securityos/node_modules/butterchurn-presets/presets/converted/martin, flexi, fishbrain + ...

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{"version":2,"baseVals":{"rating":2,"gammaadj":1.98,"decay":0.5,"echo_zoom":1,"echo_alpha":0.5,"echo_orient":3,"wave_mode":3,"wave_thick":1,"wrap":0,"darken":1,"wave_a":100,"wave_scale":0.282,"wave_smoothing":0.9,"wave_mystery":1,"warpanimspeed":1.459,"warpscale":2.007,"zoom":0.9999,"warp":0.01,"sx":0.9999,"wave_r":0.5,"wave_g":0.5,"wave_b":0.5,"ob_size":0.05,"ob_g":0.1,"ob_b":1,"ob_a":1,"ib_size":0,"ib_r":0,"ib_g":0,"ib_b":0,"mv_a":0,"b1ed":0},"shapes":[{"baseVals":{"sides":100,"rad":0.16446,"g":1,"b":1,"a":0,"r2":1,"b2":1,"border_a":0,"enabled":0},"init_eqs_eel":"","frame_eqs_eel":"a = if(above(bass,2.5),1,0);"},{"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":1,"spectrum":1,"thick":1,"scaling":0.2248},"init_eqs_eel":"","frame_eqs_eel":"r = bass;\ng = treb;\nb = .5;","point_eqs_eel":"ma=ma+(above(bass,1)*3.1415*.01*bass);\nma=ma-(above(treb,1)*3.1415*.01*treb);\n\nmx=mx+(.0002*cos(ma));\nmy=my+(.0002*sin(ma));\n\nmx=if(above(mx,.9),(.9-mx),mx);\nmy=if(above(my,.9),(.9-my),my);\nmx=if(below(mx,.1),(.9+mx),mx);\nmy=if(below(my,.1),(.9+my),my);\n\nx=mx;\ny=my;\n\na=(above(bass+mid+treb,.8));"},{"baseVals":{"enabled":1,"spectrum":1,"thick":1,"scaling":0.2743},"init_eqs_eel":"","frame_eqs_eel":"r = bass;\ng = treb;\nb = .5;","point_eqs_eel":"ma=ma+(above(mid,1)*3.1415*.01*mid);\nma=ma-(above(treb,1)*3.1415*.01*treb);\n\nmx=mx+(.0004*cos(ma));\nmy=my+(.0004*sin(ma));\n\nmx=if(above(mx,.9),(.9-mx),mx);\nmy=if(above(my,.9),(.9-my),my);\nmx=if(below(mx,.1),(.9+mx),mx);\nmy=if(below(my,.1),(.9+my),my);\n\nx=mx;\ny=my;\n\na=(above(bass+mid+treb,.3));\n"},{"baseVals":{"enabled":1,"thick":1,"scaling":2.0231,"smoothing":0},"init_eqs_eel":"t2 = 0;\nt3 = 0;\nt4 = 0;\ncl = 0;","frame_eqs_eel":"vol = bass*8 + mid*5 + treb*3;\nm = m*0.97 + vol*0.08;\nmonitor = vol;\nbeat = above(vol,res)*above(vol,m)*above(vol,16);\ndiff = (1-beat)*diff + beat*(vol-res);\nres = beat*(vol + m*0.04) + (1-beat)*(res - (0.1+diff*0.02)*60/fps);\nres = max(0,res);\n\n//a = beat;","point_eqs_eel":"tt3 = tt3*0.6 + (value1)*1;\ntt2 = tt2*0.7 + tt3*0.2;\ntt1 = tt1*0.8 + tt2*0.1;\nd = d*0.9 + tt1*0.2;\n\ny = 0.5 + d*sample*(1-sample)*2;\nx = -0.05 + sample*1.1;"},{"baseVals":{"enabled":0},"init_eqs_eel":"","frame_eqs_eel":"","point_eqs_eel":""}],"init_eqs_eel":"//******** INITIALIZATION *********\n//---------- some global vars, do not change -------------\navg = 0.01;\nq7 = .25; //MyZoom\nq8 = rand(2.0)-1.0; //fractal modifier\n//q8 = 1; //#\nq16 = 1 + rand(2); //Tele ; rather fish eye\n//q16 = 1; //#\nq18 = rand(0.8)+.1; //brightness balance back/front\nq30 = 1; //logarithmic Z-Dist storage; unused\nq31 =128;\nstart = 1; travel = 0; RotZ = 0; look = 0; slow = 0; t0 = time+3; lampx = .5; lampy = .5;\ncran0 = rand(1);\nn = 0; loop (10000, gmegabuf(n)=0; n=n+1; ); \nn = 0; loop (10000, megabuf(n)=0; n=n+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(800)/100; ran2 = rand(800)/100; ran3 = rand(800)/100;\n PosX = rand(5)-2; PosY = rand(5)-2; PosZ = rand(5)-2; \n\n// PosX = 3.3; PosY = 2; PosZ = -2; ran1 = 0; ran2 = 0; ran3 = 0; //#\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 = 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 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":"wave_a = 0;\nfps_ = .0 * fps_ + 1*if(fps<=25,fps,25+.5*(fps-25)); \ndec_s = 1-.06*30/fps_;\nbeat = (time > t0+3); t0 = if(beat, time, t0);\n\nspeed = min(0.2,dist_-.02) * (1+2*avg) *(1-slow*.0)*.7/q7; //#\nds = ds * dec_s + (1-dec_s)*speed*.25/fps_; \nRotZ = if (RotZ==0,beat*(rand(100)<20*travel)*(rand(10)/10-.3),\n bnot(beat*(rand(100)<30))*RotZ);\nslow = if (bnot(slow), beat*(rand(1000*avg)<6), bnot(beat*(rand(100)<50)));\nlook = if (bnot(look), beat*(rand(1000*speed)<12), bnot(beat*(rand(100)<50)));\n\n//Lamp View\nlx = if (beat,rand(150)/200+.15,lx);\nly = if (beat,rand(150)/200+.15,ly);\nlampx = lampx * dec_s + (1-dec_s)*if (look,lx,0.5);\nlampy = lampy * dec_s + (1-dec_s)*if (look,ly,0.5);\nq1 = lampx; q2 = lampy;\n\n//Position \nDirX= reg26; DirY= reg27; DirZ = reg28;\nPosX = PosX + ds*DirX ; PosY = PosY + ds*DirY; PosZ = PosZ + ds*DirZ; \nq4 = PosX; q5 = PosY; q6 = PosZ;\n\nangchg = (.2-dist_)*(dist_ < .2)*2;\ntravel = if (angchg > 0,0,travel+ds);\nv1 = v1 * dec_s + (1-dec_s)* RotZ * ds;\nv2 = v2 *dec_s + (1-dec_s)*angchg *xslope/fps_;\nv3 = v3 *dec_s + (1-dec_s)*(angchg *yslope/fps_ + 2*v1*sin(time*.1));\n//v2 = .008;\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 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\n\nn = 0; avg = 0; loop (5, n=n+1; avg = avg+abs(megabuf(n)/5));\n\nxslope = min(max(2/avg*(megabuf(1)-megabuf(3)),-3),3);\nyslope = min(max(2/avg*(megabuf(4)-megabuf(2)),-3),3);\nmonitor = avg;\ndist_ = dist_*dec_s + (1-dec_s)*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*.05; \nq19 = .6 + .4*sin(time*.02+cran0*6); //brightness backgd\nstart = start * .9;\nq11 = v1; q12 = v2; q13 = v3;\n//forward comp. of Rotation\nmonitor = q16;","pixel_eqs_eel":"warp = 0.0; zoom = 1; dx = -q12/q16*(1+0*pow(x-.5,2)); dy = q13/q16*(1+0*pow(y-.5,2)); rot =q11;","warp":" shader_body { \n float dy_1;\n float dx_2;\n vec3 ret_3;\n vec2 tmpvar_4;\n tmpvar_4 = ((uv * texsize.xy) * texsize_noise_lq.zw);\n vec2 tmpvar_5;\n tmpvar_5 = (texsize.zw * 4.0);\n vec2 tmpvar_6;\n tmpvar_6.x = (((2.0 * \n ((texture (sampler_blur1, (uv + (vec2(1.0, 0.0) * tmpvar_5))).xyz * scale1) + bias1)\n ) - (2.0 * \n ((texture (sampler_blur1, (uv - (vec2(1.0, 0.0) * tmpvar_5))).xyz * scale1) + bias1)\n )).y * 0.5);\n tmpvar_6.y = (((2.0 * \n ((texture (sampler_blur1, (uv + (vec2(0.0, 1.0) * tmpvar_5))).xyz * scale1) + bias1)\n ) - (2.0 * \n ((texture (sampler_blur1, (uv - (vec2(0.0, 1.0) * tmpvar_5))).xyz * scale1) + bias1)\n )).y * 0.5);\n ret_3.y = texture (sampler_fw_main, clamp ((uv + (\n (tmpvar_6 * texsize.zw)\n * 4.0)), 0.0, 1.0)).y;\n ret_3.y = (ret_3.y + ((\n (ret_3 - ((texture (sampler_blur1, uv).xyz * scale1) + bias1))\n .y * 0.025) + -0.01));\n ret_3.y = (ret_3.y + ((texture (sampler_noise_lq, tmpvar_4).y - 0.5) * 0.02));\n dx_2 = (((2.0 * \n ((texture (sampler_blur1, (uv + (vec2(1.0, 0.0) * tmpvar_5))).xyz * scale1) + bias1)\n ) - (2.0 * \n ((texture (sampler_blur1, (uv - (vec2(1.0, 0.0) * tmpvar_5))).xyz * scale1) + bias1)\n )).z * 0.5);\n dy_1 = (((2.0 * \n ((texture (sampler_blur1, (uv + (vec2(0.0, 1.0) * tmpvar_5))).xyz * scale1) + bias1)\n ) - (2.0 * \n ((texture (sampler_blur1, (uv - (vec2(0.0, 1.0) * tmpvar_5))).xyz * scale1) + bias1)\n )).z * 0.5);\n vec2 tmpvar_7;\n tmpvar_7.x = dx_2;\n tmpvar_7.y = dy_1;\n ret_3.z = ((texture (sampler_main, (uv - \n ((tmpvar_7 * texsize.zw) * 4.0)\n )).z - (ret_3.y * 0.01)) + 0.004);\n ret_3.z = (ret_3.z + ((texture (sampler_noise_lq, tmpvar_4).y - 0.5) * 0.01));\n dx_2 = (((2.0 * \n ((texture (sampler_blur1, (uv + (tmpvar_5 * vec2(1.0, 0.0)))).xyz * scale1) + bias1)\n ) - (2.0 * \n ((texture (sampler_blur1, (uv + (tmpvar_5 * vec2(-1.0, 0.0)))).xyz * scale1) + bias1)\n )).x * 0.5);\n dy_1 = (((2.0 * \n ((texture (sampler_blur1, (uv + (tmpvar_5 * vec2(0.0, 1.0)))).xyz * scale1) + bias1)\n ) - (2.0 * \n ((texture (sampler_blur1, (uv + (tmpvar_5 * vec2(0.0, -1.0)))).xyz * scale1) + bias1)\n )).x * 0.5);\n vec2 tmpvar_8;\n tmpvar_8.x = dx_2;\n tmpvar_8.y = dy_1;\n vec2 tmpvar_9;\n tmpvar_9 = (tmpvar_8 * texsize.zw);\n vec2 domain_10;\n domain_10 = (uv - (tmpvar_9 * 2.5));\n vec4 tmpvar_11;\n tmpvar_11.w = 0.0;\n tmpvar_11.xyz = max (vec4(0.0, 0.0, 0.0, 0.0), texture (sampler_fc_main, (domain_10 + (texsize.zw * vec2(-1.0, 0.0))))).xyz;\n vec4 tmpvar_12;\n tmpvar_12.w = 0.0;\n tmpvar_12.xyz = max (tmpvar_11, texture (sampler_fc_main, (domain_10 + (texsize.zw * vec2(0.0, -1.0))))).xyz;\n vec4 tmpvar_13;\n tmpvar_13.w = 0.0;\n tmpvar_13.xyz = max (tmpvar_12, texture (sampler_fc_main, domain_10)).xyz;\n vec4 tmpvar_14;\n tmpvar_14.w = 0.0;\n tmpvar_14.xyz = max (tmpvar_13, texture (sampler_fc_main, (domain_10 + (texsize.zw * vec2(0.0, 1.0))))).xyz;\n ret_3.x = ((max (tmpvar_14, texture (sampler_fc_main, \n (domain_10 + (texsize.zw * vec2(1.0, 0.0)))\n )).x + (\n (texture (sampler_main, (uv + (tmpvar_9 * 4.0))).x - ((texture (sampler_blur1, (uv + \n (tmpvar_9 * 4.0)\n )).xyz * scale1) + bias1).x)\n * 0.206)) - 0.09);\n vec4 tmpvar_15;\n tmpvar_15.w = 1.0;\n tmpvar_15.xyz = ret_3;\n ret = tmpvar_15.xyz;\n }","comp":"float xlat_mutablelamp;\nvec2 xlat_mutablers0;\nvec2 xlat_mutablerss;\nvec2 xlat_mutableuv1;\n shader_body { \n vec3 tmpvar_1;\n tmpvar_1.x = q4;\n tmpvar_1.y = q5;\n tmpvar_1.z = q6;\n mat3 tmpvar_2;\n tmpvar_2[uint(0)].x = q20;\n tmpvar_2[uint(0)].y = q23;\n tmpvar_2[uint(0)].z = q26;\n tmpvar_2[1u].x = q21;\n tmpvar_2[1u].y = q24;\n tmpvar_2[1u].z = q27;\n tmpvar_2[2u].x = q22;\n tmpvar_2[2u].y = q25;\n tmpvar_2[2u].z = q28;\n vec2 tmpvar_3;\n tmpvar_3.x = q1;\n tmpvar_3.y = q2;\n vec2 uv_4;\n vec3 dots_5;\n vec3 ret_6;\n vec2 tmpvar_7;\n vec2 tmpvar_8;\n tmpvar_8 = (uv - 0.5);\n tmpvar_7 = (0.5 + (tmpvar_8 * vec2(1.1, 0.81)));\n vec2 tmpvar_9;\n tmpvar_9 = (uv - vec2(0.5, 0.5));\n uv_4 = (tmpvar_8 * aspect.xy);\n float tmpvar_10;\n float tmpvar_11;\n tmpvar_11 = (min (abs(\n (uv_4.y / uv_4.x)\n ), 1.0) / max (abs(\n (uv_4.y / uv_4.x)\n ), 1.0));\n float tmpvar_12;\n tmpvar_12 = (tmpvar_11 * tmpvar_11);\n tmpvar_12 = (((\n ((((\n ((((-0.01213232 * tmpvar_12) + 0.05368138) * tmpvar_12) - 0.1173503)\n * tmpvar_12) + 0.1938925) * tmpvar_12) - 0.3326756)\n * tmpvar_12) + 0.9999793) * tmpvar_11);\n tmpvar_12 = (tmpvar_12 + (float(\n (abs((uv_4.y / uv_4.x)) > 1.0)\n ) * (\n (tmpvar_12 * -2.0)\n + 1.570796)));\n tmpvar_10 = (tmpvar_12 * sign((uv_4.y / uv_4.x)));\n if ((abs(uv_4.x) > (1e-08 * abs(uv_4.y)))) {\n if ((uv_4.x < 0.0)) {\n if ((uv_4.y >= 0.0)) {\n tmpvar_10 += 3.141593;\n } else {\n tmpvar_10 = (tmpvar_10 - 3.141593);\n };\n };\n } else {\n tmpvar_10 = (sign(uv_4.y) * 1.570796);\n };\n xlat_mutablers0.x = ((tmpvar_10 / 3.1416) * 2.0);\n xlat_mutablers0.y = (0.02 / sqrt(dot (uv_4, uv_4)));\n vec2 tmpvar_13;\n tmpvar_13.x = xlat_mutablers0.x;\n tmpvar_13.y = (xlat_mutablers0.y + time);\n xlat_mutablerss = (tmpvar_13 * mat2(0.7, -0.7, 0.7, 0.7));\n vec4 tmpvar_14;\n tmpvar_14 = vec4(greaterThanEqual ((texture (sampler_pw_noise_lq, \n (xlat_mutablerss / 32.0)\n ) - 0.7), vec4(0.0, 0.0, 0.0, 0.0)));\n vec2 tmpvar_15;\n tmpvar_15 = abs((fract(\n (xlat_mutablerss * 8.0)\n ) - 0.5));\n vec2 tmpvar_16;\n tmpvar_16.x = (xlat_mutablers0.x * 2.0);\n tmpvar_16.y = (xlat_mutablers0.y + (time / 2.0));\n xlat_mutablerss = (tmpvar_16 * mat2(0.7, -0.7, 0.7, 0.7));\n vec4 tmpvar_17;\n tmpvar_17 = vec4(greaterThanEqual ((texture (sampler_pw_noise_lq, \n (xlat_mutablerss / 32.0)\n ) - 0.7), vec4(0.0, 0.0, 0.0, 0.0)));\n vec2 tmpvar_18;\n tmpvar_18 = abs((fract(\n (xlat_mutablerss * 8.0)\n ) - 0.5));\n xlat_mutablerss = tmpvar_18;\n dots_5 = (vec3((clamp (\n (0.04 / sqrt(dot (tmpvar_15, tmpvar_15)))\n , 0.0, 1.0) * tmpvar_14.x)) + (clamp (\n (0.04 / sqrt(dot (tmpvar_18, tmpvar_18)))\n , 0.0, 1.0) * tmpvar_17.x));\n dots_5 = (dots_5 * clamp ((0.04 / \n abs((0.01 / xlat_mutablers0.y))\n ), 0.0, 1.0));\n dots_5 = (dots_5 * (dots_5 * 2.0));\n vec2 tmpvar_19;\n tmpvar_19.x = -((tmpvar_9.y * -1024.0));\n tmpvar_19.y = (tmpvar_9.x * -1024.0);\n vec2 tmpvar_20;\n tmpvar_20.x = tmpvar_19.x;\n tmpvar_20.y = -(tmpvar_19.y);\n uv_4 = (vec2(-100.0, 100.0) * (tmpvar_20 / (\n (tmpvar_19.x * tmpvar_19.x)\n + \n (tmpvar_19.y * tmpvar_19.y)\n )).yx);\n uv_4 = (0.5 + ((\n (1.0 - abs(((\n fract((mix ((0.5 + \n ((tmpvar_7 - 0.5) * 2.0)\n ), (uv_4 + 0.5), vec2(0.5, 0.5)) * 0.5))\n * 2.0) - 1.0)))\n - 0.5) * 0.98));\n uv_4 = (((uv_4 - 0.5) * 0.9) + 0.5);\n xlat_mutableuv1 = ((uv_4 - tmpvar_3) * aspect.xy);\n float tmpvar_21;\n tmpvar_21 = min ((1.0 - texture (sampler_main, uv_4).z), (1.0 - (\n (texture (sampler_blur2, uv_4).xyz * scale2)\n + bias2).z));\n vec3 tmpvar_22;\n tmpvar_22.xy = ((uv_4 - 0.5) * min ((1.0 - texture (sampler_main, uv_4).z), (1.0 - \n ((texture (sampler_blur2, uv_4).xyz * scale2) + bias2)\n .z)));\n tmpvar_22.z = min ((1.0 - texture (sampler_main, uv_4).z), (1.0 - (\n (texture (sampler_blur2, uv_4).xyz * scale2)\n + bias2).z));\n float tmpvar_23;\n tmpvar_23 = clamp ((abs(\n ((1.0 - ((texture (sampler_blur2, uv_4).xyz * scale2) + bias2).z) - clamp ((1.0 - (\n (texture (sampler_blur2, tmpvar_3).xyz * scale2)\n + bias2).z), 0.1, 0.4))\n ) + 0.2), 0.0, 1.0);\n vec3 tmpvar_24;\n tmpvar_24 = mix (texture (sampler_main, uv_4).xyz, ((texture (sampler_blur1, uv_4).xyz * scale1) + bias1), vec3(tmpvar_23));\n float tmpvar_25;\n tmpvar_25 = clamp (((1.0 - \n exp(-(((texture (sampler_blur1, uv_4).xyz * scale1) + bias1).x))\n ) - 0.2), 0.0, 1.0);\n ret_6 = ((tmpvar_24.x * (0.2 + \n ((1.0 - tmpvar_23) * (1.0 - tmpvar_21))\n )) * (1.0 + (0.5 * \n sin((((tmpvar_22 / q7) * tmpvar_2) + tmpvar_1))\n )));\n vec3 tmpvar_26;\n tmpvar_26.xy = vec2(0.0, 1.0);\n tmpvar_26.z = (tmpvar_25 * 3.0);\n vec3 tmpvar_27;\n tmpvar_27 = mix (ret_6, tmpvar_26, vec3(tmpvar_25));\n xlat_mutablelamp = (((\n clamp ((1.0 - (4.0 * sqrt(\n dot (xlat_mutableuv1, xlat_mutableuv1)\n ))), 0.0, 1.0)\n * tmpvar_24.x) * clamp (\n (1.0 - (2.0 * mix (tmpvar_21, (1.0 - \n ((texture (sampler_blur1, uv_4).xyz * scale1) + bias1)\n .z), 0.2)))\n , 0.0, 1.0)) * 1.8);\n ret_6 = (tmpvar_27 + ((1.0 - \n dot (tmpvar_27, vec3(0.32, 0.49, 0.29))\n ) * xlat_mutablelamp));\n ret_6 = (1.0 - exp((-2.0 * ret_6)));\n ret_6 = (ret_6 + (dots_5 * (1.0 + ret_6)));\n vec4 tmpvar_28;\n tmpvar_28.w = 1.0;\n tmpvar_28.xyz = ret_6;\n ret = tmpvar_28.xyz;\n }"}