securityos/node_modules/butterchurn-presets/presets/converted/rce-ordinary + flexi - far ...

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{"version":2,"baseVals":{"rating":3,"gammaadj":1.9,"echo_zoom":1.169,"echo_orient":1,"wave_mode":5,"additivewave":1,"wave_a":0,"wave_scale":0.9,"wave_smoothing":0.63,"wave_mystery":1,"modwavealphastart":2,"modwavealphaend":2,"warpscale":2.853,"rot":0.006,"warp":0,"wave_r":0.65,"wave_g":0.65,"wave_b":0.65,"ob_size":0.005,"mv_x":0,"mv_y":48,"mv_dx":-0.941,"mv_dy":0.426,"mv_l":5,"mv_r":0.316,"mv_g":0.078,"mv_b":0.942,"mv_a":0,"b1ed":0},"shapes":[{"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":""},{"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":"c_x = 0.5;\nc_y = 0.5;\nv=0.05","frame_eqs_eel":"q1 = aspectx;\nq2 = aspecty;\nrot = 0;\nzoom = 1;\nwarp = 0;\n\nnum0=beat*(abs(num-num_att)+pump)+bnot(beat)*num0;\npump=beat*(sin(t)*.1+.1)+bnot(beat)*pump;\npump=pump*.98;\n\nnum_b0=num_b;\nnum=abs((bass-bass_att)+(mid-mid_att)+(treb-treb_att));\nnum_att=num_att*.95+num*.05;\nnum_b=above(num,1-pump)*above(abs(num-num_att),num0);\nbeat=bnot(equal(num_b0,num_b));\n\nt=t+num*.1;\n\nr = if(beat, 0.02*(int(rand(200))-100)*0.01,r);\nrot = r;\n\nc_x = if(beat,0.5 + 0.5*(int(rand(200))-100)*0.01, c_x);\nc_y = if(beat,0.5 + 0.5*(int(rand(200))-100)*0.01, c_y);\nv = if(beat,0.035 + 0.025*(int(rand(200))-100)*0.01, v);\n\n\nq3 = c_x;\nq4 = c_y;\nq5 = v;\nq6 = beat;\n\nbb = bb*0.98 + bass*0.5;\nmm = mm*0.98 + mid*0.5;\ntt = tt*0.98 + treb*0.5;\n\nmx = max(max(bb,mm),tt);\nmn = min(min(bb,mm),tt);\n\nh1 = (bb-mn)/(mx-mn);\nh2 = (mm-mn)/(mx-mn);\nh3 = (tt-mn)/(mx-mn);\n\nv = 0.2/fps;\nbm = bm + (h1-h2)*v;\nmt = mt + (h2-h3)*v;\nbt = bt + (h1-h3)*v;\n\nw = bm;\nq3 = sin(w);\nq4 = cos(w);\n\n\nq10 = bm;\nq11 = mt;\nq12 = bt;","pixel_eqs_eel":"d = (pow(sqrt(sqr(x-q3)+sqr(y-q4)),0.5)-0);\nv = q5;\ndx = v*(x-q3)*d;\ndy = v*(y-q4)*d;","warp":" shader_body { \n vec3 ret_1;\n vec3 tmpvar_2;\n tmpvar_2 = (texture (sampler_noise_lq, ((\n (uv_orig * texsize.xy)\n * texsize_noise_lq.zw) + rand_frame.xy)).xyz - 0.5);\n vec2 tmpvar_3;\n tmpvar_3 = (texsize.zw * 4.0);\n vec3 tmpvar_4;\n tmpvar_4 = (((texture (sampler_blur1, \n (uv + (vec2(1.0, 0.0) * tmpvar_3))\n ).xyz * scale1) + bias1) - ((texture (sampler_blur1, \n (uv - (vec2(1.0, 0.0) * tmpvar_3))\n ).xyz * scale1) + bias1));\n vec3 tmpvar_5;\n tmpvar_5 = (((texture (sampler_blur1, \n (uv + (vec2(0.0, 1.0) * tmpvar_3))\n ).xyz * scale1) + bias1) - ((texture (sampler_blur1, \n (uv - (vec2(0.0, 1.0) * tmpvar_3))\n ).xyz * scale1) + bias1));\n vec2 tmpvar_6;\n tmpvar_6 = mix (uv_orig, uv, vec2(0.35, 0.35));\n vec2 tmpvar_7;\n tmpvar_7.x = tmpvar_4.y;\n tmpvar_7.y = tmpvar_5.y;\n vec2 tmpvar_8;\n tmpvar_8 = (tmpvar_6 - ((tmpvar_7 * texsize.zw) * 4.0));\n vec2 tmpvar_9;\n tmpvar_9.x = tmpvar_4.z;\n tmpvar_9.y = tmpvar_5.z;\n vec2 tmpvar_10;\n tmpvar_10 = (tmpvar_6 - ((tmpvar_9 * texsize.zw) * 4.0));\n vec4 tmpvar_11;\n tmpvar_11 = texture (sampler_blur1, uv);\n vec4 tmpvar_12;\n tmpvar_12 = texture (sampler_main, uv_orig);\n ret_1.y = (((\n (texture (sampler_main, tmpvar_8).y - (((\n (tmpvar_11.xyz * scale1)\n + bias1).y - texture (sampler_main, tmpvar_8).y) * 0.024))\n - 0.009) + (\n (1.0 - tmpvar_12.x)\n * 0.014)) + (tmpvar_2 * 0.02)).x;\n ret_1.z = (((\n (texture (sampler_main, tmpvar_10).z - (((\n (tmpvar_11.xyz * scale1)\n + bias1).z - texture (sampler_main, tmpvar_10).z) * 0.024))\n - 0.009) + (tmpvar_12.x * 0.014)) + (tmpvar_2 * 0.02)).x;\n ret_1.x = texture (sampler_fc_main, (uv + ((tmpvar_2.xy * texsize.zw) * 0.5))).x;\n ret_1.x = (ret_1.x + ((\n (ret_1.x - ((texture (sampler_blur3, uv).xyz * scale3) + bias3).x)\n * 0.4) + (tmpvar_2 * 0.0052)).x);\n vec4 tmpvar_13;\n tmpvar_13.w = 1.0;\n tmpvar_13.xyz = ret_1;\n ret = tmpvar_13.xyz;\n }","comp":" shader_body { \n vec2 uv_1;\n vec3 ret_2;\n uv_1 = (0.5 + ((uv - 0.5) * 1.5));\n vec2 tmpvar_3;\n tmpvar_3 = ((uv_1 - 0.5) * aspect.xy);\n vec2 tmpvar_4;\n tmpvar_4.x = ((q4 * tmpvar_3.x) - (q3 * tmpvar_3.y));\n tmpvar_4.y = ((q3 * tmpvar_3.x) + (q4 * tmpvar_3.y));\n vec2 tmpvar_5;\n tmpvar_5 = (0.5 + (tmpvar_4 * 2.0));\n vec2 numerator_6;\n numerator_6 = (tmpvar_5 - vec2(0.0, 0.5));\n vec2 denominator_7;\n denominator_7 = (tmpvar_5 - vec2(1.0, 0.5));\n vec2 tmpvar_8;\n tmpvar_8.x = ((numerator_6.x * denominator_7.x) + (numerator_6.y * denominator_7.y));\n tmpvar_8.y = ((numerator_6.y * denominator_7.x) - (numerator_6.x * denominator_7.y));\n vec2 tmpvar_9;\n tmpvar_9 = (((tmpvar_8 / \n ((denominator_7.x * denominator_7.x) + (denominator_7.y * denominator_7.y))\n ) + 0.5) - vec2(0.5, 0.5));\n float tmpvar_10;\n tmpvar_10 = sqrt(dot (tmpvar_9, tmpvar_9));\n float tmpvar_11;\n float tmpvar_12;\n tmpvar_12 = (min (abs(\n (tmpvar_9.x / tmpvar_9.y)\n ), 1.0) / max (abs(\n (tmpvar_9.x / tmpvar_9.y)\n ), 1.0));\n float tmpvar_13;\n tmpvar_13 = (tmpvar_12 * tmpvar_12);\n tmpvar_13 = (((\n ((((\n ((((-0.01213232 * tmpvar_13) + 0.05368138) * tmpvar_13) - 0.1173503)\n * tmpvar_13) + 0.1938925) * tmpvar_13) - 0.3326756)\n * tmpvar_13) + 0.9999793) * tmpvar_12);\n tmpvar_13 = (tmpvar_13 + (float(\n (abs((tmpvar_9.x / tmpvar_9.y)) > 1.0)\n ) * (\n (tmpvar_13 * -2.0)\n + 1.570796)));\n tmpvar_11 = (tmpvar_13 * sign((tmpvar_9.x / tmpvar_9.y)));\n if ((abs(tmpvar_9.y) > (1e-08 * abs(tmpvar_9.x)))) {\n if ((tmpvar_9.y < 0.0)) {\n if ((tmpvar_9.x >= 0.0)) {\n tmpvar_11 += 3.141593;\n } else {\n tmpvar_11 = (tmpvar_11 - 3.141593);\n };\n };\n } else {\n tmpvar_11 = (sign(tmpvar_9.x) * 1.570796);\n };\n vec2 tmpvar_14;\n tmpvar_14.x = (tmpvar_11 * 0.1591549);\n tmpvar_14.y = tmpvar_10;\n vec2 tmpvar_15;\n tmpvar_15.x = ((tmpvar_14.x * 2.0) + q11);\n tmpvar_15.y = ((0.35 * log(tmpvar_10)) + q12);\n vec2 tmpvar_16;\n tmpvar_16 = (0.5 + (0.5 - abs(\n ((fract((tmpvar_15 * 0.5)) * 2.0) - 1.0)\n )));\n uv_1 = tmpvar_16;\n vec2 tmpvar_17;\n tmpvar_17.x = sin(((tmpvar_16.y * 31.0) + (0.59 * time)));\n tmpvar_17.y = sin(((tmpvar_16.x * 26.0) + (0.37 * time)));\n vec2 tmpvar_18;\n tmpvar_18 = (tmpvar_16 + (0.03 * tmpvar_17));\n ret_2 = (max (texture (sampler_main, tmpvar_16).xyz, texture (sampler_main, tmpvar_18).xyz) * 1.33);\n ret_2 = (pow (vec3(dot (ret_2, vec3(0.32, 0.49, 0.29))), vec3(2.5, 2.5, 2.5)) + ((texture (sampler_blur1, \n ((tmpvar_16 + tmpvar_18) / 2.0)\n ).xyz * scale1) + bias1));\n vec4 tmpvar_19;\n tmpvar_19.w = 1.0;\n tmpvar_19.xyz = ret_2;\n ret = tmpvar_19.xyz;\n }"}