securityos/node_modules/butterchurn-presets/presets/converted/adam eatit fx 2 martin - di...

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{"version":2,"baseVals":{"rating":4,"gammaadj":1.78,"decay":0.5,"echo_zoom":1,"echo_alpha":0.5,"echo_orient":3,"wave_mode":1,"darken":1,"wave_a":0.001,"warpanimspeed":1.459,"warpscale":2.007,"zoom":0.9999,"warp":0.01,"sx":0.9999,"wave_r":0,"wave_g":0,"wave_b":0,"ob_size":0.11,"ib_size":0.26,"mv_x":64,"mv_y":48,"mv_l":4.95,"mv_r":0,"mv_a":0,"b1x":0.7,"b1ed":0},"shapes":[{"baseVals":{"textured":1,"rad":2.66718,"tex_zoom":0.45112,"g":1,"a":0.15,"g2":0,"a2":0.05,"enabled":0},"init_eqs_eel":"","frame_eqs_eel":""},{"baseVals":{"sides":100,"x":0.35,"y":0,"rad":0.09959,"tex_zoom":0.42497,"r":0,"b":1,"g2":0,"a2":1,"border_a":0,"enabled":0},"init_eqs_eel":"","frame_eqs_eel":""},{"baseVals":{"sides":100,"y":0,"rad":0.10201,"a2":1,"border_a":0,"enabled":0},"init_eqs_eel":"","frame_eqs_eel":""},{"baseVals":{"sides":100,"x":0.65,"y":0,"g":1,"b":1,"r2":1,"g2":0,"b2":1,"a2":1,"enabled":0},"init_eqs_eel":"","frame_eqs_eel":""}],"waves":[{"baseVals":{"enabled":1,"spectrum":1,"thick":1,"additive":1,"r":0,"g":0,"b":0,"a":0.1},"init_eqs_eel":"","frame_eqs_eel":"","point_eqs_eel":"//q1 = state;\n//q2 = basstime;\n\nq1 = 0;\nspeed = bass_att*0.3;\nv = sample*10000 + value2*bass*0.1;\n\n//state 0 elipse\nxs = xs + sin(v*0.1 + sin(v)*0.1)*speed*atan(v*1.51);\nys = ys + sin(v*0.1 + cos(v)*0.1)*speed*atan(v);\n\nx = 0.5 + 0.5*sin(xs*0.1)*cos(time*1 + ys);\ny = 0.5 + 0.5*sin(ys*0.1)*cos(time*1.1 + xs);\n\n\nr = 0.5 + 0.5*sin(q1*0.22);\ng = 0.5 + 0.5*sin(q1*0.307) + x;\n//b = 0.4 + 0.4*sin(time*0.959);\n\n\nxs = if(above(xs,1000),0 ,xs);\nys = if(above(ys,1000),0 ,ys);"},{"baseVals":{"spectrum":1,"usedots":1,"thick":1,"additive":1,"enabled":0},"init_eqs_eel":"","frame_eqs_eel":"","point_eqs_eel":""},{"baseVals":{"spectrum":1,"usedots":1,"thick":1,"additive":1,"enabled":0},"init_eqs_eel":"","frame_eqs_eel":"","point_eqs_eel":""},{"baseVals":{"spectrum":1,"usedots":1,"thick":1,"additive":1,"enabled":0},"init_eqs_eel":"","frame_eqs_eel":"","point_eqs_eel":"//apply zoom burst on beat\nflag = above(q3,2);\n//state zero is ready state\nstate = state + flag*equal(state,0);\n\n//upwards flight\nyval = if(equal(state,0),0, yval);\nyval = yval + 0.00004*equal(state,1);\nymax = if(equal(state,0),int(rand(100))*0.004,ymax);\n\n//hit apogee\nstate = if(above(yval,0.5+ymax),2,state);\n\n//reset variable\nyval = if(equal(state,0),0, yval);\nburst = if(equal(state,0),0.001,burst);\nalphax = if(equal(state,0),1,alphax);\nxdriftinc = if(equal(state,0),0,xdriftinc);\n\nburstspeed = if(equal(state,0),int(rand(10)),burstspeed);\nxdrift = if(equal(state,0),int(rand(20)),xdrift);\n//to get the numbers small enough have to use constants\nxdriftinc = xdriftinc\n+ equal(xdrift,0)*equal(state,1)*0.00002\n+ equal(xdrift,1)*equal(state,1)*0.000018\n+ equal(xdrift,2)*equal(state,1)*0.000016\n+ equal(xdrift,3)*equal(state,1)*0.000014\n+ equal(xdrift,4)*equal(state,1)*0.000012\n+ equal(xdrift,5)*equal(state,1)*0.00001\n+ equal(xdrift,6)*equal(state,1)*0.000008\n+ equal(xdrift,7)*equal(state,1)*0.000006\n+ equal(xdrift,8)*equal(state,1)*0.000004\n+ equal(xdrift,9)*equal(state,1)*0.000002\n+ equal(xdrift,11)*equal(state,1)*-0.000002\n+ equal(xdrift,12)*equal(state,1)*-0.000004\n+ equal(xdrift,13)*equal(state,1)*-0.000006\n+ equal(xdrift,14)*equal(state,1)*-0.000008\n+ equal(xdrift,15)*equal(state,1)*-0.00001\n+ equal(xdrift,16)*equal(state,1)*-0.000012\n+ equal(xdrift,17)*equal(state,1)*-0.000014\n+ equal(xdrift,18)*equal(state,1)*-0.000016\n+ equal(xdrift,19)*equal(state,1)*-0.000018;\n\nburst = burst\n+ equal(burstspeed,0)*equal(state,2)*0.000024\n+ equal(burstspeed,1)*equal(state,2)*0.000022\n+ equal(burstspeed,2)*equal(state,2)*0.00002\n+ equal(burstspeed,3)*equal(state,2)*0.000018\n+ equal(burstspeed,4)*equal(state,2)*0.000016\n+ equal(burstspeed,5)*equal(state,2)*0.000014\n+ equal(burstspeed,6)*equal(state,2)*0.000012\n+ equal(burstspeed,7)*equal(state,2)*0.00001\n+ equal(burstspeed,8)*equal(state,2)*0.000008\n+ equal(burstspeed,9)*equal(state,2)*0.000008;\n\nalphax = alphax - 0.00004*equal(state,2);\nstate = if(below(alphax,0),0,state);\n\n\ns = sample*3.14*100;\nss = sample*6.28*1000;\n\n//draw torus\nxs = (burst + 0.0001*cos(s))*cos(ss);\nys = (burst + 0.0001*cos(s))*sin(ss);\nzs = 0.1*burst*sin(s);\n\n\n//rotate x axis\nangle = sin(-q1*0.035)*6.28;\nyx = ys*cos(angle) - zs*sin(angle);\nzx = ys*sin(angle) + zs*cos(angle);\nxx = xs;\n\n//rotate y axis\nangle2 = sin(-q1*0.03)*6.28;\nxd = xx*cos(angle2) - zx*sin(angle2);\nzd = xx*sin(angle2) + zx*cos(angle2);\nyd = yx;\n\n//rotaye z axis\nangle3 = sin(-q1*0.022)*6.28;\nxn = xd*cos(angle3) - yd*sin(angle3);\nyn = xd*sin(angle3) + yd*cos(angle3);\n\nzd = zd + 2;\n\nx = xn*zd*0.3 + 0.5;\ny = yn*zd*0.3*1.2;\n\n\nx = x + xdriftinc;\ny = y + sin(yval*1.5) - 0.18;\n\n\nr = 0.5 + 0.5*sin(q1*1.3 + x + x);\ng = 0.5 + 0.5*sin(q1*1.1 + x + y);\nb = 0.5 + 0.5*sin(q1*1.66 + y + y);"}],"init_eqs_eel":"p1 = int(rand(16));\np2 = p1;","frame_eqs_eel":"dec_med = pow (0.96, 30/fps);\ndec_slow = pow (0.99, 30/fps);\nbeat = max (max (bass, mid), treb); \navg = avg*dec_slow + beat*(1-dec_slow);\nis_beat = above(beat, .4+avg+peak) * above (time, t0+.2);\nt0 = is_beat*time + (1-is_beat)*t0;\npeak = is_beat * beat + (1-is_beat)*peak*dec_med;\nindex = (index + is_beat) %8;\nindex2 = (index2 + is_beat*bnot(index))%4;\nindex3 = (index3 + is_beat*bnot(index)*bnot(index2))%3;\n\n\nq20 = avg;\nq21 = beat;\nq22 = peak;\nq23 = index;\nq24 = is_beat;\nq26 = bass + mid + treb;\n\n//k1 = is_beat*bnot(index)*bnot(index2);\n\nk1 = is_beat*equal(index,0);\np1 = k1*(p1+1) + (1-k1)*p1;\np2 = dec_med * p2+ (1-dec_med)*p1;\nrott = p2 * 3.14159265359/4;\n\nq27 = 8-index;\nq28 = sin(time/7);\nq29 = index4;\n\nq1 = cos(rott);\nq2 = sin(rott);\nq3 = -q2;\nq4 = q1;\n\nmv_a = .5 * q1;\n\nmovez = movez + .01 * 30/fps ;\nq29 = movez;\n\nmovex = movex + .003 * 30/fps *q2;\nq30 = movex;\n\nq31 = sqr(sin(time/17));\nq32 = sqr(cos(time/17));\n\nzoom = 1.0;\nrot = .0;\ndx = .0;\nwarp = .2;","pixel_eqs_eel":"","warp":" shader_body { \n vec2 zz_1;\n mat2 tmpvar_2;\n tmpvar_2[uint(0)] = _qa.xy;\n tmpvar_2[1u] = _qa.zw;\n zz_1 = (((\n (uv - vec2(0.5, 0.5))\n * texsize.xy) * 0.01) * tmpvar_2);\n zz_1 = -(zz_1.yx);\n vec4 tmpvar_3;\n tmpvar_3.w = 1.0;\n tmpvar_3.xyz = ((texture (sampler_main, (uv + \n (((clamp (\n (sin(zz_1.yx) / cos(zz_1.yx))\n , vec2(-8.0, -8.0), vec2(8.0, 8.0)) * cos(\n (4.0 * zz_1)\n )) * texsize.zw) * 16.0)\n )).xyz * 0.99) - 0.01);\n ret = tmpvar_3.xyz;\n }","comp":" shader_body { \n vec2 tmpvar_1;\n tmpvar_1.x = cos((13.5 * uv.y));\n tmpvar_1.y = sin((19.5 * uv.x));\n vec4 tmpvar_2;\n tmpvar_2.w = 1.0;\n tmpvar_2.xyz = max (texture (sampler_main, uv).xyz, texture (sampler_main, (uv + (0.06 * tmpvar_1))).xyz);\n ret = tmpvar_2.xyz;\n }"}