1 line
6.4 KiB
JSON
1 line
6.4 KiB
JSON
{"version":2,"baseVals":{"rating":0,"gammaadj":1.980001,"decay":0.5,"echo_zoom":0.999998,"echo_alpha":0.5,"echo_orient":3,"wave_mode":4,"additivewave":1,"wave_thick":1,"modwavealphabyvolume":1,"wave_brighten":0,"darken":1,"wave_a":0.001,"wave_scale":0.5274,"wave_smoothing":0.45,"modwavealphastart":0,"modwavealphaend":1.32,"warpanimspeed":1.4595,"warpscale":2.0067,"zoom":0.9999,"warp":0.01,"sx":0.9999,"wave_r":0.8,"wave_g":0.49,"ob_size":0,"ob_b":1,"ib_size":0.26,"mv_x":64,"mv_y":48,"mv_l":1.85,"mv_r":0.4999,"mv_g":0.4999,"mv_b":0.4999,"mv_a":0,"b1ed":0},"shapes":[{"baseVals":{"additive":1,"rad":0.048958,"tex_ang":1.00531,"tex_zoom":1.531168,"r":0,"g":1,"b":1,"r2":0.83,"g2":0.93,"b2":0.8,"border_b":0,"border_a":0,"enabled":0},"init_eqs_eel":"","frame_eqs_eel":"\ntrel = time/3;\n\nx = .5+sin(trel*2);\ny = .5+cos(trel*1.3);\n\n\n\n\nrad = .1;\na = .8;"},{"baseVals":{"thickoutline":1,"textured":1,"x":0.26,"y":0.2,"rad":0.393173,"tex_zoom":0.9355,"r":0,"g":0.55,"b":0.5,"g2":0.4,"b2":0.4,"a2":0.07,"border_r":0.3,"border_g":0.7,"border_b":0.8,"border_a":0.4,"enabled":0},"init_eqs_eel":"","frame_eqs_eel":"tex_zoom = q27;"},{"baseVals":{"sides":44,"x":0.503,"rad":0.038857,"tex_zoom":0.609857,"g":0.1,"a":0.9,"r2":1,"b2":1,"border_r":0.5,"border_g":0.5,"border_a":0,"enabled":0},"init_eqs_eel":"","frame_eqs_eel":"x = rand(50)/50;\ny = .5;\n\nr = .4;\ng = .6;\nb = 1;\nr2 = r;\ng2 = g;\nb2 = b;\n\na2 = min(q21/2 ,1)/2;\n\na = 0;\n\nrad = a2 * (.1+abs(x-.5))/2 ;"},{"baseVals":{"thickoutline":1,"textured":1,"x":0.26,"y":0.76,"rad":0.39478,"tex_zoom":0.499805,"g":1,"b":1,"r2":1,"b2":1,"a2":0.8,"border_r":0.2,"border_g":0.7,"border_b":0.5,"border_a":1,"enabled":0},"init_eqs_eel":"","frame_eqs_eel":"tex_zoom = q27/2;"}],"waves":[{"baseVals":{"samples":282,"sep":20,"thick":1,"additive":1,"scaling":7.858,"smoothing":0.1,"r":0.2,"g":0.3,"a":0.6,"enabled":0},"init_eqs_eel":"t1 = 1 + (rand(101)*.01 - rand(101)*.01)*.3;\nt2 = 1 + (rand(101)*.01 - rand(101)*.01)*.3;\nt3 = 1 + (rand(101)*.01 - rand(101)*.01)*.3;\nt4 = 1 + (rand(101)*.01 - rand(101)*.01)*.3;\nt5 = 1 + (rand(101)*.01 - rand(101)*.01)*.3;\nt6 = 1 + (rand(101)*.01 - rand(101)*.01)*.3;\nt7 = 1 + (rand(101)*.01 - rand(101)*.01)*.3;\nt8 = 1 + (rand(101)*.01 - rand(101)*.01)*.3;\n","frame_eqs_eel":"t2 = t2 + bass_att;","point_eqs_eel":"\nx = sample;\ny = value1 * rand(50)/100 * abs(sample-.5)+ .478;\n\na = q26/4 * (.2 + abs(sample-.5)); "},{"baseVals":{"usedots":1,"thick":1,"scaling":0.891519,"smoothing":0.82,"a":0.1,"enabled":0},"init_eqs_eel":"","frame_eqs_eel":"","point_eqs_eel":"xi = rand(100)/100;\nyi = rand(100)/100;\n\nx = xi; y = yi;\n\na = q21/15;"},{"baseVals":{"thick":1,"scaling":0.891519,"smoothing":0.82,"r":0,"g":0.2,"b":0,"enabled":0},"init_eqs_eel":"","frame_eqs_eel":"","point_eqs_eel":""},{"baseVals":{"spectrum":1,"usedots":1,"enabled":0},"init_eqs_eel":"","frame_eqs_eel":"","point_eqs_eel":""}],"init_eqs_eel":"","frame_eqs_eel":"dec_med = pow (0.9, 30/fps);\ndec_slow = pow (0.99, 30/fps);\nbeat = max (max (bass, mid), treb); \n\nbeat = bass+mid+treb;\nbeat = beat*beat;\n\navg = avg*dec_slow + beat*(1-dec_slow);\nis_beat = above(beat, .3*avg+peak) * above (time, t0+.1);\nt0 = is_beat*time + (1-is_beat)*t0;\npeak = is_beat * beat + (1-is_beat)*peak*dec_med;\nindex = (index + is_beat) %32;\nindexa = (indexa + is_beat) %5;\nindex2 = (index2 + is_beat*bnot(index))%2;\n\nq20 = avg;\nq21 = beat;\nq22 = peak;\nq23 = index;\nq24 = is_beat;\nq26 = bass_att + mid_att + treb_att + 1;\nq27 = index + 1;\nq28 = -index2 + indexa/5;\nq29 = index2;\n\nk1 = is_beat*equal(index%16,0);\np1 = k1*(p1+1) + (1-k1)*p1;\np2 = dec_med * p2+ (1-dec_med)*p1;\nrot1 = p2 * 3.1416/2;\nq8 = cos(rot1);\n\nrott = rott + 1/fps * sin(time/3.5);\nq1 = cos(rott);\nq2 = sin(rott);\nq3 = -q2;\nq4 = q1;\n\ntrel = trel + .5/fps * (1);\nq5 = cos(time/6+trel)/3;\nq6 = sin(trel)/16+.4;\nq7 = 1.02+.03*sin(rott/3.7);\n\nran = ran * (1-q24) + rand(100)/100;\nq10 = ran -.5;\n\n\nzoom = 1.0;\nwarp = 0;","pixel_eqs_eel":"","warp":"float xlat_mutableq24;\n shader_body { \n vec2 rs_1;\n vec2 tmpvar_2;\n tmpvar_2 = (uv_orig - 0.5);\n float theta_3;\n theta_3 = (q1 * ((q27 * \n sqrt(dot (tmpvar_2, tmpvar_2))\n ) + (rand_frame * 64.0)).x);\n rs_1 = (clamp ((\n (sin(theta_3) / cos(theta_3))\n * \n normalize((1.0/(tmpvar_2)))\n ), vec2(-4.0, -4.0), vec2(4.0, 4.0)) * cos((tmpvar_2.yx * q28)));\n vec2 x_4;\n x_4 = ((rs_1 * tmpvar_2) + 0.01);\n xlat_mutableq24 = (q24 + 0.03);\n vec4 tmpvar_5;\n tmpvar_5.w = 1.0;\n tmpvar_5.xyz = ((xlat_mutableq24 * (\n ((texture (sampler_main, (uv + (rs_1 / 44.0))).xyz + (vec3((0.002 / \n sqrt(dot (x_4, x_4))\n )) * roam_cos.xyz)) * 0.98)\n - 0.02)) + ((\n (1.0 - xlat_mutableq24)\n * texture (sampler_main, \n ((tmpvar_2 * q7) + 0.5)\n ).xyz) * 0.99));\n ret = tmpvar_5.xyz;\n }","comp":"vec3 xlat_mutableret1;\nvec2 xlat_mutablers;\nvec2 xlat_mutablers0;\nvec2 xlat_mutableuv2;\n shader_body { \n vec2 uv_1;\n uv_1.x = uv.x;\n vec2 uv1_2;\n uv_1.y = ((uv.y + q5) - 0.1);\n vec2 tmpvar_3;\n tmpvar_3 = ((uv_1 - 0.5) * aspect.xy);\n float tmpvar_4;\n tmpvar_4 = (1.0/((tmpvar_3.y + (tmpvar_3.x * q1))));\n xlat_mutablers0.x = (tmpvar_3.x * tmpvar_4);\n xlat_mutablers0.y = (tmpvar_4 / 4.0);\n xlat_mutablers.x = xlat_mutablers0.x;\n xlat_mutablers.y = (xlat_mutablers0.y + (time * 2.0));\n vec2 tmpvar_5;\n tmpvar_5.x = q5;\n tmpvar_5.y = q6;\n mat2 tmpvar_6;\n tmpvar_6[uint(0)] = _qa.xy;\n tmpvar_6[1u] = _qa.zw;\n uv1_2 = ((tmpvar_3 + tmpvar_5) * tmpvar_6);\n float tmpvar_7;\n tmpvar_7 = clamp ((4.0 / tmpvar_4), 0.0, 1.0);\n xlat_mutableuv2 = ((2.0 * uv1_2) * (sqrt(\n dot (uv1_2, uv1_2)\n ) + q8));\n xlat_mutableuv2 = (xlat_mutableuv2 * aspect.yx);\n vec2 tmpvar_8;\n tmpvar_8 = fract(((xlat_mutableuv2 + 0.5) - (\n (vec3(dot (texture (sampler_pw_noise_lq, (xlat_mutablers / 40.0)), vec4(0.32, 0.49, 0.29, 0.0))) - 0.5)\n * tmpvar_7).xy));\n xlat_mutableret1 = ((texture (sampler_main, tmpvar_8) * (1.0 - tmpvar_7)).xyz + (tmpvar_7 * (\n (texture (sampler_blur1, tmpvar_8).xyz * scale1)\n + bias1)));\n xlat_mutableret1 = (xlat_mutableret1 * (1.0 + (\n (q22 / 16.0)\n * xlat_mutableret1)));\n vec4 tmpvar_9;\n tmpvar_9.w = 1.0;\n tmpvar_9.xyz = (xlat_mutableret1 + (clamp (\n ((texture (sampler_blur2, vec2(fract((\n ((xlat_mutableuv2.y / xlat_mutableuv2.x) * q10)\n / 3.0)))).xyz * scale2) + bias2)\n , 0.0, 1.0) * clamp (\n ((q22 / 24.0) - 0.4)\n , 0.0, 1.0)));\n ret = tmpvar_9.xyz;\n }"} |