1 line
2.8 KiB
JSON
1 line
2.8 KiB
JSON
{"version":2,"baseVals":{"rating":0,"decay":0.981,"echo_zoom":1.047,"wave_mode":3,"wave_dots":1,"wave_thick":1,"wrap":0,"darken":1,"wave_a":0.9,"wave_scale":2.905,"wave_smoothing":0.6,"wave_mystery":-0.3,"warpscale":2.853,"zoomexp":2.63006,"zoom":1.031,"warp":0,"wave_r":0.6,"wave_g":0.6,"wave_b":0.6,"ob_size":0,"ob_a":1,"mv_x":24.986,"mv_y":20.031,"mv_dx":0.065,"mv_dy":0.109,"mv_l":0.036,"mv_r":0.816,"mv_g":0.099,"mv_b":0.816,"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;\nq8 =oldq8+ 0.0003*(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);\noldq8 = q8;\nbass_thresh = above(bass_att,bass_thresh)*2 + (1-above(bass_att,bass_thresh))*((bass_thresh-1.3)*0.96+1.3);\nq5_residual = equal(bass_thresh,2)*0.0064*sin(q8*5) + (1-equal(bass_thresh,2))*q5_residual;\nq6_residual = equal(bass_thresh,2)*0.0048*sin(q8*6) + (1-equal(bass_thresh,2))*q6_residual;\ndx=q5_residual ;\ndy=q6_residual ;\nq1 = 0.03*(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);\nmonitor = q1;\nmv_a = bass-1.2;","pixel_eqs_eel":"zoom = 0.9 + 0.1*q1 + rad*0.1;\nzoomexp = 2*zoom;","warp":"","comp":" shader_body { \n vec3 ret_1;\n vec3 tmpvar_2;\n tmpvar_2.z = 0.0;\n tmpvar_2.xy = texsize.zw;\n ret_1 = -(texture (sampler_main, uv).xyz);\n ret_1 = (ret_1 + (clamp (\n ((dot (texture (sampler_main, (uv + tmpvar_2.xz)).xyz, vec3(0.32, 0.49, 0.29)) - dot (texture (sampler_main, (uv - tmpvar_2.xz)).xyz, vec3(0.32, 0.49, 0.29))) * 64.0)\n , 0.0, 1.0) * vec3(1.0, 0.6, 0.1)));\n ret_1 = (ret_1 + (clamp (\n ((dot (texture (sampler_main, (uv + tmpvar_2.zy)).xyz, vec3(0.32, 0.49, 0.29)) - dot (texture (sampler_main, (uv - tmpvar_2.zy)).xyz, vec3(0.32, 0.49, 0.29))) * 64.0)\n , 0.0, 1.0) * vec3(0.2, 0.5, 0.7)));\n ret_1 = (ret_1 - clamp ((\n (((texture (sampler_blur1, uv).xyz * scale1) + bias1) * 4.0)\n - 1.0), 0.0, 1.0));\n ret_1 = (ret_1 * 1.5);\n vec4 tmpvar_3;\n tmpvar_3.w = 1.0;\n tmpvar_3.xyz = ret_1;\n ret = tmpvar_3.xyz;\n }"} |