1 line
6.8 KiB
JSON
1 line
6.8 KiB
JSON
{"version":2,"baseVals":{"rating":5,"gammaadj":1.28,"decay":0.8,"echo_zoom":1,"echo_orient":3,"wave_mode":7,"additivewave":1,"modwavealphabyvolume":1,"wave_brighten":0,"brighten":1,"wave_a":0.001,"wave_scale":1.286,"wave_smoothing":0.63,"modwavealphastart":0.71,"modwavealphaend":1.3,"zoomexp":3.04777,"zoom":1.0173,"warp":0.01605,"wave_g":0.65,"wave_b":0.65,"ob_size":0,"ob_a":1,"mv_x":64,"mv_y":48,"mv_l":0,"mv_a":0,"b1ed":0},"shapes":[{"baseVals":{"sides":5,"additive":1,"num_inst":2,"x":0.49,"rad":0.11589,"tex_zoom":4.36077,"g2":0,"border_a":0,"enabled":0},"init_eqs_eel":"","frame_eqs_eel":"x = rand(1000)/1000;\ny = rand(1000)/1000;\nang = rand(150)/100;"},{"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":1,"thick":1,"additive":1,"g":0,"b":0},"init_eqs_eel":"","frame_eqs_eel":"","point_eqs_eel":"ma=ma+(above(bass,1)*3.1415*.01*bass);\nma=ma-(above(treb,1)*3.1415*.01*treb);\n\nmx=mx+(.0002*cos(ma));\nmy=my+(.0002*sin(ma));\n\nmx=if(above(mx,.9),(.9-mx),mx);\nmy=if(above(my,.9),(.9-my),my);\nmx=if(below(mx,.1),(.9+mx),mx);\nmy=if(below(my,.1),(.9+my),my);\n\nx=mx;\ny=my;\n\na=(above(bass+mid+treb,.8));"},{"baseVals":{"enabled":1,"thick":1,"additive":1,"r":0,"g":0},"init_eqs_eel":"","frame_eqs_eel":"","point_eqs_eel":"ma=ma+(above(bass,1)*3.1415*.05*bass);\nma=ma-(above(mid,1)*3.1415*.05*mid);\n\nmx=mx+(.0001*cos(ma));\nmy=my+(.0001*sin(ma));\n\nmx=if(above(mx,.9),(.9-mx),mx);\nmy=if(above(my,.9),(.9-my),my);\nmx=if(below(mx,.1),(.9+mx),mx);\nmy=if(below(my,.1),(.9+my),my);\n\nx=mx;\ny=my;\n\na=(above(bass+mid+treb,.1));"},{"baseVals":{"enabled":1,"thick":1,"additive":1,"r":0,"b":0},"init_eqs_eel":"","frame_eqs_eel":"","point_eqs_eel":"ma=ma+(above(mid,1)*3.1415*.01*mid);\nma=ma-(above(treb,1)*3.1415*.01*treb);\n\nmx=mx+(.0004*cos(ma));\nmy=my+(.0004*sin(ma));\n\nmx=if(above(mx,.9),(.9-mx),mx);\nmy=if(above(my,.9),(.9-my),my);\nmx=if(below(mx,.1),(.9+mx),mx);\nmy=if(below(my,.1),(.9+my),my);\n\nx=mx;\ny=my;\n\na=(above(bass+mid+treb,.3));"},{"baseVals":{"enabled":1,"thick":1,"additive":1,"g":0},"init_eqs_eel":"","frame_eqs_eel":"","point_eqs_eel":"ma=ma+(above(bass,.5)*3.1415*.02*bass);\nma=ma-(above(treb,.5)*3.1415*.02*treb);\n\nmx=mx+(.0008*cos(ma));\nmy=my+(.0008*sin(ma));\n\nmx=if(above(mx,.9),(.9-mx),mx);\nmy=if(above(my,.9),(.9-my),my);\nmx=if(below(mx,.1),(.9+mx),mx);\nmy=if(below(my,.1),(.9+my),my);\n\nx=mx;\ny=my;\n\na=(above(bass+mid+treb,.2));"}],"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); \navg = avg*dec_slow + beat*(1-dec_slow);\nis_beat = above(beat, .5+avg+peak) * above (time, t0+.2);\nt0 = is_beat*time + (1-is_beat)*t0;\npeak = is_beat * beat + (1-is_beat)*peak*dec_med;\nindex = (index + is_beat) %2;\n\n\nd_x = if(is_beat, (rand(2000)-1000)*0.001 , d_x);\nd_y = if(is_beat, (rand(2000)-1000)*0.001 , d_y);\nr = if(is_beat, (rand(2000)-1000)*0.001 , r);\nz = if(is_beat, rand(1000)*0.001 , z);\nzoom = 1.03 + z*0.06;\nrot = r*0.06;\ndx = d_x*0.01;\ndy = d_y*0.01;\nq1 = 1;\n\nq23 = rand(1000)/1000;\nq24 = rand(1000)/1000;\nq25 = (rand(1000)/1000)*6.28;\nq26 = q25 - 3.14;\nq27 = (rand(1000)/12000)+0.04;\n\nq28 = rand(1000)/1000;\nq29 = rand(1000)/1000;\nq30 = (rand(1000)/1000)*6.28;\nq31 = q30 - 3.14;\nq32 = (rand(1000)/14000)+0.04;\n\ndb = db*0.98 + bass*0.2;\nbb = bb + db*0.1;\n\ndt = dt*0.98 + treb*0.2;\ntt = tt + dt*0.1;\n\ndm = dm*0.98 + mid*0.2;\nmm = mm + dm*0.1;\n\n\nw = (bb-tt)*0.1;\nq11 = sin(w);\nq12 = cos(w);\nq13 = 0.5 + sin((bb-mm)*0.1)*0.25; // cx\nq14 = 0.5 + sin((tt-mm)*0.1)*0.25; // cy\nq15 = 4;\nq16 = 0.06;\nq17 = sin(-w);\nq18 = cos(-w);","pixel_eqs_eel":"","warp":" shader_body { \n vec3 ret_1;\n vec2 tmpvar_2;\n tmpvar_2 = (texsize.zw * 8.0);\n vec3 tmpvar_3;\n tmpvar_3 = (((texture (sampler_blur1, \n (uv + (vec2(1.0, 0.0) * tmpvar_2))\n ).xyz * scale1) + bias1) - ((texture (sampler_blur1, \n (uv - (vec2(1.0, 0.0) * tmpvar_2))\n ).xyz * scale1) + bias1));\n vec3 tmpvar_4;\n tmpvar_4 = (((texture (sampler_blur1, \n (uv + (vec2(0.0, 1.0) * tmpvar_2))\n ).xyz * scale1) + bias1) - ((texture (sampler_blur1, \n (uv - (vec2(0.0, 1.0) * tmpvar_2))\n ).xyz * scale1) + bias1));\n vec2 tmpvar_5;\n tmpvar_5.x = tmpvar_3.x;\n tmpvar_5.y = tmpvar_4.x;\n vec2 tmpvar_6;\n vec2 tmpvar_7;\n tmpvar_7 = mix (uv_orig, uv, vec2(0.1, 0.1));\n tmpvar_6 = (tmpvar_7 + ((tmpvar_5 * texsize.zw) * 2.0));\n vec2 tmpvar_8;\n tmpvar_8.x = tmpvar_3.y;\n tmpvar_8.y = tmpvar_4.y;\n vec2 tmpvar_9;\n tmpvar_9 = (mix (uv_orig, uv, vec2(0.3, 0.3)) + ((tmpvar_8 * texsize.zw) * 2.0));\n vec2 tmpvar_10;\n tmpvar_10.x = tmpvar_3.z;\n tmpvar_10.y = tmpvar_4.z;\n vec2 tmpvar_11;\n tmpvar_11 = (tmpvar_7 + ((tmpvar_10 * texsize.zw) * 2.0));\n ret_1.x = (texture (sampler_main, tmpvar_6).x - ((texture (sampler_main, tmpvar_6).xyz - \n ((texture (sampler_blur3, tmpvar_6).xyz * scale3) + bias3)\n ).x * 0.01));\n ret_1.y = (texture (sampler_main, tmpvar_9).y - ((texture (sampler_main, tmpvar_9).xyz - \n ((texture (sampler_blur3, tmpvar_9).xyz * scale3) + bias3)\n ).y * 0.01));\n ret_1.z = (texture (sampler_main, tmpvar_11).z - ((texture (sampler_main, tmpvar_11).xyz - \n ((texture (sampler_blur3, tmpvar_11).xyz * scale3) + bias3)\n ).z * 0.01));\n ret_1 = (ret_1 + (-0.004 + (\n (texture (sampler_noise_lq, (((uv_orig * texsize.xy) * (texsize_noise_lq.zw * 1.2)) + rand_frame.xy)).xyz - 0.5)\n * 0.1)));\n vec4 tmpvar_12;\n tmpvar_12.w = 1.0;\n tmpvar_12.xyz = ret_1;\n ret = tmpvar_12.xyz;\n }","comp":" shader_body { \n vec3 ret_1;\n vec2 tmpvar_2;\n tmpvar_2 = (texsize.zw * 8.0);\n vec3 tmpvar_3;\n tmpvar_3 = (((texture (sampler_blur1, \n (uv + (vec2(1.0, 0.0) * tmpvar_2))\n ).xyz * scale1) + bias1) - ((texture (sampler_blur1, \n (uv - (vec2(1.0, 0.0) * tmpvar_2))\n ).xyz * scale1) + bias1));\n vec3 tmpvar_4;\n tmpvar_4 = (((texture (sampler_blur1, \n (uv + (vec2(0.0, 1.0) * tmpvar_2))\n ).xyz * scale1) + bias1) - ((texture (sampler_blur1, \n (uv - (vec2(0.0, 1.0) * tmpvar_2))\n ).xyz * scale1) + bias1));\n vec2 tmpvar_5;\n tmpvar_5.x = tmpvar_3.z;\n tmpvar_5.y = tmpvar_4.z;\n vec2 tmpvar_6;\n tmpvar_6.x = tmpvar_3.y;\n tmpvar_6.y = tmpvar_4.y;\n ret_1 = (mix (vec3(0.2, 0.0, 0.1), vec3(0.8, 0.6, 0.0), texture (sampler_main, (uv - \n (tmpvar_5 * 0.2)\n )).yyy) * ((\n (-(tmpvar_3.y) + tmpvar_4.y)\n + 1.0) + (\n (-(tmpvar_3.z) + tmpvar_4.z)\n * 2.0)));\n vec3 tmpvar_7;\n tmpvar_7 = mix (mix (ret_1, vec3(0.3, 0.0, 0.8), vec3((\n ((texture (sampler_blur1, (uv - (tmpvar_6 * 0.04))).xyz * scale1) + bias1)\n .x * 1.4))), vec3(1.0, 0.9, 0.4), texture (sampler_main, uv).zzz);\n ret_1 = tmpvar_7;\n vec4 tmpvar_8;\n tmpvar_8.w = 1.0;\n tmpvar_8.xyz = tmpvar_7;\n ret = tmpvar_8.xyz;\n }"} |