1 line
9.6 KiB
JSON
1 line
9.6 KiB
JSON
{"version":2,"baseVals":{"rating":5,"gammaadj":1,"decay":1,"wave_mode":6,"additivewave":1,"wave_thick":1,"modwavealphabyvolume":1,"wave_brighten":0,"wave_a":0.004,"wave_scale":1.666,"wave_smoothing":0.81,"modwavealphastart":1.4,"modwavealphaend":1.4,"zoomexp":3.04777,"zoom":1.0173,"warp":0.01605,"ob_size":0.005,"ob_a":1,"mv_x":64,"mv_y":48,"mv_l":0.85,"mv_r":0.5,"mv_g":0.5,"mv_b":0.5,"mv_a":0,"b1ed":0},"shapes":[{"baseVals":{"enabled":1,"sides":24,"additive":1,"num_inst":3,"x":0.48,"rad":0.01,"tex_zoom":4.36077,"g":1,"b":1,"r2":1,"b2":1,"a2":1,"border_a":0},"init_eqs_eel":"","frame_eqs_eel":"x = rand(1000)/1000;\ny = rand(1000)/1000;\n\nr = rand(1200)/1000;\ng = rand(1200)/1000;\nb = rand(1200)/1000;\n\nr2 = r;\ng2 = g;\nb2 = b;"},{"baseVals":{"sides":5,"textured":1,"rad":0.986,"tex_ang":3.14159,"tex_zoom":0.99979,"g":1,"b":1,"r2":1,"b2":1,"a2":1,"border_a":0,"enabled":0},"init_eqs_eel":"","frame_eqs_eel":"ang =sin(time/65) ;// ang + (bass*.2) + (time*.4);"},{"baseVals":{"sides":100,"textured":1,"x":0.9,"g":1,"b":1,"r2":1,"b2":1,"a2":1,"enabled":0},"init_eqs_eel":"","frame_eqs_eel":"x = sin(time) * .4 + .5;\n\n"},{"baseVals":{"sides":36,"textured":1,"rad":0.63647,"tex_zoom":1.5339,"r2":1,"g2":0,"border_g":0,"border_b":0,"border_a":0,"enabled":0},"init_eqs_eel":"","frame_eqs_eel":""}],"waves":[{"baseVals":{"thick":1,"additive":1,"r":0,"enabled":0},"init_eqs_eel":"","frame_eqs_eel":"q1 = below(rand(100),4 + 10*(treb+mid+bass));","point_eqs_eel":"it = (it + 1)*above(sample,0)*below(it,53);\nita = (ita + equal(it,0))*above(sample,0);\n\nsw = 1-equal(it,0)*equal(ita,0);\nswi = (equal(lr,9) + equal(lr,5))*equal(it,0)*equal(ita,4);\nxv = if(sw - swi,xv,rand(1001)*.001*.8);\nmx = xv + ita*.025;\nmy = if(sw - swi,my,rand(1001)*.001*.975);\n\nsz = .01;\nvx = above(it,1)*below(it,39) + above(it,12)*below(it,28) - equal(it,20) + equal(it,46) + equal(it,51) + equal(it,41) - equal(it,15) - equal(it,25) + equal(it,10) + equal(it,30) - equal(it,4) - equal(it,36);\nvy = above(it,17)*below(it,49) + above(it,22)*below(it,44) - equal(it,33) + equal(it,7) + equal(it,51) + equal(it,15) - equal(it,41) - equal(it,25) + equal(it,4) + equal(it,10) - equal(it,36) - equal(it,30);\n\nsa = equal(ita,0)*13 + equal(ita,1)*9 + equal(ita,2)*12 + equal(ita,3)*11 + equal(ita,4)*4 + equal(ita,5)*18 + equal(ita,6)*15 + equal(ita,7)*16;\nsb = equal(ita,0)*11 + equal(ita,1)*9 + equal(ita,2)*12 + equal(ita,3)*12;\nsc = equal(ita,0)*4 + equal(ita,1)*15 + equal(ita,3)*4 + equal(ita,4)*18 + equal(ita,5)*21 + equal(ita,6)*7 + equal(ita,7)*19;\nsd = equal(ita,0)*12 + equal(ita,1)*15 + equal(ita,2)*22 + equal(ita,3)*5;\nse = equal(ita,0)*8 + equal(ita,1)*1 + equal(ita,2)*20 + equal(ita,3)*5;\nsf = equal(ita,0)*6 + equal(ita,1)*5 + equal(ita,2)*1 + equal(ita,3)*18 + equal(ita,5)*10 + equal(ita,6)*15 + equal(ita,7)*25;\nsg = equal(ita,0)*1 + equal(ita,1)*14 + equal(ita,2)*7 + equal(ita,3)*5 + equal(ita,4)*18;\nsh = equal(ita,0)*19 + equal(ita,1)*21 + equal(ita,2)*18 + equal(ita,3)*16 + equal(ita,4)*18 + equal(ita,5)*9 + equal(ita,6)*19 + equal(ita,7)*5;\nsi = equal(ita,0)*8 + equal(ita,1)*1 + equal(ita,2)*16 + equal(ita,3)*16 + equal(ita,4)*25;\nsj = equal(ita,0)*25 + equal(ita,1)*5 + equal(ita,2)*19 + equal(ita,6)*14 + equal(ita,7)*15;\n\nlr = if(sw,lr,rand(10));\nlet = equal(lr,0)*sa + equal(lr,1)*sb + equal(lr,2)*sc + equal(lr,3)*sd + equal(lr,4)*se + equal(lr,5)*sf + equal(lr,6)*sg + equal(lr,7)*sh + equal(lr,8)*si + equal(lr,9)*sj;\n\nva = equal(let,23) + equal(let,24) + equal(let,26);\nvb = above(let,0)*below(let,9) + above(let,10)*below(let,19) + equal(let,21) + equal(let,23);\nvc = equal(let,1) + equal(let,2) + equal(let,5) + equal(let,6) + equal(let,8) + equal(let,11) + equal(let,16) + equal(let,18) + equal(let,19);\nvd = above(let,1)*below(let,9) + above(let,10)*below(let,24) - equal(let,20);\nve = equal(let,13) + equal(let,14) + equal(let,24) + equal(let,25);\nvf = above(let,1)*below(let,8) + equal(let,9) + above(let,14)*below(let,21) + equal(let,26);\nvg = equal(let,1);\nvh = equal(let,9) + equal(let,20);\nvi = above(let,0)*below(let,5) - equal(let,3) + equal(let,18);\nvj = above(let,2)*below(let,8) - equal(let,4) + equal(let,9) + above(let,14)*below(let,21) - equal(let,18) + equal(let,26);\nvk = equal(let,11) + equal(let,13) + above(let,23)*below(let,27);\nvl = equal(let,8) + equal(let,10) + above(let,12)*below(let,18) + above(let,20)*below(let,24);\nvm = equal(let,1) + equal(let,2) + equal(let,8) + equal(let,16) + equal(let,18) + equal(let,19);\nvn = equal(let,1) + equal(let,7) + equal(let,8) + equal(let,10) + above(let,12)*below(let,24) - equal(let,16) - equal(let,18) - equal(let,20) - equal(let,22);\nvo = equal(let,11) + equal(let,14) + equal(let,17) + equal(let,18) + equal(let,23) + equal(let,24);\nvp = equal(let,3) + equal(let,5) + equal(let,7) + equal(let,9) + equal(let,10) + equal(let,12) + equal(let,15) + equal(let,17) + equal(let,19) + equal(let,21) + equal(let,26);\nvq = equal(let,2) + equal(let,4) + equal(let,22);\nvr = equal(let,9) + equal(let,20) + equal(let,25);\nvs = equal(let,22);\nvt = above(let,1)*below(let,13) - equal(let,6) - equal(let,8) - equal(let,11) + equal(let,15) + equal(let,17) + equal(let,19) + equal(let,21) + equal(let,26);\n\na = if(above(it,51),0,if(above(it,49),va,if(above(it,47),vb,if(above(it,44),vc,if(above(it,42),vd,if(above(it,39),ve, if(above(it,37),vf,if(above(it,34),vg,if(above(it,31),vh,if(above(it,28),vi,if(above(it,26),vj,if(above(it,23),vk, if(above(it,21),vl,if(above(it,18),vm,if(above(it,16),vn,if(above(it,13),vo,if(above(it,11),vp,if(above(it,8),vq, if(above(it,5),vr,if(above(it,2),vs,if(it,vt,0)))))))))))))))))))));\n\na = a*below(ita,8)*q1;\n\nx = mx + vx*sz*.75;\ny = my + vy*sz*1.5;"},{"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":"vol = bass*8 + mid*5 + treb*3;\nm = m*0.97 + vol*0.08;\nmonitor = vol;\nbeat = above(vol,res)*above(vol,m)*above(vol,16);\ndiff = (1-beat)*diff + beat*(vol-res);\nres = beat*(vol + m*0.1) + (1-beat)*(res - (0.1+diff*0.02)*60/fps);\nres = max(0,res);\n\n\nd_x = if(beat, (rand(2000)-1000)*0.001 , d_x);\nd_y = if(beat, (rand(2000)-1000)*0.001 , d_y);\nr = if(beat, (rand(2000)-1000)*0.001 , r);\nz = if(beat, rand(1000)*0.001 , z);\nzoom = 1.01 + z*0.03;\nrot = r*0.04;\ndx = d_x*0.01;\ndy = d_y*0.01;\n\nwave_a = beat;\n\n// nice random hue-fade\nrr = rr + (rand(100)-50)/1000;\ngg = gg + (rand(100)-50)/1000;\nbb = bb + (rand(100)-50)/1000;\nrr = max(0, min( 1, rr));\ngg = max(0, min( 1, gg));\nbb = max(0, min( 1, bb));\nmx = max(max(rr,gg),bb);\nmn = min(min(rr,gg),bb);\nr = (rr-mn)/(mx-mn);\ng = (gg-mn)/(mx-mn);\nb = (bb-mn)/(mx-mn);\n\n\nwave_r = r;\nwave_g = g;\nwave_b = b;","pixel_eqs_eel":"","warp":" shader_body { \n vec2 tmpvar_1;\n tmpvar_1 = mix (uv_orig, uv, vec2(0.2, 0.2));\n vec2 tmpvar_2;\n tmpvar_2 = (texsize.zw * 4.0);\n vec2 tmpvar_3;\n tmpvar_3.x = dot (((\n (texture (sampler_blur1, (tmpvar_1 + (vec2(1.0, 0.0) * tmpvar_2))).xyz * scale1)\n + bias1) - (\n (texture (sampler_blur1, (tmpvar_1 - (vec2(1.0, 0.0) * tmpvar_2))).xyz * scale1)\n + bias1)), vec3(0.32, 0.49, 0.29));\n tmpvar_3.y = dot (((\n (texture (sampler_blur1, (tmpvar_1 + (vec2(0.0, 1.0) * tmpvar_2))).xyz * scale1)\n + bias1) - (\n (texture (sampler_blur1, (tmpvar_1 - (vec2(0.0, 1.0) * tmpvar_2))).xyz * scale1)\n + bias1)), vec3(0.32, 0.49, 0.29));\n vec4 tmpvar_4;\n tmpvar_4.w = 1.0;\n tmpvar_4.xyz = (texture (sampler_fc_main, (tmpvar_1 + (\n (tmpvar_3 * texsize.zw)\n * 4.0))) - 0.01).xyz;\n ret = tmpvar_4.xyz;\n }","comp":" shader_body { \n vec3 ret_1;\n vec2 tmpvar_2;\n tmpvar_2 = (texsize.zw * 6.0);\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 = dot (tmpvar_3, vec3(0.32, 0.49, 0.29));\n tmpvar_5.y = dot (tmpvar_4, vec3(0.32, 0.49, 0.29));\n vec2 tmpvar_6;\n tmpvar_6 = (uv - (0.25 * tmpvar_5));\n vec2 tmpvar_7;\n tmpvar_7.x = dot (tmpvar_3, vec3(0.32, 0.49, 0.29));\n tmpvar_7.y = dot (tmpvar_4, vec3(0.32, 0.49, 0.29));\n vec2 tmpvar_8;\n tmpvar_8 = (uv + (0.25 * tmpvar_7));\n ret_1 = ((0.8 * (\n (texture (sampler_blur3, tmpvar_6).xyz * scale3)\n + bias3)) - ((texture (sampler_blur1, tmpvar_6).xyz * scale1) + bias1));\n ret_1 = (ret_1 + (0.6 * (\n (texture (sampler_blur1, uv).xyz * scale1)\n + bias1)));\n ret_1 = (ret_1 - ((\n (texture (sampler_blur2, tmpvar_8).xyz * scale2)\n + bias2) - (\n (texture (sampler_blur1, tmpvar_8).xyz * scale1)\n + bias1)));\n ret_1 = (ret_1 + ((1.2 * texture (sampler_main, tmpvar_8).xyz) + (0.15 * \n ((texture (sampler_blur1, tmpvar_8).xyz * scale1) + bias1)\n )));\n ret_1 = (ret_1 + 1.0);\n float tmpvar_9;\n tmpvar_9 = dot (ret_1, vec3(0.32, 0.49, 0.29));\n ret_1 = (mix (vec3(tmpvar_9), (\n (0.75 * vec3(tmpvar_9))\n * \n dot ((((0.6 * \n ((texture (sampler_blur3, tmpvar_6).xyz * scale3) + bias3)\n ) - (0.7 * texture (sampler_main, uv).xyz)) - (0.3 * (\n (texture (sampler_blur1, tmpvar_8).xyz * scale1)\n + bias1))), vec3(0.32, 0.49, 0.29))\n ), pow (hue_shader, vec3(tmpvar_9))) * 0.9);\n ret_1 = (ret_1 * ret_1);\n vec3 tmpvar_10;\n tmpvar_10 = sqrt(ret_1);\n ret_1 = tmpvar_10;\n vec4 tmpvar_11;\n tmpvar_11.w = 1.0;\n tmpvar_11.xyz = tmpvar_10;\n ret = tmpvar_11.xyz;\n }"} |