# Shadertoy GLSL presets :

### Replace the original Shadertoy.txt file with the one present in this folder.

## AFX :

- <img src='icons/AFX_DeSpill.png' width='66'> **[AFX_DeSpill]** : Based on the Despill algo if green is greater than the average of the red and blue channels, then bring green down to that color... also works with blue and redscreen, this algo is excellent for maintaining skintones...

- <img src='icons/AFX_Grade.png' width='66'> **[AFX_Grade]** : This is based off the Nuke grade node, so people who are used to the math of this node will be right at home, this node can create negative values, but that's the point, so you will want to clamp if outputing for broadcast...

- <img src='icons/AFX_ReverseGrade.png' width='66'> **[AFX_ReverseGrade]** : This node is the reverse grade function found inside the Nuke Grade node. Set your black and white points from your source material (look at front view), then look at the target footage (either via the back or just a context view) and pull the blacks and whites off that plate, then look at result view and tada! they should be a pretty close match...

## Channel :

- <img src='icons/Premult_GL.png' width='66'> **[Premult_GL]** : Premultiplies RGB by alpha.

- <img src='icons/Shuffle_AtoRGB.png' width='66'> **[Shuffle_AtoRGB]** : Copy alpha to RGB.

## CPGP :

- <img src='icons/CPGP_FractalCell.png' width='66'> **[CPGP_FractalCell]** : Generates a fractal cell texture.

## cr2 :

- <img src='icons/cr2_HEX.png' width='66'> **[cr2_HEX]** : Creates a Hexagon Pattern.

## Crok :

- <img src='icons/Crok_2color.png' width='66'> **[Crok_2color]** : Simulates a 2 color look.

- <img src='icons/Crok_3d_grid.png' width='66'> **[Crok_3d_grid]** : Creates a 3D Grid.

- <img src='icons/Crok_6567.png' width='66'> **[Crok_6567]** : Simulates the color palette of a VIC-2 or better known as on of the famous C64 chips.

- <img src='icons/Crok_beer.png' width='66'> **[Crok_beer]** : Creates a beer like structure.

- <img src='icons/Crok_bleachbypas.png' width='66'> **[Crok_bleachbypas]** : Simulates a bleachbypass process.

- <img src='icons/Crok_blobs.png' width='66'> **[Crok_blobs]** : Creates blob like sturctures.

- <img src='icons/Crok_block_noise.png' width='66'> **[Crok_block_noise]** : Creates blocky textures.

- <img src='icons/Crok_bloom.png' width='66'> **[Crok_bloom]** : Simulates blooming.

- <img src='icons/Crok_blue_noise.png' width='66'> **[Crok_blue_noise]** : Generates a blue noise texture from a still plate.

- <img src='icons/Crok_box.png' width='66'> **[Crok_box]** : Creates an antialiased square with rounded corners.

- <img src='icons/Crok_bw.png' width='66'> **[Crok_bw]** : Creates black and white images with adjustable RGB values.

- <img src='icons/Crok_cameraflash.png' width='66'> **[Crok_cameraflash]** : Creates simple camera flashs.

- <img src='icons/Crok_cel_shading.png' width='66'> **[Crok_cel_shading]** : Simulates Cel shading.

- <img src='icons/Crok_cells.png' width='66'> **[Crok_cells]** : Creates a cell pattern.

- <img src='icons/Crok_cellular.png' width='66'> **[Crok_cellular]** : Creates tons of cellular like looking patterns.

- <img src='icons/Crok_checkerboard.png' width='66'> **[Crok_checkerboard]** : Creates a checkerboard pattern.

- <img src='icons/Crok_chromakey.png' width='66'> **[Crok_chromakey]** : This shader does a fast chroma key.

- <img src='icons/Crok_cmyk_halftone.png' width='66'> **[Crok_cmyk_halftone]** : Simulates CMYK Halftone patterns.

- <img src='icons/Crok_contour.png' width='66'> **[Crok_contour]** :Creates a handdrawn style edge detect.

- <img src='icons/Crok_convolve.png' width='66'> **[Crok_convolve]** : Simulates a convolve blur.

- <img src='icons/Crok_crosshatch.png' width='66'> **[Crok_crosshatch]** : Simulates a simple pencil sketch.

- <img src='icons/Crok_crt.png' width='66'> **[Crok_crt]** : Creates a CRT style scan-line effect with additional shadowmasking.

- <img src='icons/Crok_deband.png' width='66'> **[Crok_deband]** : Reduces banding.

- <img src='icons/Crok_despill.png' width='66'> **[Crok_despill]** : Combines multiple LogicOps to streamline your keying node graph.

- <img src='icons/Crok_difference.png' width='66'> **[Crok_difference]** : Creates a difference matte.

- <img src='icons/Crok_diffuse.png' width='66'> **[Crok_diffuse]** : Creates a noisy blur.

- <img src='icons/Crok_digital_glitch.png' width='66'> **[Crok_digital_glitch]** : Simulates digital glitches.

- <img src='icons/Crok_dir_blur.png' width='66'> **[Crok_dir_blur]** : Creates a directional blur.

- <img src='icons/Crok_dithering.png' width='66'> **[Crok_dithering]** : Creates a dithering effect.

- <img src='icons/Crok_edge_matte.png' width='66'> **[Crok_edge_matte]** : Creates a simple edge matte.

- <img src='icons/Crok_emboss.png' width='66'> **[Crok_emboss]** : Simulates an emboss effect.

- <img src='icons/Crok_exposure.png' width='66'> **[Crok_exposure]** : Simulates an exposure node, which isn't THAT precise ;) For creative use only !

- <img src='icons/Crok_fast_grain.png' width='66'> **[Crok_fast_grain]** : Simulates a film like grain.

- <img src='icons/Crok_fbm-pixels.png' width='66'> **[Crok_fbm-pixels]** : Creates a fbm style pattern.

- <img src='icons/Crok_flicker.png' width='66'> **[Crok_flicker]** :  Creates a flickering effect.

- <img src='icons/Crok_flow.png' width='66'> **[Crok_flow]** :  Creates a perlin noise pattern.

- <img src='icons/Crok_fractal.png' width='66'> **[Crok_fractal]** :  Creates a fractal pattern.

- <img src='icons/Crok_fractal_soup.png' width='66'> **[Crok_fractal_soup]** :  Creates a mandelbrot pattern.

- <img src='icons/Crok_gradient.png' width='66'> **[Crok_gradient]** :  Creates a simple gradient effect.

- <img src='icons/Crok_heathaze_GL.png' width='66'> **[Crok_heathaze_GL]** : Creates a heat haze effect.

- <img src='icons/Crok_hexagon.png' width='66'> **[Crok_hexagon]** : Generates hexagon patterns.

- <img src='icons/Crok_highpass.png' width='66'> **[Crok_highpass]** : Simulates a HighPass filter effect.

- <img src='icons/Crok_kuwahara.png' width='66'> **[Crok_kuwahara]** : Simulates anisotropic kuwahara filtering.

- <img src='icons/Crok_lava.png' width='66'> **[Crok_lava]** : Creates flame / fluid like patterns.

- <img src='icons/Crok_lines.png' width='66'> **[Crok_lines]** : Creates lines.

- <img src='icons/Crok_lowfi.png' width='66'> **[Crok_lowfi]** : Simulates NES, SEGA and Gameboy video out.

- <img src='icons/Crok_maze.png' width='66'> **[Crok_maze]** : Creates a maze like structure.

- <img src='icons/Crok_nightvision.png' width='66'> **[Crok_nightvision]** : Creates a nightvision effect.

- <img src='icons/Crok_noise_blur.png' width='66'> **[Crok_noise_blur]** : Creates a noise texture similar to the popular Genarts Texture.

- <img src='icons/Crok_ocean_noise.png' width='66'> **[Crok_ocean_noise]** : Creates an ocean / water like noise pattern.

- <img src='icons/Crok_oil_paint.png' width='66'> **[Crok_oil_paint]** : Applies a painterly effet to the image.

- <img src='icons/Crok_parallax.png' width='66'> **[Crok_parallax]** : Simulates a typical Amiga style parallax effect.

- <img src='icons/Crok_patterns.png' width='66'> **[Crok_patterns]** : Creates diffferent patterns.

- <img src='icons/Crok_perlin.png' width='66'> **[Crok_perlin]** : Creates a perlin noise like pattern.

- <img src='icons/Crok_pixelate.png' width='66'> **[Crok_pixelate]** : Pixelates the image.

- <img src='icons/Crok_plasnoid.png' width='66'> **[Crok_plasnoid]** : Creates tons of different plasma patterns.

- <img src='icons/Crok_puffy_noise.png' width='66'> **[Crok_puffy_noise]** : Simulates puffy noise.

- <img src='icons/Crok_scanlines.png' width='66'> **[Crok_scanlines]** : Simulates CRT phosphor / shadow mask arrangements.

- <img src='icons/Crok_separation.png' width='66'> **[Crok_separation]** : Creates a low pass and high pass filter sometimes called frequency separation.

- <img src='icons/Crok_snow.png' width='66'> **[Crok_snow]** : Creates snow.

- <img src='icons/Crok_stars.png' width='66'> **[Crok_stars]** : Simulates Stars.

- <img src='icons/Crok_tesla.png' width='66'> **[Crok_tesla]** : Creates tesla lightning bolts.

- <img src='icons/Crok_turbulence.png' width='66'> **[Crok_turbulence]** : Creates a water turbulence texture.

- <img src='icons/Crok_tv_rgb_dots.png' width='66'> **[Crok_tv_rgb_dots]** : Simulates the typical RGB dots of old TVs.

- <img src='icons/Crok_vhs.png' width='66'> **[Crok_vhs]** : Simulates an old VHS player.

- <img src='icons/Crok_voronoi.png' width='66'> **[Crok_voronoi]** : Creates voronoi noises.

- <img src='icons/Crok_wave_lines.png' width='66'> **[Crok_wave_lines]** : Creates a wave line pattern.

- <img src='icons/Crok_wrinkle.png' width='66'> **[Crok_wrinkle]** : Creates wrinkled paper like sturctures.

## Flare :

- <img src='GLSL_Lense_Flare_Elements/lensFlare_Thumbs/Caustic_Ghosts.jpg' width='66'> **[Caustic_Ghosts]** : Creates a Caustic_Ghosts.

- <img src='GLSL_Lense_Flare_Elements/lensFlare_Thumbs/Glow.jpg' width='66'> **[Glow]** : Creates a Glow.

- <img src='GLSL_Lense_Flare_Elements/lensFlare_Thumbs/MulitiIris%20Multi%20Layer.jpg' width='66'> **[MulitiIris Multi Layer]** : Creates a Multilayer Multiiris.

- <img src='GLSL_Lense_Flare_Elements/lensFlare_Thumbs/MulitiIris%20Single%20Layer.jpg' width='66'> **[MulitiIris Single Layer]** : Creates a Single Layer of Multiiris.

- <img src='GLSL_Lense_Flare_Elements/lensFlare_Thumbs/anmorpic.jpg' width='66'> **[Anmorpic]** : Creates an anamorphic line.

- <img src='GLSL_Lense_Flare_Elements/lensFlare_Thumbs/anmorpic_Ghost_SingleLayer.jpg' width='66'> **[Anmorpic Ghost SingleLayer]** : Creates a single layer of anamorphic ghosts.

- <img src='GLSL_Lense_Flare_Elements/lensFlare_Thumbs/anmorpic_Ghost_multiLayer.jpg' width='66'> **[Anmorpic Ghost MultiLayer]** : Creates a multi layer of anamorphic ghosts.

- <img src='GLSL_Lense_Flare_Elements/lensFlare_Thumbs/anmorpic_Scaled.jpg' width='66'> **[Anmorpic Scaled]** : Creates a scalable and adjustbale Anamorphic line.

- <img src='GLSL_Lense_Flare_Elements/lensFlare_Thumbs/anmorpic_Spot.jpg' width='66'> **[Anamorphic Spot]** : Creates a multilevel anamorphic spot.

- <img src='GLSL_Lense_Flare_Elements/lensFlare_Thumbs/glimmer.jpg' width='66'> **[Glimmer]** : Creates a Glimmer.

- <img src='GLSL_Lense_Flare_Elements/lensFlare_Thumbs/Glimmer_Multilayer.jpg' width='66'> **[Glimmer MultiLayer]** : Creates a MultiLayer Glimmer.

- <img src='GLSL_Lense_Flare_Elements/lensFlare_Thumbs/hoop_single.jpg' width='66'> **[Hoop]** : Creates a Hoop.

- <img src='GLSL_Lense_Flare_Elements/lensFlare_Thumbs/hoopmultilayer.jpg' width='66'> **[Hoop Multilayer]** : Creates a Multi layer Hoop.

- <img src='GLSL_Lense_Flare_Elements/lensFlare_Thumbs/PrismRing.jpg' width='66'> **[Prism Ring]** : Creates a Prism.

- <img src='GLSL_Lense_Flare_Elements/lensFlare_Thumbs/polygon.jpg' width='66'> **[Polygon]** : Creates an adjustable Polygon.

- <img src='GLSL_Lense_Flare_Elements/lensFlare_Thumbs/rectangle_Rounded.jpg' width='66'> **[Round Rectangle]** : Creates a Round Rectangle.

- <img src='GLSL_Lense_Flare_Elements/lensFlare_Thumbs/ring.jpg' width='66'> **[Ring]** : Creates a ring.

- <img src='GLSL_Lense_Flare_Elements/lensFlare_Thumbs/ringmultilayer.jpg' width='66'> **[Ring multilayer]** : Creates a multilayer ring.

- <img src='GLSL_Lense_Flare_Elements/lensFlare_Thumbs/star.jpg' width='66'> **[Star]** : Creates a star.

- <img src='GLSL_Lense_Flare_Elements/lensFlare_Thumbs/sun.jpg' width='66'> **[Sun]** : Creates a core element for the flare.

## JB :

- <img src='icons/JB_autoMatte.png' width='66'> **[JB_autoMatte]** : Creates a RGB multimattes of an input which can be useful to mockup quick keys.

- <img src='icons/JB_colorRemap.png' width='66'> **[JB_colorRemap]** : Remaps RGB of input 1 using RGB of input 2. option to inverse the result as well.

- <img src='icons/JB_erodeMatte.png' width='66'> **[JB_erodeMatte]** : Simple erode node.

- <img src='icons/JB_fractal.png' width='66'> **[JB_fractal]** : Simple fractal generator.

- <img src='icons/JB_lidar.png' width='66'> **[JB_lidar]** : This shader tries to emulate a fake point cloud data provided by a lidar.

- <img src='icons/JB_multiMatteManager.png' width='66'> **[JB_multiMatteManager]** : Combines up to four RGB multimatte inputs into one with combined alphas of selected channels.

- <img src='icons/JB_pixelDisplace.png' width='66'> **[JB_pixelDisplace]** : Transforms input1 using input2 rgb values.

- <img src='icons/JB_timeDisplace.png' width='66'> **[JB_timeDisplace]** : Tries to emulate the Sapphire s_TimeDisplace node.

## JT :

- <img src='icons/JT_SyLens.png' width='66'> **[JT_SyLens]** : Straightens and distorts footage according to the Syntheyes lens distortion model.

## K :

- <img src='icons/K_BW.png' width='66'> **[K_BW]** : Creates a black and white image based on the dominance of R-G-B channels.

- <img src='icons/K_Chroma.png' width='66'> **[K_Chroma]** : Warps chroma channels with the ability to add barrel distortion.

- <img src='icons/K_RgbcmyMatte.png' width='66'> **[K_RgbcmyMatte]** : Separates Red, Green, Blue, Cyan, Magenta, Yellow and White from a matte pass.

## Keying :

- <img src='icons/Despill.png' width='66'> **[Despill]** : Green screen despill.

- <img src='icons/OverBright.png' width='66'> **[OverBright]** : Generates an alpha based on above 1 RGB values.

- <img src='icons/OverDark.png' width='66'> **[OverDark]** : Generates an alpha based on negative RGB values.

## L :

- <img src='icons/L_AlexaLogCv3.png' width='66'> **[L_AlexaLogCv3]** : Linearise the AlexalogCv3 encoded input or go back out as the inverse using the Arri AlexaLogCv3 function for EI800.

- <img src='icons/L_CanonLog.png' width='66'> **[L_CanonLog]** : Linearises the Canon Clog curve.

- <img src='icons/L_Clamp.png' width='66'> **[L_Clamp]** : Clamp selected pixels to user defined minimum and maximum values.

- <img src='icons/L_Fstop.png' width='66'> **[L_Fstop]** : Adjust the linear encoded front input exposure in Stops.

- <img src='icons/L_Molten.png' width='66'> **[L_Molten]** : Molten Metal Texture Gradient shader.

- <img src='icons/L_Mult.png' width='66'> **[L_Mult]** : Multiplies the pixel values in the image.

- <img src='icons/L_Slog.png' width='66'> **[L_Sloge]** : Linearise the SLog encoded input using the Sony S-Log function.

## Ls :

- <img src='icons/Ls_Contacts.png' width='66'> **[Ls_Contacts]** : Tile inputs into a grid for impressing clients, choosing versions or checking continuity.

- <img src='icons/Ls_Dollface.png' width='66'> **[Ls_Dollface]** : Blend similar colours with a bilateral filter whilst preserving edges, to remove grain or wrinkles.

- <img src='icons/Ls_FXAA.png' width='66'> **[Ls_FXAA]** : Fast cheap antialiasing, soften those crunchy edges.

- <img src='icons/Ls_nail.png' width='66'> **[Ls_nail]** : Warp an area of the Source and Mask to follow a track.

- <img src='icons/Ls_NaNfix.png' width='66'> **[Ls_NaNfix]** : Fixes pixels which are stuck at NaN. The detected pixels are output in the matte for further treatment with PixelSpread.

- <img src='icons/Ls_Posmatte.png' width='66'> **[Ls_Posmatte]** : Pulls a spherical matte from an XYZ position pass.

- <img src='icons/Ls_RndmGrade.png' width='66'> **[Ls_RndmGrade]** : Generates random grades. Works best on log footage or low-contrast ungraded video.

- <img src='icons/Ls_Tinyplanet.png' width='66'> **[Ls_Tinyplanet]** : Stereographic reprojection of 360 panoramas.

- <img src='icons/Ls_UVewa.png' width='66'> **[Ls_UVewa]** : UV mapping with EWA filtering.

- <img src='icons/Ls_wireless.png' width='66'> **[Ls_wireless]** : Removes wires, or other straight-ish things.

## Merge :

- <img src='icons/Add_GL.png' width='66'> **[Add_GL]** : Additive merge.

- <img src='icons/Divide_GL.png' width='66'> **[Divide_GL]** : Divide merge.

- <img src='icons/Multiply_GL.png' width='66'> **[Multiply_GL]** : Multiply merge.

- <img src='icons/Over_GL.png' width='66'> **[Over_GL]** : Over merge.

- <img src='icons/Screen_GL.png' width='66'> **[Screen_GL]** : Screen merge.

## Other :

- <img src='icons/FXAA_GL.png' width='66'> **[FXAA_GL]** : FX antialiasing.
