1 line
10 KiB
JSON
1 line
10 KiB
JSON
{"version":2,"baseVals":{"rating":3,"gammaadj":1,"decay":1,"echo_zoom":1,"wrap":0,"darken_center":1,"brighten":1,"darken":1,"wave_a":0.001,"warpanimspeed":0.141,"warpscale":14.497,"zoom":0.99951,"warp":0.75055,"wave_r":0,"wave_g":0,"wave_b":0,"ob_size":0.5,"ob_r":0.01,"ib_size":0.26,"mv_a":0},"shapes":[{"baseVals":{"enabled":1,"sides":6,"rad":0.17809,"ang":0.26,"tex_zoom":0.39711,"g":0.7,"b":0.6,"r2":0.4,"g2":0,"a2":1,"border_a":0},"init_eqs_eel":"","frame_eqs_eel":"x=.11+.22*rand(5);\ny=.1+.16*(2*time%6);\n\nb=.6+.3*q3;\ng=.7+.2*q3;\nr= .7;\n\ng2=.3*g;\nr2=.3*r;\nb2=.3*b;"},{"baseVals":{"enabled":1,"sides":6,"additive":1,"rad":0.17809,"ang":0.26,"tex_zoom":0.99999,"g":1,"b":0.4,"a":0.5,"r2":0.2,"g2":0,"b2":0.3,"a2":0.6,"border_r":0,"border_g":0,"border_b":0,"border_a":0},"init_eqs_eel":"","frame_eqs_eel":"x=.11+.22*rand(5);\ny=.1+.16*(2*time%6);\n\nb=.6+.3*q3;\ng=.7+.2*q3;\nr= .7;\n\ng2=.3*g;\nr2=.3*r;\nb2=.3*b;"},{"baseVals":{"enabled":1,"sides":6,"textured":1,"rad":0.17633,"ang":0.26,"tex_zoom":1.19615,"r2":1,"b2":1,"a2":0.2,"border_r":0,"border_g":0,"border_b":0,"border_a":0.2},"init_eqs_eel":"","frame_eqs_eel":"x=.22*rand(6);\ny=.18+.16*(2*time%5);\n\ng=1.5*q3;\nr=1.3*q4;\nb=1.7*q5;\n\ntex_ang=-q1;\ntex_zoom=2+sin(q1);"},{"baseVals":{"enabled":1,"sides":6,"textured":1,"rad":0.16284,"ang":0.26,"r2":0.8,"g2":0.8,"b2":0.8,"a2":0.2,"border_r":0,"border_g":0,"border_b":0,"border_a":0.2},"init_eqs_eel":"","frame_eqs_eel":"x=.11+.22*rand(5);\ny=.1+.16*(2*time%6);\n\nr=.3*q3;\nb=.2*q2;\ng=.1*q1;\n\ntex_ang=q1;\ntex_zoom=2+1.2*sin(1.5*q1);"}],"waves":[{"baseVals":{"samples":395,"usedots":1,"r":0.15,"g":0.15,"b":0.15,"a":0,"enabled":0},"init_eqs_eel":"","frame_eqs_eel":"","point_eqs_eel":""},{"baseVals":{"usedots":1,"scaling":0.01,"a":0,"enabled":0},"init_eqs_eel":"","frame_eqs_eel":"","point_eqs_eel":""},{"baseVals":{"thick":1,"additive":1,"a":0,"enabled":0},"init_eqs_eel":"","frame_eqs_eel":"","point_eqs_eel":""},{"baseVals":{"thick":1,"additive":1,"a":0,"enabled":0},"init_eqs_eel":"","frame_eqs_eel":"","point_eqs_eel":""}],"init_eqs_eel":"x1 = 0.5;\nx2 = 0.51;\n\ny2 = 1;\ny1 = 0.7;\n\nx3 = 0.8;\ny3 = 0.5;\n\nx4 = 0.2;\ny4 = 0.5;\n\n\nax1 = 0;\nay1 = 0;\nax2 = 0;\nay2 = 0;\nax3 = 0;\nay3 = 0;\n\nvx1 = 0.000;\nvx2 = 0.000;","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\nzoom = 0.99;\n//warp = 0;\nwave_a = 0;\n//pogopogopogopogopogopogopogopogopogopogopogopogopogopogopogopogopogopogopogopogopogopogopogopogopogopogo\nr = 0.12+ max(bass_att,treb_att)*0.004;\nbounce = below(y1,r);\ny1 = y1+vy1;vy1 = if(bounce, abs(vy1)*0.94 + (r-y1)*0.1, vy1-0.00006*60/fps);\nbounce = below(x1,r);x1 = x1+vx1;vx1 = if(bounce, abs(vx1)*0.94 + (r-x1)*0.1, vx1);\nbounce = above(x1,1-r);vx1 = if(bounce, - abs(vx1)*0.94 + (1-r-x1)*0.04, vx1);\nbounce = below(y2,r);y2 = y2 + vy2;vy2 = if(bounce,abs(vy2)*0.94+(r-y2)*.1, vy2-0.00006*60/fps);\nbounce = below(x2,r);x2 = x2+ vx2;vx2 = if(bounce, abs(vx2)*0.94 + (r-x2)*0.1, vx2);\nbounce = above(x2,1-r);vx2 = if(bounce, - abs(vx2)*0.94 + (1-r-x2)*0.1, vx2);\nbounce = below(y3,r);y3 = y3 + vy3;vy3 = if(bounce,abs(vy3)*0.94+(r-y3)*.1, vy3-0.00006*60/fps);\nbounce = below(x3,r);x3 = x3+ vx3;vx3 = if(bounce, abs(vx3)*0.94 + (r-x3)*0.1, vx3);\nbounce = above(x3,1-r);vx3 = if(bounce, - abs(vx3)*0.94 + (1-r-x3)*0.1, vx3);\nbounce = below(y4,r);y4 = y4 + vy4;vy4 = if(bounce,abs(vy4)*0.94+(r-y4)*.1, vy4-0.00006*60/fps);\nbounce = below(x4,r);x4 = x4+ vx4;vx4 = if(bounce, abs(vx4)*0.94 + (r-x4)*0.1, vx4);\nbounce = above(x4,1-r);vx4 = if(bounce, - abs(vx4)*0.94 + (1-r-x4)*0.1, vx4);\nbounce = below( sqrt( sqr(x1+vx1-x2-vx2) + sqr(y1+vy1-y2-vy2)), 2*r);\nref_ang = atan2(x2-x1,y2-y1)+asin(1); // common tangent\nv1 = sqrt(vx1*vx1+vy1*vy1);v2 = sqrt(vx2*vx2+vy2*vy2);w1 = atan2(vx1,vy1);w2 = atan2(vx2,vy2);\nvx1 = if(bounce,sin(ref_ang)*v1*cos(w1-ref_ang) + sin(ref_ang+asin(1))*v2*cos(w2-ref_ang-asin(1)), vx1);\nvy1 = if(bounce,cos(ref_ang)*v1*cos(w1-ref_ang) + cos(ref_ang+asin(1))*v2*cos(w2-ref_ang-asin(1)), vy1);\nvx2 = if(bounce,sin(ref_ang)*v2*cos(w2-ref_ang) + sin(ref_ang+asin(1))*v1*cos(w1-ref_ang-asin(1)), vx2);\nvy2 = if(bounce,cos(ref_ang)*v2*cos(w2-ref_ang) + cos(ref_ang+asin(1))*v1*cos(w1-ref_ang-asin(1)), vy2);\nbounce = below( sqrt( sqr(x1+vx1-x3-vx3) + sqr(y1+vy1-y3-vy3)), 2*r);\nref_ang = atan2(x3-x1,y3-y1)+asin(1); // common tangent\nv1 = sqrt(vx1*vx1+vy1*vy1);v2 = sqrt(vx3*vx3+vy3*vy3);w1 = atan2(vx1,vy1);w2 = atan2(vx3,vy3);\nvx1 = if(bounce,sin(ref_ang)*v1*cos(w1-ref_ang) + sin(ref_ang+asin(1))*v2*cos(w2-ref_ang-asin(1)), vx1);\nvy1 = if(bounce,cos(ref_ang)*v1*cos(w1-ref_ang) + cos(ref_ang+asin(1))*v2*cos(w2-ref_ang-asin(1)), vy1);\nvx3 = if(bounce,sin(ref_ang)*v2*cos(w2-ref_ang) + sin(ref_ang+asin(1))*v1*cos(w1-ref_ang-asin(1)), vx3);\nvy3 = if(bounce,cos(ref_ang)*v2*cos(w2-ref_ang) + cos(ref_ang+asin(1))*v1*cos(w1-ref_ang-asin(1)), vy3);\nbounce = below( sqrt( sqr(x2+vx2-x3-vx3) + sqr(y2+vy2-y3-vy3)), 2*r);\nref_ang = atan2(x3-x2,y3-y2)+asin(1); // common tangent\nv1 = sqrt(vx2*vx2+vy2*vy2);v2 = sqrt(vx3*vx3+vy3*vy3);w1 = atan2(vx2,vy2);w2 = atan2(vx3,vy3);\nvx2 = if(bounce,sin(ref_ang)*v1*cos(w1-ref_ang) + sin(ref_ang+asin(1))*v2*cos(w2-ref_ang-asin(1)), vx2);\nvy2 = if(bounce,cos(ref_ang)*v1*cos(w1-ref_ang) + cos(ref_ang+asin(1))*v2*cos(w2-ref_ang-asin(1)), vy2);\nvx3 = if(bounce,sin(ref_ang)*v2*cos(w2-ref_ang) + sin(ref_ang+asin(1))*v1*cos(w1-ref_ang-asin(1)), vx3);\nvy3 = if(bounce,cos(ref_ang)*v2*cos(w2-ref_ang) + cos(ref_ang+asin(1))*v1*cos(w1-ref_ang-asin(1)), vy3);\nbounce = below( sqrt( sqr(x1+vx1-x4-vx4) + sqr(y1+vy1-y4-vy4)), 2*r);\nref_ang = atan2(x4-x1,y4-y1)+asin(1); // common tangent\nv1 = sqrt(vx1*vx1+vy1*vy1);v2 = sqrt(vx4*vx4+vy4*vy4);w1 = atan2(vx1,vy1);w2 = atan2(vx4,vy4);\nvx1 = if(bounce,sin(ref_ang)*v1*cos(w1-ref_ang) + sin(ref_ang+asin(1))*v2*cos(w2-ref_ang-asin(1)), vx1);\nvy1 = if(bounce,cos(ref_ang)*v1*cos(w1-ref_ang) + cos(ref_ang+asin(1))*v2*cos(w2-ref_ang-asin(1)), vy1);\nvx4 = if(bounce,sin(ref_ang)*v2*cos(w2-ref_ang) + sin(ref_ang+asin(1))*v1*cos(w1-ref_ang-asin(1)), vx4);\nvy4 = if(bounce,cos(ref_ang)*v2*cos(w2-ref_ang) + cos(ref_ang+asin(1))*v1*cos(w1-ref_ang-asin(1)), vy4);\nbounce = below( sqrt( sqr(x2+vx2-x4-vx4) + sqr(y2+vy2-y4-vy4)), 2*r);\nref_ang = atan2(x4-x2,y4-y2)+asin(1); // common tangent\nv1 = sqrt(vx2*vx2+vy2*vy2);v2 = sqrt(vx4*vx4+vy4*vy4);w1 = atan2(vx2,vy2);w2 = atan2(vx4,vy4);\nvx2 = if(bounce,sin(ref_ang)*v1*cos(w1-ref_ang) + sin(ref_ang+asin(1))*v2*cos(w2-ref_ang-asin(1)), vx2);\nvy2 = if(bounce,cos(ref_ang)*v1*cos(w1-ref_ang) + cos(ref_ang+asin(1))*v2*cos(w2-ref_ang-asin(1)), vy2);\nvx4 = if(bounce,sin(ref_ang)*v2*cos(w2-ref_ang) + sin(ref_ang+asin(1))*v1*cos(w1-ref_ang-asin(1)), vx4);\nvy4 = if(bounce,cos(ref_ang)*v2*cos(w2-ref_ang) + cos(ref_ang+asin(1))*v1*cos(w1-ref_ang-asin(1)), vy4);\nbounce = below( sqrt( sqr(x3+vx3-x4-vx4) + sqr(y3+vy3-y4-vy4)), 2*r);\nref_ang = atan2(x4-x3,y4-y3)+asin(1); // common tangent\nv1 = sqrt(vx3*vx3+vy3*vy3);v2 = sqrt(vx4*vx4+vy4*vy4);w1 = atan2(vx3,vy3);w2 = atan2(vx4,vy4);\nvx3 = if(bounce,sin(ref_ang)*v1*cos(w1-ref_ang) + sin(ref_ang+asin(1))*v2*cos(w2-ref_ang-asin(1)), vx3);\nvy3 = if(bounce,cos(ref_ang)*v1*cos(w1-ref_ang) + cos(ref_ang+asin(1))*v2*cos(w2-ref_ang-asin(1)), vy3);\nvx4 = if(bounce,sin(ref_ang)*v2*cos(w2-ref_ang) + sin(ref_ang+asin(1))*v1*cos(w1-ref_ang-asin(1)), vx4);\nvy4 = if(bounce,cos(ref_ang)*v2*cos(w2-ref_ang) + cos(ref_ang+asin(1))*v1*cos(w1-ref_ang-asin(1)), vy4);\n//pogopogopogopogopogopogopogopogopogopogopogopogopogopogopogopogopogopogopogopogopogopogopogopogopogopogo\nq1 = aspectx;\nq2 = aspecty;\nq3 = x1;\nq4 = y1;\nq5 = r;\nq6 = x2;\nq7 = y2;\nq8 = r;\nq9 = x3;\nq10 = y3;\nq11 = r;\nq12 = x4;\nq13 = y4;\nq14 = r;","pixel_eqs_eel":"","warp":" shader_body { \n vec2 tmpvar_1;\n tmpvar_1 = (((uv_orig * texsize.xy) * (texsize_noise_lq.zw * 1.5)) + rand_frame.xy);\n vec4 tmpvar_2;\n tmpvar_2.w = 1.0;\n tmpvar_2.xyz = ((texture (sampler_main, (\n mix (uv_orig, uv, vec2(((dot (texture (sampler_main, \n mix (uv_orig, uv, vec2(8.0, 8.0))\n ).xyz, vec3(0.32, 0.49, 0.29)) - dot (\n ((texture (sampler_blur1, mix (uv_orig, uv, vec2(-8.0, -8.0))).xyz * scale1) + bias1)\n , vec3(0.32, 0.49, 0.29))) * 0.75)))\n + \n (((texture (sampler_noise_lq, tmpvar_1) - 0.5).xy * texsize.zw) * 0.5)\n )).xyz + (\n (texture (sampler_noise_lq, tmpvar_1) - 0.5)\n * 0.004).xyz) + -0.0015);\n ret = tmpvar_2.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 * 1.2);\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)) - (1.0 - 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)) - (1.0 - 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)) - (1.0 - 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)) - (1.0 - tmpvar_4));\n vec4 tmpvar_16;\n tmpvar_16.w = 1.0;\n tmpvar_16.xyz = (mix (texture (sampler_main, uv).xyz, max (\n max ((vec3((1.0 - pow (\n sqrt(dot (x_9, x_9))\n , 0.2))) * vec3(2.0, 1.0, -1.0)), (vec3((1.0 - pow (\n sqrt(dot (x_11, x_11))\n , 0.2))) * vec3(2.0, -1.0, 1.0)))\n , \n max ((vec3((1.0 - pow (\n sqrt(dot (x_13, x_13))\n , 0.2))) * vec3(-1.0, 1.0, 2.0)), (vec3((1.0 - pow (\n sqrt(dot (x_15, x_15))\n , 0.2))) * vec3(1.0, -1.0, 2.0)))\n ), vec3(0.5, 0.5, 0.5)) * 1.25);\n ret = tmpvar_16.xyz;\n }"} |