},"init_eqs_eel":"","frame_eqs_eel":""},{"baseVals":{"enabled":1,"sides":5,"textured":1,"rad":1.06779,"ang":0.753982,"tex_zoom":0.741858,"g":1,"b":1,"r2":1,"b2":1,"a2":1,"border_a":0},"init_eqs_eel":"","frame_eqs_eel":"ang=sin(q1*0.15);\nx=sin(q1*0.5) * 0.05 + 0.5;\ny=cos(q1*0.63)* 0.05 + 0.5"},{"baseVals":{"enabled":1,"sides":5,"textured":1,"rad":1.06779,"ang":0.753982,"tex_zoom":0.779769,"g":1,"b":1,"r2":1,"b2":1,"border_a":0},"init_eqs_eel":"","frame_eqs_eel":"ang=sin(q1*0.15);\nx=sin(q1*0.5) * 0.05 + 0.5;\ny=cos(q1*0.63)* 0.05 + 0.5"},{"baseVals":{"sides":5,"textured":1,"rad":1.0677,"ang":0.753982,"tex_zoom":0.779769,"g":1,"b":1,"r2":1,"b2":1,"border_a":0,"enabled":0},"init_eqs_eel":"","frame_eqs_eel":"ang=sin(q1*0.15);\nx=sin(q1*0.5) * 0.05 + 0.5;\ny=cos(q1*0.63)* 0.05 + 0.5"}],"waves":[{"baseVals":{"enabled":1,"thick":1,"r":0.1,"g":0,"b":0.3},"init_eqs_eel":"","frame_eqs_eel":"t1=sin(time)*0.5+0.5;\nt2=sin(time+2.1)*0.5+0.5;\nt3=sin(time+4.2)*0.5+0.5;\n\nt4=sin(-time+1.1)*0.5+0.5;\nt5=sin(-time+3.1)*0.5+0.5;\nt6=sin(-time+5.2)*0.5+0.5;","point_eqs_eel":"n=sample*6.283;\nphs=-sample * 0.2;\ntm=q1 + phs;\n\nflip=(flip+1)*below(flip,1);\n\nxp=0;\nyp=flip*0.1 + (sin(tm)*0.5 + 0.5)*0.2;\nzp=0;\n\n//wrist movement;\nang=sin(tm*2)*0.5 +0.5;\n\nxq=xp;\nsinang=sin(ang);cosang=cos(ang);\nyq=yp*sinang + zp*cosang;\nzq=yp*cosang - zp*sinang;\nyq=yp;\nzq=zp;\n\nang=tm*8;\nsinang=sin(ang);cosang=cos(ang);\nxp=xq*sinang + yq*cosang;\nyp=xq*cosang - yq*sinang;\nzp=zq;\n\n//forearm movement;\nzp=zp-0.3;\nang=3.14 + sin(tm*2 - 0.5)*1.5;\nsinang=sin(ang);cosang=cos(ang);\nxq=xp;\nyq=yp*sinang + zp*cosang;\nzq=yp*cosang - zp*sinang;\n\n//upper arm twist\nang=-1.0 + cos(tm*3.1 + 0.5);\nsinang=sin(ang);cosang=cos(ang);\nxp=xq*sinang + yq*cosang;\nyp=xq*cosang - yq*sinang;\nzp=zq;\n\n//upper arm outward;\nzp=zp-0.35;\nang=cos(tm*2.3)*1.75 - 1.05;\nsinang=sin(ang);cosang=cos(ang);\nxq=xp*sinang + zp*cosang;\nyq=yp;\nzq=xp*cosang - zp*sinang;\n\n//upper arm up down;\nang=cos(tm)*0.5 - 0.5;\nsinang=sin(ang);cosang=cos(ang);\nxp=xq;\nyp=yq*cosang - zq*sinang;\nzp=yq*sinang + zq*cosang;\n\n//xp=xq;yp=yq;zp=zq;\n\n\n//project into screenspace and draw on screen\nzp=zp+2;\nxs=xp/zp;\nys=yp/zp;\n\nx=xs+0.5;\ny=ys*1.3+0.5;\n\n\ndx = if(flip,x,dx-x);\ndy = if(flip,y,dy-y);\ndz = pow(dx*dx+dy*dy,.5);\nang = abs(asin(dx/dz));\ncang = if(flip,cang,if(below(dx,0),if(below(dy,0),-ang,3.141592654 + ang),if(below(dy,0),ang,3.141592654 - ang)));\nr = .5 + .5*sin(cang);\ng = .5 + .5*sin(cang + 1.047197);\nb = .5 + .5*sin(cang + 2.094395);\n\na=(1-sample)*above(sample,0);\n"},{"baseVals":{"enabled":1,"thick":1,"r":0.2,"b":0.6},"init_eqs_eel":"","frame_eqs_eel":"t1=sin(time)*0.5+0.5;\nt2=sin(time+2.1)*0.5+0.5;\nt3=sin(time+4.2)*0.5+0.5;\n\nt4=sin(-time+1.1)*0.5+0.5;\nt5=sin(-time+3.1)*0.5+0.5;\nt6=sin(-time+5.2)*0.5+0.5;","point_eqs_eel":"n=sample*6.283;\nphs=-sample * 0.2;\ntm=q1 + phs;\n\nflip=flip+1;\nflip=flip*below(flip,2);\n\nxp=0;\nyp=flip*0.1 + (sin(tm)*0.5 + 0.5)*0.2 +0.1;\nyp=-yp;\nzp=0;\n\n//wrist movement;\nang=sin(tm*2)*0.5 +0.5;\n\nsinang=sin(ang);cosang=cos(ang);\nxq=xp;\nyq=yp*sinang + zp*cosang;\nzq=yp*cosang - zp*sinang;\nyq=yp;\nzq=zp;\n\nang=tm*8;\nsinang=sin(ang);cosang=cos(ang);\nxp=xq*sinang + yq*cosang;\nyp=xq*cosang - yq*sinang;\nzp=zq;\n\n//forearm movement;\nzp=zp-0.3;\nang=3.14 + sin(tm*2 - 0.5)*1.5;\nsinang=sin(ang);cosang=cos(ang);\nxq=xp;\nyq=yp*sinang + zp*cosang;\nzq=yp*cosang - zp*sinang;\n\n//upper arm twist\nang=-1.0 + cos(tm*3.1 + 0.5);\nsinang=sin(ang);cosang=cos(ang);\nxp=xq*sinang + yq*cosang;\nyp=xq*cosang - yq*sinang;\nzp=zq;\n\n//upper arm outward;\nzp=zp-0.35;\nang=cos(tm*2.3)*1.75 - 1.05;\nsinang=sin(ang);cosang=cos(ang);\nxq=xp*sinang + zp*cosang;\nyq=yp;\nzq=xp*cosang - zp*sinang;\n\n//upper arm up down;\nang=cos(tm)*0.5 - 0.5;\nsinang=sin(ang);cosang=cos(ang);\nxp=xq;\nyp=yq*cosang - zq*sinang;\nzp=yq*sinang + zq*cosang;\n\n//xp=xq;yp=yq;zp=zq;\n\n\n//project into screenspace and draw on screen\nzp=zp+2;\nxs=xp/zp;\nys=yp/zp;\n\nx=xs+0.5;\ny=ys*1.3+0.5;\n\n\ndx = if(flip,x,dx-x);\ndy = if(flip,y,dy-y);\ndz = pow(dx*dx+dy*dy,.5);\nang = abs(asin(dx/dz));\ncang = if(flip,cang,if(below(dx,0),if(below(dy,0),-ang,3.141592654 + ang),if(below(dy,0),ang,3.141592654 - ang)));\nr = .5 + .5*sin(cang);\ng = .5 + .5*sin(cang + 1.047197);\nb = .5 + .5*sin(cang + 2.094395);\n\na=(1-sample)*above(sample,0);"},{"baseVals":{"thick":1,"additive":1,"g":0.6,"b":0.1,"enabled":0},"init_eqs_eel":"","frame_eqs_eel":"","point_eqs_eel":"n=sample*6.283;\ntm=q1;\nphs=-sample*0.5;\n\nflip=flip+1;\nflip=flip*below(flip,2);\n\nxp=0;\nyp=flip*0.1;\nzp=0;\n\n//wrist movement;\nang=sin(tm*2+phs - 2)*0.5 +0.5 + 2;\n\nxq=xp;\nyq=yp*sin(ang) + zp*cos(ang);\nzq=yp*cos(ang) - zp*sin(ang);\n\nang=cos(tm*2+phs - 2)*1.5 ;\nxp=xq*sin(ang) + yq*cos(ang);\nyp=xq*cos(ang) - yq*sin(ang);\nzp=zq;\n\n//forearm movement;\nzp=zp-0.3;\nang=3.14 + sin(tm*2+phs - 0.5)*1.5;\nxq=xp;\nyq=yp*sin(ang) + zp*cos(ang);\nzq=yp*cos(ang) - zp*sin(ang);\n\n//upper arm twist\nang=-1.0 + cos(tm*3 + 0.5 +phs + 0.5);\nxp=xq*sin(ang) + yq*cos(ang);\nyp=xq*cos(ang) - yq*sin(ang);\nzp=zq;\n\n//upper arm outward;\nzp=zp-0.35;\nang=cos(tm*2+phs)*0.75 - 1.05;\nxq=xp*sin(ang) + zp*cos(ang);\nyq=yp;\nzq=xp*cos(ang) - zp*sin(ang);\n\n//upper arm up down;\nang=cos(tm+phs)*0.5 - 0.5;\nxp=xq;\nyp=yq*cos(ang) - zq*sin(ang);\nzp=yq*sin(ang) + zq*cos(ang);\n\n//xp=xq;yp=yq;zp=zq;\n\n\n//project into screenspace and draw on screen\nzp=zp+2;\nxs=xp/zp;\nys=yp/zp;\n\nx=xs+0.5;\ny=ys*1.3+0.5;\n\n\na=(1-sample)*0.05\n"},{"baseVals":{"thick":1,"additive":1,"g":0.3,"b":0.1,"enabled":0},"init_eqs_eel":"","frame_eqs_eel":"","point_eqs_eel":"n=sample*6.283;\ntm=q1 ;\nphs=-sample*0.5;\n\nflip=flip+1;\nflip=flip*below(flip,2);\n\nxp=0;\nyp=flip*0.1;\nzp=0;\n\n//wrist movement;\nang=sin(tm*2+phs-2)*0.5 +0.5 + 2;\n\nxq=xp;\nyq=yp*sin(ang) + zp*cos(ang);\nzq=yp*cos(ang) - zp*sin(ang);\n\nang=cos(tm*2+phs-2)*1.5;\nxp=xq*sin(ang) + yq*cos(ang);\nyp=xq*cos(ang) - yq*sin(ang);\nzp=zq;\n\n//forearm movement;\nzp=zp-0.3;\nang=3.14 + sin(tm*2+phs-0.5)*1.5;\nxq=xp;\nyq=yp*sin(ang) + zp*cos(ang);\nzq=yp*cos(ang) - zp*sin(ang);\n\n//upper arm twist\nang=-1.0 + cos(tm*3 + 0.5 +phs);\nxp=xq*sin(ang) + yq*cos(ang);\nyp=xq*cos(ang) - yq*sin(ang);\nzp=zq;\n\n//upper arm outward;\nzp=zp-0.35;\nang=cos(tm*2+phs)*0.75 - 1.05;\nxq=xp*sin(ang) + zp*cos(ang);\nyq=yp;\nzq=xp*cos(ang) - zp*sin(ang);\n\n//upper arm up down;\nang=cos(tm+phs)*0.5 - 0.5;\nxp=xq;\nyp=yq*cos(ang) - zq*sin(ang);\nzp=yq*sin(ang) + zq*cos(ang);\n\n//xp=xq;yp=yq;zp=zq;\n\n\n//project into screenspace and draw on screen\nzp=zp+2;\nxs=xp/zp;\nys=yp/zp;\n\nx=-xs+0.5;\ny=ys*1.3+0.5;\n\n\na=(1-sample)*0.05;\n"}],"init_eqs_eel":"mv_x=64;mv_y=48;\nnut=0;\nstp=0;stq=0;\nrtp=0;rtq=0;\nwvr=0;\ndecay=0;\ndcsp=0","frame_eqs_eel":"decay=1;\nzoom=1.1;\n\nwarp = 0;\n\nvol=(bass_att+mid_att+treb_att)*0.25;\nvol=vol*vol;\nmtime=mtime+vol*0.1;\n\nq1=mtime*0.4;","pixel_eqs_eel":"","warp":" shader_body { \n vec3 ret_1;\n vec4 tmpvar_2;\n tmpvar_2 = ((texture (sampler_noise_lq, (rand_frame.xy + \n ((uv * texsize_noise_lq.zw) * texsize.xy)\n )) * 2.0) - 1.0);\n ret_1 = (texture (sampler_pw_main, (uv + (\n (tmpvar_2.zw * texsize.zw)\n * 0.5))).xyz + ((0.59 - \n (0.2 * rad)\n ) * tmpvar_2.xyz));\n vec3 tmpvar_3;\n tmpvar_3 = clamp (((\n (ret_1 - 0.5)\n * 3.0) + 0.25), 0.0, 1.0);\n ret_1.x = tmpvar_3.x;\n ret_1.yz = tmpvar_3.xx;\n vec4 tmpvar_4;\n tmpvar_4.w = 1.0;\n tmpvar_4.xyz = ret_1;\n ret = tmpvar_4.xyz;\n }","comp":" shader_body { \n vec2 uv_1;\n vec3 ret_2;\n uv_1 = (0.05 + (0.9 * uv));\n ret_2 = (abs((\n ((texture (sampler_blur1, uv_1).xyz * scale1) + bias1)\n - texture (sampler_main, uv_1).xyz)) * 6.0);\n ret_2 = (ret_2 * 1.333);\n vec4 tmpvar_3;\n tmpvar_3.w = 1.0;\n tmpvar_3.xyz = ret_2;\n ret = tmpvar_3.xyz;\n }"}