securityos/node_modules/butterchurn-presets/presets/converted/_Vovan + Geiss - Bass With ...

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{"version":2,"baseVals":{"rating":0,"gammaadj":1,"decay":0.975,"echo_orient":3,"wave_mode":2,"modwavealphabyvolume":1,"wave_brighten":0,"wrap":0,"darken_center":1,"wave_a":0.001,"wave_scale":0.625,"wave_smoothing":0,"modwavealphastart":0,"modwavealphaend":0,"warpanimspeed":0.01,"fshader":0.7,"zoom":1.046,"warp":0.01,"sx":0.99999,"wave_r":0.5,"wave_y":0.47,"mv_x":64,"mv_y":48,"mv_l":0,"mv_g":0,"mv_b":0,"mv_a":0},"shapes":[{"baseVals":{"enabled":1,"sides":44,"textured":1,"rad":0.80814,"ang":0.75398,"tex_ang":1.3823,"tex_zoom":1.10462,"g":0.9,"b":0.7,"r2":1,"b2":0.8,"a2":1,"border_a":0.4},"init_eqs_eel":"","frame_eqs_eel":"x = x + 0.03*cos(time*0.69 + 2);\ny = y + 0.02*cos(time*0.73 + 1);"},{"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*x*bass*1000000 + 0.400*( 0.60*sin(0.933*time) + 0.40*sin(1.045*time) );\nwave_g = wave_g*200000*treb/x + 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) );\nzoom = zoom + 0.023*( 0.60*sin(0.339*time) + 0.40*sin(0.276*time) );\nq=rot/5 + 0.030*( 0.60*sin(0.381*time) + 0.40*sin(0.579*time) );\ncx = cx + 0.070*( 0.60*sin(0.374*time) + 0.40*sin(0.294*time) );\ncy = cy + 0.070*( 0.60*sin(0.393*time) + 0.40*sin(0.223*time) );\nzoom=zoom+0.013*(0.60*sin(0.33*time)+0.40*sin(0276*time));\nx=x+100;","pixel_eqs_eel":"zoom=zoom-max(0.001,(bass-1.2))*sin(time*1.4+rad*6);\nzoom=zoom+0.07*sin(rad*25+time*2.5);","warp":" shader_body { \n vec4 tmpvar_1;\n tmpvar_1.w = 1.0;\n tmpvar_1.xyz = (texture (sampler_main, uv).xyz - 0.005);\n ret = tmpvar_1.xyz;\n }","comp":" shader_body { \n vec4 tmpvar_1;\n tmpvar_1.w = 1.0;\n tmpvar_1.xyz = (texture (sampler_main, uv).xyz * 1.333);\n ret = tmpvar_1.xyz;\n }"}