1 line
2.5 KiB
JSON
1 line
2.5 KiB
JSON
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{"version":2,"baseVals":{"rating":3,"gammaadj":1,"decay":1,"modwavealphabyvolume":1,"wave_a":0.207,"wave_scale":0.397,"wave_smoothing":0,"wave_mystery":0.24,"modwavealphaend":1.17,"warpscale":2.853,"zoomexp":0.99983,"zoom":0.99752,"warp":0.01565,"ob_size":0,"mv_x":64,"mv_y":48,"mv_l":0,"mv_r":0.35,"mv_g":0.35,"mv_b":0.35,"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":"","frame_eqs_eel":"wave_r = wave_r + 0.400*( 0.60*sin(0.933*time) + 0.40*sin(1.045*time) );\nwave_g = wave_g + 0.100*( 0.60*sin(0.900*time) + 0.40*sin(0.956*time) );\nwave_b = wave_b + 0.100*( 0.60*sin(0.910*time) + 0.40*sin(0.920*time) );\nmv_r = wave_r;\nmv_b = wave_b;\nmv_g = wave_g;\nq1 = 0.05*(pow(1+1.2*bass+0.4*bass_att+0.1*treb+0.1*treb_att+0.1*mid+0.1*mid_att,6)/fps);\n//q1 = 0.6*(bass+bass_att);\nmv_a = if(above(bass-1.2,1),1,bass-1.2);\nq2 = oldq2 + 0.05*(pow(1+1.2*treb+0.4*treb_att+0.1*treb+0.1*treb_att+0.1*mid+0.1*mid_att,6)/fps);\n\n//q2 = oldq2 +q1;\noldq2 = q2 ;\nmonitor = q2;","pixel_eqs_eel":"zoom = zoom + rad*0.1*q1;","warp":" shader_body { \n vec3 ret_1;\n vec4 tmpvar_2;\n tmpvar_2 = texture (sampler_main, uv);\n ret_1 = (tmpvar_2.xyz + ((tmpvar_2.xyz - \n ((texture (sampler_blur2, uv).xyz * scale2) + bias2)\n ) * 0.3));\n ret_1 = (ret_1 * 0.9);\n ret_1 = (ret_1 + ((\n (texture (sampler_noise_lq, (((uv_orig * texsize.xy) * (texsize_noise_lq.zw * 0.4)) + rand_frame.xy)).xyz - 0.5)\n / 256.0) * 112.0));\n vec4 tmpvar_3;\n tmpvar_3.w = 1.0;\n tmpvar_3.xyz = ret_1;\n ret = tmpvar_3.xyz;\n }","comp":" shader_body { \n float ang2_1;\n ang2_1 = ((ang * 0.1591549) + (time * 0.025));\n ang2_1 = (cos((50.26548 * ang2_1)) * 0.023);\n ang2_1 = (ang2_1 * 6.283185);\n vec2 tmpvar_2;\n tmpvar_2.x = cos(ang2_1);\n tmpvar_2.y = sin(ang2_1);\n vec4 tmpvar_3;\n tmpvar_3.w = 1.0;\n tmpvar_3.xyz = texture (sampler_main, (0.5 + ((\n (0.375 * (rad * sqrt(dot (texsize.xy, texsize.xy))))\n * tmpvar_2) * texsize.zw))).xyz;\n ret = tmpvar_3.xyz;\n }"}
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