1 line
7.2 KiB
JSON
1 line
7.2 KiB
JSON
{"version":2,"baseVals":{"rating":4,"gammaadj":1.9,"echo_zoom":1.169,"echo_orient":1,"wave_mode":5,"additivewave":1,"wave_a":0,"wave_scale":0.9,"wave_smoothing":0.63,"wave_mystery":1,"modwavealphastart":2,"modwavealphaend":2,"warpscale":2.853,"rot":0.006,"warp":0,"wave_r":0.65,"wave_g":0.65,"wave_b":0.65,"ob_size":0.005,"mv_x":0,"mv_y":48,"mv_dx":-0.941,"mv_dy":0.426,"mv_l":5,"mv_r":0.316,"mv_g":0.078,"mv_b":0.942,"mv_a":0,"b1ed":0},"shapes":[{"baseVals":{"enabled":1,"sides":100,"textured":1,"rad":0.78903,"ang":0.62832,"tex_zoom":1.02009,"r":0,"g":1,"b":1,"r2":0.7,"b2":1,"border_a":0},"init_eqs_eel":"vx = 0;\nvy = 0;","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":"c_x = 0.5;\nc_y = 0.5;","frame_eqs_eel":"sx=1+.01*(8*bass%8)*equal(time%(int(24-2*bass)),0);\nsy=1+.01*(8*mid%8) *equal(time%(12+int(24-2*bass)),0);\n\nq1 = aspectx;\nq2 = aspecty;\nrot = 0;\nzoom = 1;\nwarp = 0;\n\n\nvol = bass*8 + mid*4 + treb*2;\nvol = vol*above(vol,17);\nmonitor = vol;\nbeat = above(vol,res);\ndiff = (1-beat)*diff + beat*(vol-res);\nres = beat*(vol+2*diff) + (1-beat)*(res - (diff*0.04 + 0.12)*60/fps);\nres = max(0,res);\nmonitor = res;\n\nr = if(beat, 0.01*(rand(200)-100)*0.01,r);\nrot = r;\n\nc_x = if(beat,0.5 + 0.5*(rand(200)-100)*0.01, c_x);\nc_y = if(beat,0.5 + 0.5*(rand(200)-100)*0.01, c_y);\n\n\nq23 = c_x;\nq24 = c_y;\n\n// elastic thread code by Flexi\n\nxx1 = xx1*0.9 + (bass)*0.01;\nxx2 = xx2*0.9 + (treb)*0.01;\nyy1 = yy1*0.94 + (treb+bass)*0.0075;\nx1 = 0.5 + (xx1-xx2)*2;\ny1 = 0.4 + yy1*1.5;\ndt = 0.03/fps;\nvx2 = vx2*(1-2*dt) + dt*((x1+x3-2*x2)*10);\nvy2 = vy2*(1-2*dt) + dt*((y1+y3-2*y2)*10-0.5);\nvx3 = vx3*(1-2*dt) + dt*((x2+x4-2*x3)*10);\nvy3 = vy3*(1-2*dt) + dt*((y2+y4-2*y3)*10-0.5);\nvx4 = vx4*(1-2*dt) + dt*((x3-x4)*10);\nvy4 = vy4*(1-2*dt) + dt*((y3-y4)*10-0.5);\nx2 = x2 + vx2; y2 = y2 + vy2;\nx3 = x3 + vx3; y3 = y3 + vy3;\nx4 = x4 + vx4; y4 = y4 + vy4;\nvx2 = if(above(x2,0),vx2,abs(vx2)*0.5);\nvx2 = if(below(x2,1),vx2,-abs(vx2)*0.5);\nvx3 = if(above(x3,0),vx3,abs(vx3)*0.5);\nvx3 = if(below(x3,1),vx3,-abs(vx3)*0.5);\nvx4 = if(above(x4,0),vx4,abs(vx4)*0.5);\nvx4 = if(below(x4,1),vx4,-abs(vx4)*0.5);\nvy2 = if(above(y2,0),vy2,abs(vy2)*0.5);\nvy2 = if(below(y2,1),vy2,-abs(vy2)*0.5);\nvy3 = if(above(y3,0),vy3,abs(vy3)*0.5);\nvy3 = if(below(y3,1),vy3,-abs(vy3)*0.5);\nvy4 = if(above(y4,0),vy4,abs(vy4)*0.5);\nvy4 = if(below(y4,1),vy4,-abs(vy4)*0.5);\nq1 = x1;q2 = x2;q3 = x3;q4 = x4;\nq5 = y1;q6 = y2;q7 = y3;q8 = y4;\nq9 = 1/aspectx;\nq10 = 1/aspecty;\nq11 = aspectx;\nq12 = aspecty;\nq13 = sqrt(vx4*vx4 + vy4*vy4)*0.8;\nq14 = atan2(vx4,vy4);","pixel_eqs_eel":"d = (pow(sqrt(sqr(x-q3)+sqr(y-q4)),2)-0);\nv = 0.03;\ndx = v*(x-q23)*d;\ndy = v*(y-q24)*d;\n\n\nx = 0.5 + (x-0.5)*q11;\ny = 0.5 + (y-0.5)*q12;\ndir = -q14*1 + asin(1)*1;\n\nvelocity = q13;\nstrength = 100;\nsize = 0.07;\n\nxx = q4;\nyy = 1-q8;\n\n\nx1 = xx +cos(dir+1.5708)*size;\ny1 = yy -sin(dir+1.5708)*size;\n\nx2 = xx -cos(dir+1.5708)*size;\ny2 = yy +sin(dir+1.5708)*size;\n\nd1 = sqrt((x1-x)*(x1-x)+(y1-y)*(y1-y))-size*2;\nsi1 = 1- 1/(1+pow(2,-d1*100));\n\nd2 = sqrt((x2-x)*(x2-x)+(y2-y)*(y2-y))-size*2;\nsi2 = 1- 1/(1+pow(2,-d2*100));\n\ndx += (si1*sin(y1-y)*d1 - si2*sin(y2-y)*d2)*strength*velocity;\ndy += (-si1*sin(x1-x)*d1 + si2*sin(x2-x)*d2)*strength*velocity;","warp":"vec2 xlat_mutabled;\nvec3 xlat_mutabledx;\nvec3 xlat_mutabledy;\n shader_body { \n vec3 ret_1;\n vec3 tmpvar_2;\n tmpvar_2 = (texture (sampler_noise_lq, ((\n (uv_orig * texsize.xy)\n * texsize_noise_lq.zw) + rand_frame.xy)).xyz - 0.5);\n xlat_mutabled = (texsize.zw * 4.0);\n xlat_mutabledx = (((texture (sampler_blur1, \n (uv_orig + (vec2(1.0, 0.0) * xlat_mutabled))\n ).xyz * scale1) + bias1) - ((texture (sampler_blur1, \n (uv_orig - (vec2(1.0, 0.0) * xlat_mutabled))\n ).xyz * scale1) + bias1));\n xlat_mutabledy = (((texture (sampler_blur1, \n (uv_orig + (vec2(0.0, 1.0) * xlat_mutabled))\n ).xyz * scale1) + bias1) - ((texture (sampler_blur1, \n (uv_orig - (vec2(0.0, 1.0) * xlat_mutabled))\n ).xyz * scale1) + bias1));\n xlat_mutabled = uv;\n vec2 tmpvar_3;\n tmpvar_3.x = xlat_mutabledx.y;\n tmpvar_3.y = xlat_mutabledy.y;\n vec2 tmpvar_4;\n tmpvar_4.x = xlat_mutabledx.z;\n tmpvar_4.y = xlat_mutabledy.z;\n vec4 tmpvar_5;\n tmpvar_5 = texture (sampler_main, uv_orig);\n ret_1.y = ((texture (sampler_main, (uv - \n ((tmpvar_3 * texsize.zw) * 6.0)\n )).y - 0.008) + ((1.0 - tmpvar_5.x) * 0.018));\n ret_1.z = ((texture (sampler_main, (uv - \n ((tmpvar_4 * texsize.zw) * 6.0)\n )).z - 0.008) + (tmpvar_5.x * 0.018));\n ret_1.x = texture (sampler_fc_main, (uv + ((tmpvar_2.xy * texsize.zw) * 0.5))).x;\n ret_1.x = (ret_1.x + ((\n (ret_1.x - ((texture (sampler_blur3, uv).xyz * scale3) + bias3).x)\n * 0.15) + (tmpvar_2 * 0.0042)).x);\n vec4 tmpvar_6;\n tmpvar_6.w = 1.0;\n tmpvar_6.xyz = ret_1;\n ret = tmpvar_6.xyz;\n }","comp":" shader_body { \n vec2 tmpvar_1;\n tmpvar_1.x = q3;\n tmpvar_1.y = q4;\n vec2 tmpvar_2;\n tmpvar_2.x = q6;\n tmpvar_2.y = q7;\n vec2 tmpvar_3;\n tmpvar_3.x = q9;\n tmpvar_3.y = q10;\n vec2 tmpvar_4;\n tmpvar_4.x = q12;\n tmpvar_4.y = q13;\n vec2 tmpvar_5;\n tmpvar_5 = (texsize.zw * 1.25);\n vec3 tmpvar_6;\n tmpvar_6 = (texture (sampler_main, (uv + (vec2(1.0, 0.0) * tmpvar_5))).xyz - texture (sampler_main, (uv - (vec2(1.0, 0.0) * tmpvar_5))).xyz);\n vec3 tmpvar_7;\n tmpvar_7 = (texture (sampler_main, (uv + (vec2(0.0, 1.0) * tmpvar_5))).xyz - texture (sampler_main, (uv - (vec2(0.0, 1.0) * tmpvar_5))).xyz);\n vec2 tmpvar_8;\n tmpvar_8.x = dot (tmpvar_6, vec3(0.32, 0.49, 0.29));\n tmpvar_8.y = dot (tmpvar_7, vec3(0.32, 0.49, 0.29));\n vec2 x_9;\n x_9 = ((uv - (tmpvar_8 * 8.0)) - tmpvar_1);\n vec2 tmpvar_10;\n tmpvar_10.x = dot (tmpvar_6, vec3(0.32, 0.49, 0.29));\n tmpvar_10.y = dot (tmpvar_7, vec3(0.32, 0.49, 0.29));\n vec2 x_11;\n x_11 = ((uv - (tmpvar_10 * 8.0)) - tmpvar_2);\n vec2 tmpvar_12;\n tmpvar_12.x = dot (tmpvar_6, vec3(0.32, 0.49, 0.29));\n tmpvar_12.y = dot (tmpvar_7, vec3(0.32, 0.49, 0.29));\n vec2 x_13;\n x_13 = ((uv - (tmpvar_12 * 8.0)) - tmpvar_3);\n vec2 tmpvar_14;\n tmpvar_14.x = dot (tmpvar_6, vec3(0.32, 0.49, 0.29));\n tmpvar_14.y = dot (tmpvar_7, vec3(0.32, 0.49, 0.29));\n vec2 x_15;\n x_15 = ((uv - (tmpvar_14 * 8.0)) - tmpvar_4);\n vec4 tmpvar_16;\n tmpvar_16.w = 1.0;\n tmpvar_16.xyz = mix (texture (sampler_main, uv).xyz, max (max (\n (vec3((1.0 - pow (sqrt(\n dot (x_9, x_9)\n ), 0.2))) * vec3(2.0, 1.0, -1.0))\n , \n (vec3((1.0 - pow (sqrt(\n dot (x_11, x_11)\n ), 0.2))) * vec3(2.0, -1.0, 1.0))\n ), max (\n (vec3((1.0 - pow (sqrt(\n dot (x_13, x_13)\n ), 0.2))) * vec3(-1.0, 1.0, 2.0))\n , \n (vec3((1.0 - pow (sqrt(\n dot (x_15, x_15)\n ), 0.2))) * vec3(1.0, -1.0, 2.0))\n )), vec3(0.5, 0.5, 0.5));\n ret = tmpvar_16.xyz;\n }"} |