securityos/node_modules/butterchurn-presets/presets/converted/sawtooth grin nz+ m10 w4.json

1 line
6.9 KiB
JSON

{"version":2,"baseVals":{"rating":1,"gammaadj":1.49,"decay":0.5,"echo_zoom":1.002,"echo_alpha":0.5,"echo_orient":1,"wave_mode":1,"additivewave":1,"wave_brighten":0,"wave_a":1.028,"wave_scale":0.625,"wave_smoothing":0,"wave_mystery":0.2,"modwavealphastart":0.95,"modwavealphaend":0.75,"warpanimspeed":1.459,"warpscale":2.007,"fshader":1,"zoom":0.9999,"warp":0.01,"sx":0.9999,"wave_r":0.5,"wave_g":0.5,"wave_b":0.5,"ob_size":0.06,"ob_r":1,"ob_g":1,"ob_b":1,"ib_size":0.26,"mv_a":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":"index4 = int(rand(2));\nindex3 = int(rand(4));","frame_eqs_eel":"dec_med = pow (0.9, 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, .5+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) %4;\nindex2 = (index2 + is_beat*bnot(index))%4;\nindex3 = (index3 + is_beat*bnot(index)*bnot(index2))%4;\nindex4 = (index4 + is_beat*bnot(index)*bnot(index2)*bnot(index3))%2;\n\n\nq20 = avg;\nq21 = beat;\nq22 = peak;\nq23 = index;\nq24 = is_beat;\nq26 = bass + mid + treb;\n\nready = is_beat * bnot(ready) + bnot(is_beat2)*ready;\nis_beat2 = ready * above (time, t0+.2);\nq19 = is_beat2;\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 * 3.14159265359/2;\n\nq27 = index+1;\nq28 = index2+1;\nq29 = index3*4+1;\nq30 = index4;\n\nq1 = cos(rott);\nq2 = sin(rott);\nq3 = -q2;\nq4 = q1;\n\nsp0 = dec_slow*sp0 + (q24+.05)*(1-dec_slow);\ngo = go * dec_med + (1-dec_med)*(1-bnot(index2+index3));\nmovez = movez + .015*30/fps * go ;\nq31 = movez;\nq32 = .5 + .02*sin(time/5);\n\nq5 = index4%2;\n\nzoom = 1.0; rot = 0;\n\ndx = .05*max(sin(time/9.7)-.95,0);\ndy = .002*(1-go);\nrot = 50*(dx-dy);\n\nchng=sin(time*.5);\ncthr=.9999;\nmq21=if(above(chng,cthr),rand(3),mq21);\nmq22=if(above(chng,cthr),rand(3),mq22);\nmq23=if(above(chng,cthr),rand(3),mq23);\nmq24=if(above(chng,cthr),rand(2),mq24);\nmq25=if(above(chng,cthr),rand(2),mq25);\nmq26=if(above(chng,cthr),rand(2),mq26);\nmq27=if(above(chng,cthr),rand(1),mq27);\nmq28=if(above(chng,cthr),rand(1),mq28);\nmq29=if(above(chng,cthr),rand(1)*.3,mq29);\nmq30=if(above(chng,cthr),rand(1)*.3,mq30);\nmonitor=chng;\nq21=mq21;q22=mq22;q23=mq23;q24=mq24;q25=mq25;q26=mq26;\nq27=mq27;q28=mq28;q29=mq29;q30=mq30;\n\nmonitor=mq1;\nvol=bass+treb+mid;\natime=atime+vol;\nq1=.4+sin(atime*.006 )*.4;\nq2=.4+cos(atime*.00613828348)*.4;\nq3=.4+sin(atime*.00598593455)*.4;\nmonitor=q3;","pixel_eqs_eel":"","warp":" shader_body { \n vec2 uv_1;\n vec3 ret_2;\n vec2 tmpvar_3;\n tmpvar_3 = mix (uv_orig, uv, vec2(0.3, 0.3));\n vec2 tmpvar_4;\n tmpvar_4 = (texsize.zw * 3.0);\n vec2 tmpvar_5;\n tmpvar_5.x = dot (((\n (texture (sampler_blur1, (tmpvar_3 + (vec2(1.0, 0.0) * tmpvar_4))).xyz * scale1)\n + bias1) - (\n (texture (sampler_blur1, (tmpvar_3 - (vec2(1.0, 0.0) * tmpvar_4))).xyz * scale1)\n + bias1)), vec3(0.32, 0.49, 0.29));\n tmpvar_5.y = dot (((\n (texture (sampler_blur1, (tmpvar_3 + (vec2(0.0, 1.0) * tmpvar_4))).xyz * scale1)\n + bias1) - (\n (texture (sampler_blur1, (tmpvar_3 - (vec2(0.0, 1.0) * tmpvar_4))).xyz * scale1)\n + bias1)), vec3(0.32, 0.49, 0.29));\n uv_1 = (tmpvar_3 + ((tmpvar_5 * texsize.zw) * 9.0));\n vec3 tmpvar_6;\n tmpvar_6 = (texture (sampler_fc_main, uv_1) - 0.01).xyz;\n ret_2 = tmpvar_6;\n vec4 tmpvar_7;\n tmpvar_7 = texture (sampler_noisevol_hq, (((vec3(0.05, 0.05, 0.0) * uv_1.xyy) * (\n (q27 * texsize.xyy)\n * texsize_noisevol_hq.zww)) + ((time * vec3(0.0, 0.0, 1.0)) * q29)));\n if (((tmpvar_6.x > (q21 * q3)) && (tmpvar_6.x <= (q24 * q1)))) {\n ret_2.y = (tmpvar_6.y + (tmpvar_7.x * 0.2));\n };\n if (((ret_2.y > (q22 * q1)) && (ret_2.y <= (q25 * q2)))) {\n ret_2.z = (tmpvar_6.z + (tmpvar_7.y * 0.2));\n };\n if (((ret_2.z > (q23 * q2)) && (ret_2.z <= (q26 * q3)))) {\n ret_2.x = (tmpvar_6.x + (tmpvar_7.z * 0.2));\n };\n vec4 tmpvar_8;\n tmpvar_8.w = 1.0;\n tmpvar_8.xyz = ret_2;\n ret = tmpvar_8.xyz;\n }","comp":" shader_body { \n vec2 uv_1;\n vec3 ret3_2;\n vec3 ret_3;\n vec2 tmpvar_4;\n tmpvar_4 = (((uv - 0.5) * vec2(-1.0, 1.0)) + 0.5);\n vec3 tmpvar_5;\n tmpvar_5 = abs(((texture (sampler_main, uv).xyz * \n clamp ((((\n (texture (sampler_blur2, uv).xyz * scale2)\n + bias2) * 2.8) - 0.13), 0.0, 1.0)\n ) - (texture (sampler_main, tmpvar_4).xyz * \n clamp ((((\n (texture (sampler_blur2, tmpvar_4).xyz * scale2)\n + bias2) * 2.8) - 0.13), 0.0, 1.0)\n )));\n ret3_2 = (tmpvar_5 * sqrt(tmpvar_5));\n ret3_2 = (ret3_2 * vec3(0.9, 1.6, 2.3));\n ret3_2 = (ret3_2 * 3.0);\n vec3 tmpvar_6;\n tmpvar_6 = pow (ret3_2, (1.0 - ret3_2));\n ret3_2 = tmpvar_6;\n uv_1 = (uv * 2.0);\n vec2 tmpvar_7;\n tmpvar_7 = floor((fract(\n (uv_1 * 0.5)\n ) * 2.0));\n uv_1 = ((fract(uv_1) * (1.0 - tmpvar_7)) + (tmpvar_7 * fract(\n (1.0 - uv_1)\n )));\n vec2 tmpvar_8;\n tmpvar_8.x = rad;\n tmpvar_8.y = uv_1.y;\n uv_1 = tmpvar_8;\n vec2 tmpvar_9;\n tmpvar_9 = ((0.5 - tmpvar_8.yx) + 0.5);\n ret_3 = (texture (sampler_main, tmpvar_8.yx).xyz * clamp ((\n (((texture (sampler_blur2, tmpvar_8.yx).xyz * scale2) + bias2) * 2.8)\n - 0.13), 0.0, 1.0));\n vec3 tmpvar_10;\n tmpvar_10 = mix (ret_3, (texture (sampler_main, tmpvar_9).xyz * clamp (\n ((((texture (sampler_blur2, tmpvar_9).xyz * scale2) + bias2) * 2.8) - 0.13)\n , 0.0, 1.0)), vec3(0.5, 0.5, 0.5));\n ret_3 = (tmpvar_10 * tmpvar_10);\n ret_3 = (ret_3 * vec3(0.9, 1.6, 2.3));\n ret_3 = (ret_3 * 3.0);\n vec3 tmpvar_11;\n tmpvar_11 = vec3((0.5 * dot (ret_3, vec3(0.32, 0.49, 0.29))));\n ret_3 = tmpvar_11;\n vec4 tmpvar_12;\n tmpvar_12 = texture (sampler_noisevol_hq, (((vec3(0.05, 0.05, 0.0) * tmpvar_8.xyy) * (\n (q28 * texsize.xyy)\n * texsize_noisevol_hq.zww)) + ((time * vec3(0.0, 0.0, 1.0)) * q30)));\n if (((tmpvar_11.x > (q26 * q3)) && (tmpvar_11.x <= (q23 * q1)))) {\n ret_3.z = (tmpvar_11.z - (tmpvar_12.x * 0.5));\n };\n if (((tmpvar_11.y > (q25 * q1)) && (tmpvar_11.y <= (q22 * q2)))) {\n ret_3.x = (tmpvar_11.x - (tmpvar_12.y * 0.5));\n };\n if (((ret_3.z > (q24 * q2)) && (ret_3.z <= (q21 * q3)))) {\n ret_3.y = (tmpvar_11.y - (tmpvar_12.z * 0.5));\n };\n vec3 tmpvar_13;\n tmpvar_13 = max (tmpvar_6, (0.8 * ret_3.zxy));\n ret_3 = tmpvar_13;\n vec4 tmpvar_14;\n tmpvar_14.w = 1.0;\n tmpvar_14.xyz = tmpvar_13;\n ret = tmpvar_14.xyz;\n }"}