1 line
4.4 KiB
JSON
1 line
4.4 KiB
JSON
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{"version":2,"baseVals":{"rating":0,"gammaadj":1.42,"decay":1,"echo_zoom":1.007,"echo_orient":3,"wave_mode":3,"wave_dots":1,"wave_thick":1,"modwavealphabyvolume":1,"darken":1,"wave_a":0.998,"wave_scale":2.155,"wave_smoothing":0.9,"wave_mystery":-1,"modwavealphastart":0.71,"modwavealphaend":1.3,"warpscale":1.331,"zoom":1.0095,"warp":0.01,"ob_r":0.01,"ob_a":0.5,"ib_size":0.015,"ib_a":0.5,"mv_x":64,"mv_y":1.248,"mv_l":5,"mv_b":0,"mv_a":0,"b1ed":0},"shapes":[{"baseVals":{"enabled":1,"sides":10,"additive":1,"rad":0.24483},"init_eqs_eel":"","frame_eqs_eel":"x=x+.2*sin(time*.411);\ny=y+.2*cos(time*.423);"},{"baseVals":{"enabled":1,"sides":10,"additive":1,"rad":0.24483},"init_eqs_eel":"","frame_eqs_eel":"x=x-.2*sin(time*.411);\ny=y-.2*cos(time*.423);"},{"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":"","frame_eqs_eel":"//Unchained's Beat Code\n\nold_bass_flop=bass_flop;\nold_treb_flop=treb_flop;\nold_mid_flop=mid_flop;\nchaos=.9+.1*sin(pulse);\nentropy=if(equal(pulse,-20),1+bass_flop+treb_flop+mid_flop+rand(2),entropy);\nbass_thresh = above(bass_att,bass_thresh)*2 + (1-above(bass_att,bass_thresh))*((bass_thresh-1.3)*chaos+1.3);\nbass_flop=abs(bass_flop-equal(bass_thresh,2));\ntreb_thresh=above(treb_att,treb_thresh)*2 + (1-above(treb_att,treb_thresh))*((treb_thresh-1.3)*chaos+1.3);\ntreb_flop=abs(treb_flop-equal(treb_thresh,2));\nmid_thresh=above(mid_att,mid_thresh)*2 + (1-above(mid_att,mid_thresh))*((mid_thresh-1.3)*chaos+1.3);\nmid_flop=abs(mid_flop-equal(mid_thresh,2));\nbass_changed=bnot(equal(old_bass_flop,bass_flop));\nmid_changed=bnot(equal(old_mid_flop,mid_flop));\ntreb_changed=bnot(equal(old_treb_flop,treb_flop));\nbass_residual = bass_changed*sin(pulse*.1*entropy) + bnot(bass_changed)*bass_residual;\ntreb_residual = treb_changed*sin(pulse*.1*entropy) + bnot(treb_changed)*treb_residual;\nmid_residual = mid_changed*sin(pulse*.1*entropy) + bnot(mid_changed)*mid_residual;\npulse=if(above(abs(pulse),20),-20,pulse+(bass_thresh+mid_thresh+treb_thresh)*.032);\nq1=mid_residual;\nq2=bass_residual;\nq3=treb_residual;\nq4=sin(pulse);\nq5=cos(pulse/2+q1);\n\nq6=sin(q3*q1+q7*q2);\nq7=above(q1,0)+above(q2,0)+above(q3,0)+above(q3,0)*treb_flop+above(q2,0)*bass_flop+above(q1,0)*mid_flop;\nq8=entropy;\n\nvol=(bass+mid+treb_att)*.3333;\n\nredsine=.5+.15*bass*sin(time*3);\ngreensine=.5+.15*mid*sin(time*2);\nbluesine=.5+.15*treb*sin(time);\n\nredif=if(above(bass,1.2),redsine,if(above(redif,.95),.0,redif*.95));\ngreenif=if(above(mid,1.2),greensine,if(above(greenif,.95),.0,greenif*.95));\nblueif=if(above(treb,1.2),bluesine,if(above(blueif,.95),.0,blueif*.95));\n\nr=redif;\ng=greenif;\nb=blueif;\n\nq9=r;\nq10=g;\nq11=b;\n\nwave_r=wave_r*(sin(redif*cos(b+g)));\nwave_g=wave_g*(sin(greenif*cos(r+b)));\nwave_b=wave_b*(sin(blueif*cos(r+g)));\n\nib_r=r;\nib_g=g;\nib_b=b;\n\nob_r=wave_r*redif;\nob_g=wave_g*greenif;\nob_b=wave_b*blueif;","pixel_eqs_eel":"//xy transform code\nxv = sin(time*.333)*x -cos(time*.667)*x;\nyv = cos(time*.233)*y +sin(time*.567)*y;\nx = xv; y = yv;\n//end x/y transform code\n\nsx=sx+.075*sin(x*3+q7*x);\nsy=sy+.075*sin(y*3.1+q7*y);\n\ndx=dx+.005*cos(y*20+.1*cos(time*.11)+(q2*q6));\ndy=dy+.005*sin(x*20+.1*sin(time*.09)+(q3*q6));","warp":" shader_body { \n vec4 tmpvar_1;\n tmpvar_1.w = 1.0;\n tmpvar_1.xyz = texture (sampler_main, uv).xyz;\n ret = tmpvar_1.xyz;\n }","comp":" shader_body { \n vec2 uvv_1;\n vec2 uvm_2;\n uvm_2.x = ((0.5 * texture (sampler_noise_hq, uv.xx)) + (0.5 * texture (sampler_main, uv.xx))).x;\n uvm_2.y = ((0.5 * texture (sampler_main, uv.yy)) + (0.5 * texture (sampler_noise_hq, uv.yy))).x;\n uvv_1 = (uv * uvm_2);\n vec3 tmpvar_3;\n tmpvar_3 = (((texture (sampler_blur1,
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