securityos/node_modules/butterchurn-presets/presets/converted/martin - frosty caves 2.json

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{"version":2,"baseVals":{"rating":5,"gammaadj":1.98,"decay":0.5,"echo_zoom":1,"echo_alpha":0.5,"echo_orient":3,"wave_mode":7,"additivewave":1,"wave_thick":1,"modwavealphabyvolume":1,"wave_brighten":0,"wrap":0,"darken":1,"wave_a":0.001,"wave_scale":0.698,"wave_smoothing":0.45,"modwavealphastart":0,"modwavealphaend":1.32,"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,"ob_g":0.1,"ob_b":1,"ob_a":1,"ib_size":0,"ib_r":0,"ib_g":0,"ib_b":0,"mv_x":25.6,"mv_y":9.6,"mv_l":5,"mv_g":0.5,"mv_a":0,"b1ed":0},"shapes":[{"baseVals":{"textured":1,"x":0.09,"y":0.9,"rad":0.22437,"tex_zoom":1.76002,"r2":1,"g2":0,"a2":0.6,"border_a":0,"enabled":0},"init_eqs_eel":"","frame_eqs_eel":""},{"baseVals":{"sides":100,"additive":1,"x":0.26,"y":0.2,"rad":0.39317,"tex_zoom":6.19589,"r":0,"g":0.55,"b":0.5,"g2":0.4,"b2":0.4,"a2":0.07,"border_r":0.3,"border_g":0.7,"border_b":0.8,"border_a":0,"enabled":0},"init_eqs_eel":"","frame_eqs_eel":""},{"baseVals":{"additive":1,"x":0.803,"rad":0.314,"tex_zoom":1.49332,"g":1,"b":1,"a":0,"g2":0,"border_r":0.5,"border_g":0.5,"border_b":0.5,"border_a":1,"enabled":0},"init_eqs_eel":"","frame_eqs_eel":""},{"baseVals":{"sides":100,"rad":0.01,"tex_zoom":0.49981,"r":0,"g2":0,"border_r":0.2,"border_g":0.7,"border_b":0.5,"border_a":0,"enabled":0},"init_eqs_eel":"","frame_eqs_eel":""}],"waves":[{"baseVals":{"samples":132,"sep":20,"thick":1,"additive":1,"scaling":0.48454,"smoothing":0.1,"g":0,"b":0.2,"enabled":0},"init_eqs_eel":"","frame_eqs_eel":"","point_eqs_eel":""},{"baseVals":{"usedots":1,"thick":1,"scaling":0.89152,"smoothing":0.82,"a":0.1,"enabled":0},"init_eqs_eel":"","frame_eqs_eel":"","point_eqs_eel":""},{"baseVals":{"thick":1,"scaling":0.89152,"smoothing":0.82,"r":0,"g":0.2,"b":0,"enabled":0},"init_eqs_eel":"","frame_eqs_eel":"","point_eqs_eel":""},{"baseVals":{"spectrum":1,"usedots":1,"enabled":0},"init_eqs_eel":"","frame_eqs_eel":"","point_eqs_eel":""}],"init_eqs_eel":"n = 0; loop (20000, megabuf(n)=0; gmegabuf(n)=0; n +=1; );\n\nMINBPM = 30; MAXBPM = 230; num_res = 100;\nindex = 0;\nloop (num_res,\n n = 12*index;\n BPM = minbpm * pow(maxbpm/minbpm,index/num_res);\n gmegabuf(n) = BPM;\n index += 1;);\npi = 3.1416;\nOCTAVE = (num_res) * log(2) / log (MAXBPM / MINBPM);\n\nq7 = .15; //MyZoom\nq8 = 0.2 + rand(1); //fractal modifier\nq16 = 1.6; //#fish eye\nstart = 1; travel = 0; RotZ = 0; t0 = time+3;\ncran0 = rand(1);\ntrelx = 0; trely = 0; trelz = 0;\nreg20 = 1; reg21 = 0; reg22 = 0; reg23 = 0; reg24 = 1; reg25 = 0; reg26 = 0; reg27 = 0; reg28 = 1;\n\n//Find random starting point\nwhile (exec2(\n ran1 = rand(8); ran2 = rand(8); ran3 = rand(8);\n PosX = rand(8); PosY = rand(8); PosZ = rand(8); \n\n c1 = cos(ran1); c2 = cos(ran2); c3 = cos(ran3); \n s1 = sin(ran1); s2 = sin(ran2); s3 = sin(ran3);\n\n reg20 = c2*c1; reg21 = c2*s1; reg22 = -s2;\n reg23 = s3*s2*c1 - c3*s1; reg24 = s3*s2*s1 + c3*c1; reg25 = s3*c2;\n reg26 = c3*s2*c1 + s3*s1; reg27 = c3*s2*s1 - s3*c1; reg28 = c3*c2;\n\n //***********BOT*************\n //Coord. Trans. must exactly match def in warp S. !!!!\n dist = 0.001;\n while (exec2(\n uvx = reg26*dist/q7; uvy = reg27*dist/q7; uvz = reg28*dist/q7;\n uvx += PosX; uvy += PosY; uvz += PosZ;\n uvx = 1+2*((uvx/4+30.5 - int(uvx/4+30.5))-.5);\n uvy = 2+2*((uvy/4+30.5 - int(uvy/4+30.5))-.5);\n uvz = 3+2*((uvz/4+30.5 - int(uvz/4+30.5))-.5);\n uvx0 = uvx+q8; uvy0 = uvy+q8; uvz0 = uvz+q8;\n loop (7+1,\n uvx = if (uvx > 1, 2-uvx, if(uvx < -1, -2-uvx, uvx));\n uvy = if (uvy > 1, 2-uvy, if(uvy < -1, -2-uvy, uvy));\n uvz = if (uvz > 1, 2-uvz, if(uvz < -1, -2-uvz, uvz));\n slen = uvx*uvx + uvy*uvy + uvz*uvz;\n uvx = if (slen < 0.25, uvx*4, if (slen < 1, uvx/slen, uvx)) *2.6 + uvx0; \n uvy = if (slen < 0.25, uvy*4, if (slen < 1, uvy/slen, uvy)) *2.6 + uvy0; \n uvz = if (slen < 0.25, uvz*4, if (slen < 1, uvz/slen, uvz)) *2.6 + uvz0; \n );\n len = sqrt(uvx*uvx + uvy*uvy + uvz*uvz);\n dist *= 1.05;\n ,(dist < 0.6)*(len > 30)));\n,(dist < .06))); //end while","frame_eqs_eel":"dt = min (1/fps,0.1);\ndec_f = 0.8; dec_m = 1 - 4*dt; dec_s = 1 - dt;\nvol = (bass+mid/2+treb)/3;\nvol_ = vol_*dec_m + (1-dec_m)*vol;\ndec = dec_s;\nvol2 = vol2*dec + (1-dec)*min(3,vol);\nmaxvol = if (vol>maxvol,vol,maxvol*dec_s);\n\nexcite = vol-vol_;\nindex = 0; maxind1 = 0; mean = 0;\nloop (num_res, \n n = index*12; omega=gmegabuf(n) * 2*pi/60;\n gmegabuf (n+1) *= 1- 0.25*dt; \n EC_Steps = int (10*dt*omega)+1; dt1 = dt/EC_Steps;\n ex = excite ;\n loop (EC_Steps, // Euler-Cauchy \n gmegabuf (n+1) += (ex - sqr(omega)*gmegabuf(n+2)) * dt1;\n gmegabuf (n+2) += gmegabuf(n+1) * dt1);\n beatcos = gmegabuf(n+1); beatsin = gmegabuf(n+2)*omega;\n quad = sqrt (pow(beatsin,2) + pow(beatcos,2)) ;\n mean += quad/num_res;\n gmegabuf (n+3) = gmegabuf(n+3) *dec_m + quad* (1-dec_m);\n if (gmegabuf(n+3) > gmegabuf(maxind1*12+3), maxind1 = index, 0); \nindex += 1;);\nquali = gmegabuf(maxind1*12+3)/mean;\n\nBPM = minbpm * pow(maxbpm/minbpm,maxind1/num_res);\nif (BPM>160, BPM/=2,0);\ntrel1 += (BPM/60*pi+excite*cosb) * (maxvol>0.7)*dt;\nq32 = trel1;\n\nspeed = (0.15 + dist_*0.25)* (1+avg)/q7*(0.34+vol_*0.34)*(q8+0.8);\nds = ds * dec_s + (1-dec_s)*speed*.25*dt; \nRotZ = 0.8*pow (sin(time/12),5);\n\n//Position \nDirX= reg26; DirY= reg27; DirZ = reg28;\nPosX += ds*DirX ; PosY += ds*DirY; PosZ += ds*DirZ; \nq4 = PosX; q5 = PosY; q6 = PosZ;\n\nangchg = max(0,.4-dist_);\nv1 = v1 * dec_m + (1-dec_m)* RotZ * ds;\ndec = 1-3*dt;\nv2p = v2p *dec + (1-dec)*(angchg*xslope + p2*0.02)*dt;\nv3p = v3p *dec + (1-dec)*(angchg*yslope + p3*0.02)*dt ;\nv2 = v2 *dec + (1-dec)* v2p;\nv3 = v3 *dec + (1-dec)* v3p;\np3 = sign(v3);\np4 = sign(v2);\n//push old RotMat\nreg30 =reg20; reg31 =reg21; reg32 =reg22; \nreg33 =reg23; reg34 =reg24; reg35 =reg25; \nreg36 =reg26; reg37 =reg27; reg38 =reg28; \n\nn = 0; avg = 0;\nloop (5,\n n = n+1;\n //new Rot. Mat for infinitesimal angles\n ran1 = rand(100)/100;\n ran2 = rand(100)/200-.25;\n tx = cos(n*1.57+ran2) * (n <= 4)*ran1; ty = sin(n*1.57+ran2) * (n <= 4)*ran1;\n c1 = cos(v1); c2 = cos(v2+ty); c3 = cos(v3+tx); \n s1 = sin(v1); s2 = sin(v2+ty); s3 = sin(v3+tx);\n reg10 = c2*c1; reg11 = c2*s1; reg12 = -s2;\n reg13 = s3*s2*c1 - c3*s1; reg14 = s3*s2*s1 + c3*c1; reg15 = s3*c2;\n reg16 = c3*s2*c1 + s3*s1; reg17 = c3*s2*s1 - s3*c1; reg18 = c3*c2;\n\n //pop old RotMat\n reg20 =reg30; reg21 =reg31; reg22 =reg32; \n reg23 =reg33; reg24 =reg34; reg25 =reg35; \n reg26 =reg36; reg27 =reg37; reg28 =reg38; \n\n //Multiply new RotMat by old one\n q20 = reg10*reg20 + reg11*reg23 + reg12*reg26;\n q21 = reg10*reg21 + reg11*reg24 + reg12*reg27;\n q22 = reg10*reg22 + reg11*reg25 + reg12*reg28;\n q23 = reg13*reg20 + reg14*reg23 + reg15*reg26;\n q24 = reg13*reg21 + reg14*reg24 + reg15*reg27;\n q25 = reg13*reg22 + reg14*reg25 + reg15*reg28;\n q26 = reg16*reg20 + reg17*reg23 + reg18*reg26;\n q27 = reg16*reg21 + reg17*reg24 + reg18*reg27;\n q28 = reg16*reg22 + reg17*reg25 + reg18*reg28;\n\n reg20 =q20; reg21 =q21; reg22 =q22;\n reg23 =q23; reg24 =q24; reg25 =q25;\n reg26 =q26; reg27 =q27; reg28 =q28;\n\n //***********BOT*************\n //Coord. Trans. must exactly match def in warp S. !!!!\n dist = 0.002;\n while (exec2(\n uvx = reg26*dist/q7; uvy = reg27*dist/q7; uvz = reg28*dist/q7;\n uvx += PosX; uvy += PosY; uvz += PosZ;\n// uvx = 8.0*((uvx/8+30.5 - int(uvx/8+30.5))-.5);\n// uvy = 8.0*((uvy/8+30.5 - int(uvy/8+30.5))-.5);\n// uvz = 8.0*((uvz/8+30.5 - int(uvz/8+30.5))-.5);\n uvx = 1+2*((uvx/4+30.5 - int(uvx/4+30.5))-.5);\n uvy = 2+2*((uvy/4+30.5 - int(uvy/4+30.5))-.5);\n uvz = 3+2*((uvz/4+30.5 - int(uvz/4+30.5))-.5);\n uvx0 = uvx+q8; uvy0 = uvy+q8; uvz0 = uvz+q8;\n loop (7+1,\n uvx = if (uvx > 1, 2-uvx, if(uvx < -1, -2-uvx, uvx));\n uvy = if (uvy > 1, 2-uvy, if(uvy < -1, -2-uvy, uvy));\n uvz = if (uvz > 1, 2-uvz, if(uvz < -1, -2-uvz, uvz));\n slen = uvx*uvx + uvy*uvy + uvz*uvz;\n uvx = if (slen < 0.25, uvx*4, if (slen < 1, uvx/slen, uvx)) *2.6 + uvx0; \n uvy = if (slen < 0.25, uvy*4, if (slen < 1, uvy/slen, uvy)) *2.6 + uvy0; \n uvz = if (slen < 0.25, uvz*4, if (slen < 1, uvz/slen, uvz)) *2.6 + uvz0; \n );\n len = sqrt(uvx*uvx + uvy*uvy + uvz*uvz);\n dist *= 1.1;\n ,(dist < 0.6)*(len > 30)));\n megabuf(n) = megabuf(n)*dec_s + (1-dec_s)*dist; //stores the 4 trial points\n avg = avg+abs(megabuf(n)/5);\n); //end loop 5\nn = 0; avg = 0; loop (5, n=n+1; avg = avg+abs(megabuf(n)/5));\n\nxslope = min(max(8*(megabuf(1)-megabuf(3)),-2),2);\nyslope = min(max(8*(megabuf(4)-megabuf(2)),-2),2);\ndist_ = dist_*dec_m + (1-dec_m)*dist;\n\nq10 = ds*q7; //compensation of lin. movement in GetDist and zoom uv\nq14 = 1*abs(ds) + 2*(abs(v1) + abs(v2) + abs(v3)) + 1.0/255 + start*.0; \nstart = start * .9;\nreg52 = -v2; reg53 = v3;\n//forward comp. of Rotation\nwarp = 0.0; zoom = 1; \nrot = v1;\n\n//light ctrl\nsinb = sin(trel1);\ncosb = cos(trel1);\n\nbt1 = sinb*sinb_<0; bt2 = cosb*cosb_<0;\n\nif (bt1, b1x = rand(2)-1; b1y = rand(2)-1;,0);\nif (bt2, b2x = rand(2)-1; b2y = rand(2)-1;,0);\nsinb_=sinb; cosb_=cosb;\n\nbri = vol2*0.012*sqrt(100/bpm)+excite*0.01;\nmov = sqrt (v3*v3+v2*v2)/dt; \n\nq1= b1x*abs(b1x);\nq2= b1y*abs(b1y);\n\nq17 =b2x*0.4;\nq18= b2y*0.4;\n\nlen = pow(q1,2)+ pow(q2,2);\nq3 = pow(sinb,2)*bri * (1+len*4)* max(0,1-5*mov);\nq19= pow(cosb,2)*bri*1.2;\n\nmonitor = q8;\n//frei: q9, q11, q12, q13, q15, q29m q30, q31, q32","pixel_eqs_eel":"warp = 0.0; zoom = 1; \ntx = tan((2*x-1)*0.9);\nty = tan((2*y-1)*0.9);\n\ndx = reg52/q16* (1+0.5*abs(tx)); \ndy = reg53/q16* (1+0.5*abs(ty)); \n\n\ndx += reg53*ty*(x-0.5)*1; \ndy += reg52*tx*(y-0.5)*1; \n\n//muss experimentell an tele angepasst werden; momentan 1.5 !!!","warp":"float sustain;\nfloat pix;\nvec3 mod1;\nfloat xlat_mutabledist;\nfloat xlat_mutablestruc;\nvec2 xlat_mutableuv1;\nvec3 xlat_mutableuv2;\n shader_body { \n mat3 tmpvar_1;\n tmpvar_1[uint(0)].x = q20;\n tmpvar_1[uint(0)].y = q23;\n tmpvar_1[uint(0)].z = q26;\n tmpvar_1[1u].x = q21;\n tmpvar_1[1u].y = q24;\n tmpvar_1[1u].z = q27;\n tmpvar_1[2u].x = q22;\n tmpvar_1[2u].y = q25;\n tmpvar_1[2u].z = q28;\n vec3 tmpvar_2;\n tmpvar_2.x = q4;\n tmpvar_2.y = q5;\n tmpvar_2.z = q6;\n sustain = (0.97 - q14);\n pix = (texsize.z * 2.0);\n mod1 = (rand_preset.xyz - 0.5);\n vec2 uv_3;\n vec3 ret_4;\n vec2 tmpvar_5;\n tmpvar_5 = (uv - 0.5);\n xlat_mutableuv1 = ((tmpvar_5 * aspect.xy) * q16);\n vec4 tmpvar_6;\n tmpvar_6 = texture (sampler_pw_main, uv);\n uv_3 = ((tmpvar_5 * (1.0 - \n (q10 / (1.0 - (tmpvar_6.z + (0.003921569 * tmpvar_6.y))))\n )) + 0.5);\n vec4 tmpvar_7;\n tmpvar_7 = fract((8.0 * texture (sampler_noise_lq, (uv_3 + rand_frame.yz))));\n xlat_mutabledist = tmpvar_7.x;\n if ((tmpvar_7.y > 0.16)) {\n vec4 nb2_8;\n vec4 nb_9;\n vec4 tmpvar_10;\n tmpvar_10 = texture (sampler_pw_main, (uv_3 + vec2(-(pix))));\n nb_9.x = (1.0 - (tmpvar_10.z + (0.003921569 * tmpvar_10.y)));\n vec4 tmpvar_11;\n tmpvar_11 = texture (sampler_pw_main, (uv_3 + (pix * vec2(1.0, -1.0))));\n nb_9.y = (1.0 - (tmpvar_11.z + (0.003921569 * tmpvar_11.y)));\n vec4 tmpvar_12;\n tmpvar_12 = texture (sampler_pw_main, (uv_3 + vec2(pix)));\n nb_9.z = (1.0 - (tmpvar_12.z + (0.003921569 * tmpvar_12.y)));\n vec4 tmpvar_13;\n tmpvar_13 = texture (sampler_pw_main, (uv_3 + (pix * vec2(-1.0, 1.0))));\n nb_9.w = (1.0 - (tmpvar_13.z + (0.003921569 * tmpvar_13.y)));\n vec4 tmpvar_14;\n tmpvar_14 = texture (sampler_pw_main, (uv_3 + (pix * vec2(0.0, -1.0))));\n nb2_8.x = (1.0 - (tmpvar_14.z + (0.003921569 * tmpvar_14.y)));\n vec4 tmpvar_15;\n tmpvar_15 = texture (sampler_pw_main, (uv_3 + (pix * vec2(1.0, 0.0))));\n nb2_8.y = (1.0 - (tmpvar_15.z + (0.003921569 * tmpvar_15.y)));\n vec4 tmpvar_16;\n tmpvar_16 = texture (sampler_pw_main, (uv_3 + (pix * vec2(0.0, 1.0))));\n nb2_8.z = (1.0 - (tmpvar_16.z + (0.003921569 * tmpvar_16.y)));\n vec4 tmpvar_17;\n tmpvar_17 = texture (sampler_pw_main, (uv_3 + (pix * vec2(-1.0, 0.0))));\n nb2_8.w = (1.0 - (tmpvar_17.z + (0.003921569 * tmpvar_17.y)));\n vec4 tmpvar_18;\n tmpvar_18 = min (nb_9, nb2_8);\n nb_9.zw = tmpvar_18.zw;\n nb_9.xy = min (tmpvar_18.xy, tmpvar_18.zw);\n xlat_mutabledist = ((min (nb_9.x, nb_9.y) + (\n (0.006 * (tmpvar_7.xyz - 0.5).x)\n * tmpvar_7.y)) - (q10 * 0.5));\n };\n float theta_19;\n theta_19 = (xlat_mutabledist * 1.35);\n float theta_20;\n theta_20 = (xlat_mutabledist * 1.35);\n vec3 tmpvar_21;\n tmpvar_21.xy = (xlat_mutableuv1 * ((\n sin(theta_19)\n / \n cos(theta_19)\n ) / 1.35));\n tmpvar_21.z = ((sin(theta_20) / cos(theta_20)) / 1.35);\n xlat_mutableuv2 = (((tmpvar_21 / q7) * tmpvar_1) + tmpvar_2);\n xlat_mutableuv2 = (((\n fract(((xlat_mutableuv2 / 4.0) + 0.5))\n - 0.5) * 2.0) + vec3(1.0, 2.0, 3.0));\n vec3 zz0_23;\n vec3 zz_24;\n zz_24 = xlat_mutableuv2;\n zz0_23 = (xlat_mutableuv2 + q8);\n for (int n_22 = 0; n_22 <= 8; n_22++) {\n zz_24 = ((2.0 * clamp (zz_24, vec3(-1.0, -1.0, -1.0), vec3(1.0, 1.0, 1.0))) - zz_24);\n zz_24 = (zz_24 * max ((1.0/(\n dot (zz_24, zz_24)\n )), 1.0));\n zz_24 = ((2.6 * zz_24) + zz0_23);\n };\n vec4 tmpvar_25;\n tmpvar_25.w = 0.0;\n tmpvar_25.xyz = zz_24;\n float tmpvar_26;\n tmpvar_26 = sqrt(dot (zz_24, zz_24));\n vec4 tmpvar_27;\n tmpvar_27.w = 0.0;\n tmpvar_27.xyz = mod1;\n xlat_mutablestruc = ((1.0 - (\n (1.4 * dot (tmpvar_25, tmpvar_27))\n / 40.0)) - (xlat_mutabledist * 0.3));\n if (((tmpvar_26 < 40.0) && (xlat_mutabledist > (0.04 * \n (1.0 - rad)\n )))) {\n ret_4.x = mix (xlat_mutablestruc, texture (sampler_main, uv_3).x, sustain);\n float x_28;\n x_28 = ((1.0 - xlat_mutabledist) * 255.0);\n float ip_29;\n ip_29 = float(int(x_28));\n vec2 tmpvar_30;\n tmpvar_30.x = (x_28 - ip_29);\n tmpvar_30.y = (ip_29 / 255.0);\n ret_4.yz = tmpvar_30;\n } else {\n ret_4 = ((texture (sampler_fc_main, uv_3) * sustain) - 0.003921569).xyz;\n };\n vec4 tmpvar_31;\n tmpvar_31.w = 1.0;\n tmpvar_31.xyz = ret_4;\n ret = tmpvar_31.xyz;\n }","comp":"float xlat_mutablecross1;\nvec2 xlat_mutabledz1;\nfloat xlat_mutablerdist;\nvec2 xlat_mutableuv0;\nvec2 xlat_mutableuv4;\nvec2 xlat_mutableuva;\nvec2 xlat_mutableuvb;\n shader_body { \n vec2 tmpvar_1;\n tmpvar_1.x = q1;\n tmpvar_1.y = q2;\n vec2 tmpvar_2;\n tmpvar_2.x = q17;\n tmpvar_2.y = q18;\n vec2 uv_3;\n vec3 ret_4;\n uv_3 = (uv + (texsize.zw / 2.0));\n xlat_mutableuv0 = uv_3;\n vec2 uvi_5;\n uvi_5 = (uv_3 + vec2(0.002, 0.0));\n float tmpvar_6;\n tmpvar_6 = mix (((texture (sampler_blur1, uvi_5).xyz * scale1) + bias1).x, texture (sampler_main, uvi_5).x, 0.1);\n vec2 uvi_7;\n uvi_7 = (uv_3 - vec2(0.002, 0.0));\n float tmpvar_8;\n tmpvar_8 = mix (((texture (sampler_blur1, uvi_7).xyz * scale1) + bias1).x, texture (sampler_main, uvi_7).x, 0.1);\n xlat_mutabledz1.x = ((tmpvar_6 * float(\n (tmpvar_6 > 0.02)\n )) - (tmpvar_8 * float(\n (tmpvar_8 > 0.02)\n )));\n vec2 uvi_9;\n uvi_9 = (uv_3 + vec2(0.0, 0.002));\n float tmpvar_10;\n tmpvar_10 = mix (((texture (sampler_blur1, uvi_9).xyz * scale1) + bias1).x, texture (sampler_main, uvi_9).x, 0.1);\n vec2 uvi_11;\n uvi_11 = (uv_3 - vec2(0.0, 0.002));\n float tmpvar_12;\n tmpvar_12 = mix (((texture (sampler_blur1, uvi_11).xyz * scale1) + bias1).x, texture (sampler_main, uvi_11).x, 0.1);\n xlat_mutabledz1.y = ((tmpvar_10 * float(\n (tmpvar_10 > 0.02)\n )) - (tmpvar_12 * float(\n (tmpvar_12 > 0.02)\n )));\n uv_3 = (uv_3 + (xlat_mutabledz1 * 0.26));\n xlat_mutablerdist = ((texture (sampler_blur1, uv_3).xyz * scale1) + bias1).z;\n vec4 tmpvar_13;\n tmpvar_13.w = 0.0;\n tmpvar_13.xyz = texture (sampler_noise_hq, vec2(((xlat_mutablerdist * 0.05) + (time * 0.02)))).xyz;\n vec4 tmpvar_14;\n tmpvar_14 = mix (tmpvar_13, roam_sin, vec4(0.5, 0.5, 0.5, 0.5));\n xlat_mutableuv4 = (uv_3 - 0.4);\n xlat_mutableuva = ((xlat_mutableuv4 - tmpvar_1) - ((\n ((texture (sampler_blur1, uv_3).xyz * scale1) + bias1)\n .x * 0.4) * float(\n (xlat_mutablerdist > 0.2)\n )));\n xlat_mutableuvb = ((xlat_mutableuv4 - tmpvar_2) - ((\n (texture (sampler_blur1, uv_3).xyz * scale1)\n + bias1).x * 0.4));\n float angle_15;\n float tmpvar_16;\n tmpvar_16 = abs(xlat_mutableuva.x);\n if ((xlat_mutableuva.y >= 0.0)) {\n angle_15 = (1.0 - ((xlat_mutableuva.y - tmpvar_16) / (xlat_mutableuva.y + tmpvar_16)));\n } else {\n angle_15 = (3.0 - ((xlat_mutableuva.y + tmpvar_16) / (tmpvar_16 - xlat_mutableuva.y)));\n };\n float tmpvar_17;\n if ((xlat_mutableuva.x < 0.0)) {\n tmpvar_17 = -(angle_15);\n } else {\n tmpvar_17 = angle_15;\n };\n xlat_mutablecross1 = ((pow (\n sin((3.141593 * (tmpvar_17 + (5.1 * q20))))\n , 1.5) + (xlat_mutablerdist / 2.0)) + 0.1);\n vec3 tmpvar_18;\n tmpvar_18 = vec3((((1.0/(\n dot (xlat_mutableuva, xlat_mutableuva)\n )) / xlat_mutablecross1) * q3));\n vec3 tmpvar_19;\n tmpvar_19 = vec3(((1.0/(dot (xlat_mutableuvb, xlat_mutableuvb))) * q19));\n ret_4 = (clamp ((1.0 - \n (2.0 * xlat_mutablerdist)\n ), 0.0, 1.0) * ((\n (tmpvar_18 * tmpvar_14.xyz)\n + \n (tmpvar_19 * (1.0 - tmpvar_14.xyz))\n ) + 0.1));\n ret_4 = (ret_4 + (clamp (\n (2.0 * xlat_mutablerdist)\n , 0.0, 1.0) * (\n (tmpvar_18 * tmpvar_14.zyx)\n + \n (tmpvar_19 * (1.0 - tmpvar_14.zyx))\n )));\n ret_4 = (ret_4 + ((\n (texture (sampler_blur1, xlat_mutableuv0).xyz * scale1)\n + bias1).x * 0.05));\n ret_4 = (1.0 - exp(-(ret_4)));\n vec4 tmpvar_20;\n tmpvar_20.w = 1.0;\n tmpvar_20.xyz = ret_4;\n ret = tmpvar_20.xyz;\n }"}