securityos/node_modules/butterchurn-presets/presets/converted/suksma - gaeomaentaec - log...

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{"version":2,"baseVals":{"rating":3,"gammaadj":1.98,"decay":0.5,"echo_zoom":1,"echo_alpha":0.5,"echo_orient":3,"wave_thick":1,"wave_brighten":0,"wrap":0,"darken":1,"wave_a":0.401,"wave_scale":3.177,"wave_smoothing":0,"wave_mystery":-0.4,"modwavealphastart":1,"modwavealphaend":1,"warpanimspeed":2.289,"warpscale":5.472,"zoomexp":0.01,"zoom":0.9901,"warp":1.8566,"ob_size":0.005,"ob_a":1,"ib_size":0,"ib_r":1,"ib_g":0,"ib_b":0,"ib_a":1,"mv_x":64,"mv_y":48,"mv_l":0,"mv_b":0,"mv_a":0},"shapes":[{"baseVals":{"enabled":1,"additive":1,"num_inst":512,"y":0.55,"rad":0.06689,"tex_zoom":0.78748,"g":1,"b":1,"g2":0,"border_a":0},"init_eqs_eel":"","frame_eqs_eel":"\n\nd = 1.4; // makes the perspective impact\nzoom = 0.7;\n\n\n// Kardan angles\n\nw1 = q3; // first rotation: clockwise in the desktop pane\nw2 = q4; // rotation around vertical axis\nw3 = q5; // rotation around horizontal axis\n\n\n// definition of the 3D shape\n\ni = instance;\n\nmy_x = (i % 8)/8 - 0.5;\nmy_y = (i % 64 - (i % 8))/64 - 0.5;\nmy_z = (i - (i % 64 - (i % 8))/64)/512 - 0.5;\n\n\n// 3D rotations\n\nx1 = cos(w1)*my_x + sin(w1)*my_y;\ny1 = -sin(w1)*my_x + cos(w1)*my_y;\nz1 = my_z;\n\nx2 = cos(w2)*x1 + sin(w2)*z1;\nz2 = -sin(w2)*x1 + cos(w2)*z1;\ny2 = y1;\n\ny3 = cos(w3)*y2 + sin(w3)*z2;\nz3 = -sin(w3)*y2 + cos(w3)*z2;\nx3 = x2;\n\n// perspective calculation\n\nl = sqrt(x3*x3 + y3*y3);\nw = atan2(x3,y3);\np = tan(asin(1) + atan2(d+z3,l));\nd = sqrt(x3*x3 + y3*y3 + (z3+d)*(z3+d));\n\nrad = rad/d;\nmy_x = zoom*sin(w)*p;\nmy_y = zoom*cos(w)*p;\n\nx = 0.5 + my_x;\ny = 0.5 + my_y;\n\nx = 0.5 + (x-0.5)/q2;\ny = 0.5 + (y-0.5)/q1;"},{"baseVals":{"sides":100,"additive":1,"thickoutline":1,"textured":1,"x":0.52,"y":0.41,"rad":0.5216,"ang":0.1885,"tex_zoom":0.73458,"g":1,"b":1,"r2":1,"b2":1,"a2":0.75,"border_a":0,"enabled":0},"init_eqs_eel":"vx = 0","frame_eqs_eel":""},{"baseVals":{"sides":100,"additive":1,"thickoutline":1,"textured":1,"x":0.48,"y":0.41,"rad":0.61162,"ang":5.96903,"tex_zoom":0.73458,"g":1,"b":1,"r2":1,"b2":1,"a2":0.75,"border_a":0,"enabled":0},"init_eqs_eel":"vx = 0","frame_eqs_eel":""},{"baseVals":{"sides":100,"additive":1,"thickoutline":1,"y":0.75,"rad":0.07059,"tex_zoom":0.73458,"g2":0,"border_a":0,"enabled":0},"init_eqs_eel":"vx = 0","frame_eqs_eel":"x = q1;\ny = q5;"}],"waves":[{"baseVals":{"additive":1,"r":0.2,"g":0,"b":0,"a":0.3,"enabled":0},"init_eqs_eel":"","frame_eqs_eel":"","point_eqs_eel":"n=sample*6.283;\nphs=-sample * 0.2;\ntm=time*0.4 + phs;\n\nflip=flip+1;\nflip=flip*below(flip,2);\n\nxp=0;\nyp=flip*0.1 + (sin(tm)*0.5 + 0.5)*0.2;\nzp=0;\n\n//wrist movement;\nang=sin(tm*2)*0.5 +0.5;\n\nxq=xp;\nyq=yp*sin(ang) + zp*cos(ang);\nzq=yp*cos(ang) - zp*sin(ang);\nyq=yp;\nzq=zp;\n\nang=tm*8;\nxp=xq*sin(ang) + yq*cos(ang);\nyp=xq*cos(ang) - yq*sin(ang);\nzp=zq;\n\n//forearm movement;\nzp=zp-0.3;\nang=3.14 + sin(tm*2 - 0.5)*1.5;\nxq=xp;\nyq=yp*sin(ang) + zp*cos(ang);\nzq=yp*cos(ang) - zp*sin(ang);\n\n//upper arm twist\nang=-1.0 + cos(tm*3 + 0.5);\nxp=xq*sin(ang) + yq*cos(ang);\nyp=xq*cos(ang) - yq*sin(ang);\nzp=zq;\n\n//upper arm outward;\nzp=zp-0.35;\nang=cos(tm*2)*0.75 - 1.05;\nxq=xp*sin(ang) + zp*cos(ang);\nyq=yp;\nzq=xp*cos(ang) - zp*sin(ang);\n\n//upper arm up down;\nang=cos(tm)*0.5 - 0.5;\nxp=xq;\nyp=yq*cos(ang) - zq*sin(ang);\nzp=yq*sin(ang) + zq*cos(ang);\n\n//xp=xq;yp=yq;zp=zq;\n\n\n//project into screenspace and draw on screen\nzp=zp+2;\nxs=xp/zp;\nys=yp/zp;\n\nx=xs+0.5;\ny=ys*1.3+0.5;\n\n\n//a=(1-sample)*flip;\n\n//b=b+pow(1-sample,2)*0.3;\n\nx = 0.5 + (x-0.5)/q1;\ny = 0.5 + (y-0.5)/q2 + 0.1;"},{"baseVals":{"additive":1,"r":0.2,"g":0,"b":0,"a":0.3,"enabled":0},"init_eqs_eel":"","frame_eqs_eel":"","point_eqs_eel":"n=sample*6.283;\nphs=-sample * 0.2;\ntm=time*0.4 + phs;\n\nflip=flip+1;\nflip=flip*below(flip,2);\n\nxp=0;\nyp=flip*0.1 + (sin(tm)*0.5 + 0.5)*0.2;\nyp=-yp;\nzp=0;\n\n//wrist movement;\nang=sin(tm*2)*0.5 +0.5;\n\nxq=xp;\nyq=yp*sin(ang) + zp*cos(ang);\nzq=yp*cos(ang) - zp*sin(ang);\nyq=yp;\nzq=zp;\n\nang=tm*8;\nxp=xq*sin(ang) + yq*cos(ang);\nyp=xq*cos(ang) - yq*sin(ang);\nzp=zq;\n\n//forearm movement;\nzp=zp-0.3;\nang=3.14 + sin(tm*2 - 0.5)*1.5;\nxq=xp;\nyq=yp*sin(ang) + zp*cos(ang);\nzq=yp*cos(ang) - zp*sin(ang);\n\n//upper arm twist\nang=-1.0 + cos(tm*3 + 0.5);\nxp=xq*sin(ang) + yq*cos(ang);\nyp=xq*cos(ang) - yq*sin(ang);\nzp=zq;\n\n//upper arm outward;\nzp=zp-0.35;\nang=cos(tm*2)*0.75 - 1.05;\nxq=xp*sin(ang) + zp*cos(ang);\nyq=yp;\nzq=xp*cos(ang) - zp*sin(ang);\n\n//upper arm up down;\nang=cos(tm)*0.5 - 0.5;\nxp=xq;\nyp=yq*cos(ang) - zq*sin(ang);\nzp=yq*sin(ang) + zq*cos(ang);\n\n//xp=xq;yp=yq;zp=zq;\n\n\n//project into screenspace and draw on screen\nzp=zp+2;\nxs=xp/zp;\nys=yp/zp;\n\nx=xs+0.5;\ny=ys*1.3+0.5;\n\n\n//a=(1-sample)*flip;\n\n\n//b=b+pow(1-sample,2)*0.3;\n\n\nx = 0.5 + (x-0.5)/q1;\ny = 0.5 + (y-0.5)/q2 + 0.1;\n"},{"baseVals":{"samples":61,"thick":1,"scaling":2.44415,"smoothing":0,"enabled":0},"init_eqs_eel":"","frame_eqs_eel":"t1 = q1;\nt2 = q2;\nt3 = q3;\nt4 = q4;\nt5 = q5;\nt6 = q6;\nt7 = q7;\nt8 = q8;","point_eqs_eel":"x = pow(sample,5)*t1 + 5*pow(sample,4)*(1-sample)*t1 + 10*pow(sample,3)*sqr(1-sample)*t2\n+ 10*sqr(sample)*pow(1-sample,3)*t3 + 5*pow(1-sample,4)*sample*t4 + pow(1-sample,5)*t4;\n\ny = pow(sample,5)*t5 + 5*pow(sample,4)*(1-sample)*t5 + 10*pow(sample,3)*sqr(1-sample)*t6\n+ 10*sqr(sample)*pow(1-sample,3)*t7 + 5*pow(1-sample,4)*sample*t8 + pow(1-sample,5)*t8;"},{"baseVals":{"samples":61,"scaling":2.44415,"smoothing":0,"enabled":0},"init_eqs_eel":"t2 = 0","frame_eqs_eel":"t1 = q1;\nt2 = q2;\nt3 = q3;\nt4 = q4;\nt5 = q5;\nt6 = q6;\nt7 = q7;\nt8 = q8;","point_eqs_eel":"x = pow(sample,5)*t1 + 5*pow(sample,4)*(1-sample)*t1 + 10*pow(sample,3)*sqr(1-sample)*t2\n+ 10*sqr(sample)*pow(1-sample,3)*t3 + 5*pow(1-sample,4)*sample*t4 + pow(1-sample,5)*t4;\n\ny = pow(sample,5)*t5 + 5*pow(sample,4)*(1-sample)*t5 + 10*pow(sample,3)*sqr(1-sample)*t6\n+ 10*sqr(sample)*pow(1-sample,3)*t7 + 5*pow(1-sample,4)*sample*t8 + pow(1-sample,5)*t8;"}],"init_eqs_eel":"","frame_eqs_eel":"//per frame less reactive volume for all unused q vars, put before other q vars are set for cop out mashing\nvb = vb*0.95 + (1-vb)*pow(bass_att*treb_att*mid_att,2)*0.02;\nvvb = vvb*0.95 + (1-vvb)*vb*0.01;\nvm = vm*0.95 + (1-vm)*pow(mid_att,2)*0.02;\nvvm = vvm*0.95 + (1-vvm)*vm*0.01;\nvt = vt*0.95 + (1-vt)*pow(treb_att,2)*0.02;\nvvt = vvt*0.95 + (1-vvt)*vt*0.01;\nvvb = min(1,max(0,vvb));\nvvm = min(1,max(0,vvm));\nvvt = min(1,max(0,vvt));\nq1 = vvb*10;//0.5 + vb - vvb;\nq2 = vvm*10;//0.5 + vm - vvm;\nq3 = vvt*10;//0.5 + vt - vvt;\nv=2;\nbb = bb - vvb*v;\nmm = mm - vvm*v;\ntt = tt - vvt*v;\nq4 = -bb;\nq5 = -mm;\nq6 = -tt;\nq4=(q1+q2+q3)*5;\nq5=(q1+q2+q3)*5;\nq6=(q1+q2+q3)*5;\nq7=(q1+q2+q3)*5;\nq8=(q1+q2+q3)*5;\nq9=(q1+q2+q3)*5;\nq10=(q1+q2+q3)*5;\nq11=(q1+q2+q3)*5;\nq12=(q1+q2+q3)*5;\nq13=(q1+q2+q3)*5;\nq14=(q1+q2+q3)*5;\nq15=(q1+q2+q3)*5;\nq16=(q1+q2+q3)*5;\nq17=(q1+q2+q3)*5;\nq18=(q1+q2+q3)*5;\nq19=(q1+q2+q3)*5;\nq20=(q1+q2+q3)*5;\nq21=(q1+q2+q3)*5;\nq22=(q1+q2+q3)*5;\nq23=(q1+q2+q3)*5;\nq24=(q1+q2+q3)*5;\nq25=(q1+q2+q3)*5;\nq26=(q1+q2+q3)*5;\nq27=(q1+q2+q3)*5;\nq28=(q1+q2+q3)*5;\nq29=(q1+q2+q3)*5;\nq30=(q1+q2+q3)*5;\nq31=(q1+q2+q3)*5;\nq32=(q1+q2+q3)*5;\n\n\nwave_a = 0;\n//q1 =aspectx;\n//q2 = aspecty;\n\n\nb = b + bass*bass*0.5;\nm = m + mid*mid*0.5;\nt = t + treb*treb*0.5;\n\nq3 = b*0.012;\nq4 = m*0.012;\nq5 = t*0.012;\nq20=bass+treb+mid;","pixel_eqs_eel":"","warp":"vec3 xlat_mutablemus;\n shader_body { \n vec3 crisp_1;\n vec2 uv6_2;\n vec2 tmpvar_3;\n tmpvar_3 = (uv - 0.5);\n float tmpvar_4;\n tmpvar_4 = (dot (texture (sampler_noise_hq, (uv / 4.0)), vec4(0.32, 0.49, 0.29, 0.0)) * q31);\n mat2 tmpvar_5;\n tmpvar_5[uint(0)].x = cos(tmpvar_4);\n tmpvar_5[uint(0)].y = sin(tmpvar_4);\n tmpvar_5[1u].x = -(sin(tmpvar_4));\n tmpvar_5[1u].y = cos(tmpvar_4);\n uv6_2 = (tmpvar_3 * tmpvar_5);\n uv6_2 = (uv6_2 + sin((q32 * tmpvar_3)));\n xlat_mutablemus = (vec3((0.2 / (\n sqrt(uv6_2.x)\n + 0.2))) * vec3(1.1, 1.0, 0.95));\n xlat_mutablemus = (xlat_mutablemus * (0.9 + (0.1 * texture (sampler_noise_hq, uv))).xyz);\n vec3 tmpvar_6;\n tmpvar_6 = ((texture (sampler_blur1, fract(uv)).xyz * scale1) + bias1);\n vec2 tmpvar_7;\n tmpvar_7.x = dot ((texture (sampler_main, (uv + vec2(0.005, 0.0))) - texture (sampler_main, (uv - vec2(0.005, 0.0)))), vec4(0.32, 0.49, 0.29, 0.0));\n tmpvar_7.y = dot ((texture (sampler_main, (uv + vec2(0.0, 0.005))) - texture (sampler_main, (uv - vec2(0.0, 0.005)))), vec4(0.32, 0.49, 0.29, 0.0));\n crisp_1 = (texture (sampler_main, (uv + (tmpvar_7 * 0.02))).xyz + (texture (sampler_main, uv).xyz / 2.0));\n crisp_1 = (crisp_1 * 0.67);\n crisp_1 = (crisp_1 + ((0.08 * xlat_mutablemus) - (\n sqrt(dot (tmpvar_7, tmpvar_7))\n * tmpvar_6)));\n vec4 tmpvar_8;\n tmpvar_8.w = 1.0;\n tmpvar_8.xyz = (((crisp_1 - \n (dot (tmpvar_6, vec3(0.32, 0.49, 0.29)) * 0.04)\n ) * 0.99) - 0.04);\n ret = tmpvar_8.xyz;\n }","comp":" shader_body { \n vec3 ret2_1;\n vec3 ret_2;\n vec2 tmpvar_3;\n tmpvar_3 = (texsize.zw * 6.0);\n vec2 tmpvar_4;\n tmpvar_4.x = dot (((\n (texture (sampler_blur1, (uv + (vec2(1.0, 0.0) * tmpvar_3))).xyz * scale1)\n + bias1) - (\n (texture (sampler_blur1, (uv - (vec2(1.0, 0.0) * tmpvar_3))).xyz * scale1)\n + bias1)), vec3(0.32, 0.49, 0.29));\n tmpvar_4.y = dot (((\n (texture (sampler_blur1, (uv + (vec2(0.0, 1.0) * tmpvar_3))).xyz * scale1)\n + bias1) - (\n (texture (sampler_blur1, (uv - (vec2(0.0, 1.0) * tmpvar_3))).xyz * scale1)\n + bias1)), vec3(0.32, 0.49, 0.29));\n vec2 tmpvar_5;\n tmpvar_5 = (uv - (0.25 * tmpvar_4));\n vec4 tmpvar_6;\n tmpvar_6 = texture (sampler_blur3, uv);\n ret_2 = (vec3((0.25 * dot (\n clamp ((2.0 * ((tmpvar_6.xyz * scale3) + bias3)), 0.0, 1.0)\n , vec3(0.32, 0.49, 0.29)))) - (0.8 * dot (\n clamp (((20.0 * (\n (0.6 * ((texture (sampler_blur2, uv).xyz * scale2) + bias2))\n - 0.01)) - 2.0), 0.0, 1.0)\n , vec3(0.32, 0.49, 0.29))));\n vec4 tmpvar_7;\n tmpvar_7 = texture (sampler_blur1, uv);\n ret_2 = ((ret_2 + dot (\n clamp (((30.0 * (\n (texture (sampler_main, uv).xyz + (((tmpvar_7.xyz * scale1) + bias1) * 0.15))\n - 0.01)) - 2.0), 0.0, 1.0)\n , vec3(0.32, 0.49, 0.29))) - 0.1);\n ret_2 = (ret_2 + 0.55);\n vec3 tmpvar_8;\n tmpvar_8 = mix (ret_2, (ret_2 * (\n ((texture (sampler_blur3, tmpvar_5).xyz * scale3) + bias3)\n - \n ((texture (sampler_blur1, tmpvar_5).xyz * scale1) + bias1)\n )), pow (hue_shader, (ret_2 + q20)));\n ret2_1 = ((tmpvar_8 - (0.9 * texture (sampler_main, tmpvar_5).xyz)) - 0.1);\n ret2_1 = (ret2_1 - 0.75);\n vec3 tmpvar_9;\n tmpvar_9 = mix (ret2_1, ((1.2 * ret2_1) * (\n ((tmpvar_6.xyz * scale3) + bias3)\n - \n ((tmpvar_7.xyz * scale1) + bias1)\n )), pow (hue_shader.zxy, tmpvar_8));\n ret2_1 = tmpvar_9;\n vec3 tmpvar_10;\n tmpvar_10 = abs((tmpvar_8 - (1.2 * tmpvar_9)));\n ret_2 = (tmpvar_10 * tmpvar_10);\n vec4 tmpvar_11;\n tmpvar_11.w = 1.0;\n tmpvar_11.xyz = ret_2;\n ret = tmpvar_11.xyz;\n }"}