1 line
10 KiB
JSON
1 line
10 KiB
JSON
{"version":2,"baseVals":{"rating":4,"gammaadj":1.98,"decay":0.5,"echo_zoom":0.952,"echo_alpha":0.5,"echo_orient":3,"wave_mode":4,"additivewave":1,"modwavealphabyvolume":1,"wave_brighten":0,"darken":1,"wave_a":0.002,"wave_scale":0.079,"wave_smoothing":0,"wave_mystery":-0.22,"modwavealphastart":0.81,"modwavealphaend":1.4,"warpanimspeed":1.459,"warpscale":2.007,"zoom":0.9999,"warp":0.01,"sx":0.9999,"wave_r":0.6,"wave_g":0.5,"wave_b":0,"ob_size":0,"ob_a":1,"ib_size":0.26,"mv_x":64,"mv_y":48,"mv_l":1.85,"mv_r":0.5,"mv_g":0.5,"mv_b":0.5,"mv_a":0,"b1ed":0},"shapes":[{"baseVals":{"enabled":1,"sides":16,"textured":1,"num_inst":6,"x":0.73,"rad":0.29466,"tex_zoom":1.8751,"r":0.7,"g":0.7,"b":1,"g2":0,"border_b":0,"border_a":0},"init_eqs_eel":"","frame_eqs_eel":"trig = q25;\na = trig*min(bass+treb-.5,1); a2 = trig*0;\n\nx0 = x0 *bnot(trig) + trig*rand(100)/100;\ny0 = y0 *bnot(trig) + trig*rand(100)/100;\n//x0 = time-int(time);\n//y0 = time-int(time);\n\ntex_ang = rand(20)/3;\nrad = .1+rand(8)/16;\n\nx = x0; y = y0;\nr = .7+.3*sin(time/12);\nb = .7+.3*sin(time/15);\ng = .7+.3*sin(time/8);\nr2 = r; b2 = b; g2 = g;"},{"baseVals":{"sides":32,"num_inst":37,"rad":0.0363,"ang":0.81681,"tex_ang":0.37699,"tex_zoom":1.02841,"g":1,"b":1,"a":0.05,"r2":1,"b2":1,"border_a":0,"enabled":0},"init_eqs_eel":"","frame_eqs_eel":"k1 = instance/num_inst*6.28;\ntmp = q17/32+time*.1;\ntrel = tmp-int(tmp);\n\nyes = above(sin(time/9.5),0);\n\nbright = 6*q2*q2*yes+.1*min(q8,1);\nborder_a = bright;\n\ntmp = 2*sin(time/12)-1;\na = .5*yes*pow(2,-18*abs(k1-6.28*trel)) * above(tmp,0)*tmp*tmp;\nampl = .1;\nrad = .02+.0*sin(k1*4+time);\nx = .5 +q15*ampl *cos(k1+q17); y = .5+ q16*ampl*sin(k1+q17);\n\nr0 = sin(time/7);\ng0 = sin(time/5);\nb0 = sin(time/9);\n\nborder_r = .8 + .2*r0;\nborder_g = .8 + .2*g0;\nborder_b = .8 + .2*b0;\n\n\n//r = .5*r0; g = .5*g0; b = 0.5*b0; ;\n\n//r2 = 0; g2 = 0; b2 = 0;\n\na2 = 0;\n"},{"baseVals":{"sides":26,"num_inst":2,"rad":0.15038,"tex_ang":0.62832,"tex_zoom":1.35189,"g":1,"b":1,"a":0.5,"r2":1,"b2":1,"border_r":0.5,"border_g":0.5,"border_b":0.5,"border_a":0,"enabled":0},"init_eqs_eel":"","frame_eqs_eel":"a = min(q26,1);;"},{"baseVals":{"sides":24,"textured":1,"x":0.7,"y":0.51,"rad":0.19869,"tex_ang":1.00531,"tex_zoom":0.49981,"g":1,"b":0.99,"a":0,"g2":0,"a2":1,"border_r":0,"border_g":0.5,"border_b":0.5,"border_a":0,"enabled":0},"init_eqs_eel":"","frame_eqs_eel":""}],"waves":[{"baseVals":{"samples":182,"sep":60,"usedots":1,"scaling":0.14868,"smoothing":0,"a":0.4,"enabled":0},"init_eqs_eel":"","frame_eqs_eel":"t1 = 1; t2 = 0;","point_eqs_eel":""},{"baseVals":{"samples":100,"usedots":1,"thick":1,"scaling":0.89152,"smoothing":0,"a":0.1,"enabled":0},"init_eqs_eel":"","frame_eqs_eel":"","point_eqs_eel":""},{"baseVals":{"thick":1,"scaling":0.89152,"smoothing":0.82,"a":0.1,"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":"avg = 1;\nindex = rand(8);\nindex2 = rand(8);\nran = 1;\nspb_=.3;\nsdev = .1;\ntrel2 = rand (100)/100;","frame_eqs_eel":"dec_med = pow (0.9, 30/fps); dec_slow = pow (0.98, 30/fps);\nbeat = bass+mid+treb;\navg = avg*dec_slow + beat*(1-dec_slow);\nis_beat = above(beat, .2+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) %16;\nindex2 = (index2 + is_beat*bnot(index))%12;\n\nspb = min(t0-t0a + .01,2); t0a = t0;\nspb_ = if(is_beat,spb_ *.9 +.1*spb, spb_);\nmindev = min(min(abs(spb-spb_),abs(spb*2-spb_)),abs(spb-spb_*2));\nsdev = if(is_beat,sdev * .9 + .1*pow(mindev+.02,2),sdev);\n\nq20 = avg; q21 = beat;\nq22 = peak+.1; \nq24 = is_beat;\nq27 = index; q28 = index2;\n\ntrel = trel + 1/fps/spb_*4; itrel = int(trel);\nq25 = above(itrel, itrel_);\nq30 = itrel%2;\nitrel_ = itrel;\nq31 = trel/8-int(trel/8);\n\nma = ma + peak/fps ;\nmx=mx*dec_med+(1-dec_med)*cos(ma);\nmy=my*dec_med+(1-dec_med)*sin(ma+trel/16);\nq15 = mx ; q16 = my ; q17 = ma;\n\n//first par: off; second: on\nsw1 = if(sw1,bnot(q24*bnot(rand(10))),q24*bnot(rand(20)));\nsw2 = if(sw2,bnot(q24*bnot(rand(40))),q24*bnot(rand(80)));\nsw3 = if(sw3,bnot(q24*bnot(rand(10))),q24*bnot(rand(100+10000*sdev)));\n\n//********* variation parameters warp shader\nq6 = sin(time/15)*sin(time/27)*.1; //zz weighting\nq10 = sin(time/8); //ring\nq10 = q10*q10*.1; \nq11 = 1.5+sin(time/7.8); //zoom uv2\nq12 = if(below(sdev,.02)*bnot(q8),q25,1); //go\nq13 = .5+sin(time/17); //pow noise \nq19 = sin(time/5.3)*.4; //sunpos \n\n//********* variation parameters comp shader\nq3 = sw1;//mirror \nq4 = .02/sdev; //unused ###\nq5 = max(min(4*sin(trel/64)-3,1),0)*.4; //water\nq7 = below(sdev,.004)*(index2%2); //flash\nq2 = abs(q19)*sqrt(q15*q15+q16*q16); //avoid black - frame eq2\n\ntrel2 = trel2+.003*q22*q22/fps;\ntmp = sin(trel2);\ntmp = 10*tmp-9;\nq8 = tmp*above(tmp,0)*(4/max(q22-4,0.2)+4); // dyn zoom\nq26 = above(q22,16)*(q22-16)*2; //# ok???\n\ntmp = index2/6;\nq14 = abs((tmp-int(tmp))-.5)*6+1; //ang multi ####\n\ntmp =sin(trel/4*3.14); //sym rot\njmp = jmp + above(tmp,.5)*tmp/fps*8*sw2;\nq9 = jmp*equal(q14,1)*below(sdev,0.04)+time*above(sin(q17/23),.9);\nq18 = tmp*tmp/2 * bnot(q8) * sw3; //waber\n\nmonitor = avg;\nrot = .003;\nwarp = .0; \n//zoom = 1+(avg-log(sdev))/200+min(q26,1);\n//dx = tmp*.01*above(abs(tmp),.95);","pixel_eqs_eel":"zoom = 1.0+(q20-1.5)*.1*rad;","warp":"float xlat_mutablenoise;\nvec3 xlat_mutableret1;\nvec2 xlat_mutableuv1;\nvec2 xlat_mutableuv2;\nfloat xlat_mutablezv;\n shader_body { \n vec2 tmpvar_1;\n tmpvar_1.x = q15;\n tmpvar_1.y = q16;\n xlat_mutableuv1 = (uv - 0.5);\n vec2 tmpvar_2;\n tmpvar_2.x = (texture (sampler_main, (uv + vec2(0.002, 0.0))) - texture (sampler_main, (uv - vec2(0.002, 0.0)))).z;\n tmpvar_2.y = (texture (sampler_main, (uv + vec2(0.0, 0.002))) - texture (sampler_main, (uv - vec2(0.0, 0.002)))).z;\n xlat_mutablezv = (time * 0.1);\n xlat_mutableuv2 = ((q11 * xlat_mutableuv1) + (0.04 * time));\n vec3 tmpvar_3;\n tmpvar_3.xy = xlat_mutableuv2;\n tmpvar_3.z = xlat_mutablezv;\n vec3 tmpvar_4;\n tmpvar_4.xy = (xlat_mutableuv2 * vec2(2.0, 2.0));\n tmpvar_4.z = (xlat_mutablezv * 2.0);\n vec3 tmpvar_5;\n tmpvar_5.xy = (xlat_mutableuv2 * vec2(4.0, 4.0));\n tmpvar_5.z = (xlat_mutablezv * 3.0);\n vec3 tmpvar_6;\n tmpvar_6.xy = (xlat_mutableuv2 * vec2(8.0, 8.0));\n tmpvar_6.z = (xlat_mutablezv * 7.0);\n xlat_mutablenoise = (((\n (texture (sampler_noisevol_hq, tmpvar_3).z + (texture (sampler_noisevol_hq, tmpvar_4).z / 2.0))\n + \n (texture (sampler_noisevol_hq, tmpvar_5).z / 4.0)\n ) + (texture (sampler_noisevol_hq, tmpvar_6).z / 8.0)) - 0.5);\n float tmpvar_7;\n tmpvar_7 = pow (xlat_mutablenoise, q13);\n xlat_mutablenoise = tmpvar_7;\n xlat_mutableuv2 = ((xlat_mutableuv1 * (1.0 + \n (0.5 * q2)\n )) + (tmpvar_7 * 0.1));\n float tmpvar_8;\n tmpvar_8 = ((texture (sampler_blur1, vec2(0.5, 0.5)).xyz * scale1) + bias1).x;\n vec2 x_9;\n x_9 = (xlat_mutableuv2 - (tmpvar_1 * q19));\n vec2 x_10;\n x_10 = (xlat_mutableuv1 - (0.03 / q22));\n xlat_mutableret1 = (((0.002 / \n (sqrt(dot (x_9, x_9)) - (q10 / q22))\n ) * (0.5 + \n normalize(roam_cos)\n ).xyz) + ((0.002 / \n sqrt(dot (x_10, x_10))\n ) * clamp (\n (1.0 - (8.0 * tmpvar_8))\n , 0.0, 1.0)));\n xlat_mutableret1 = (((xlat_mutableret1 + \n (texture (sampler_main, ((xlat_mutableuv1 + 0.5) + (q6 * tmpvar_2))) * 0.96)\n .xyz) - 0.02) - (tmpvar_8 * 0.1));\n vec4 tmpvar_11;\n tmpvar_11.w = 1.0;\n tmpvar_11.xyz = ((q12 * xlat_mutableret1) + ((1.0 - q12) * texture (sampler_main, uv).xyz));\n ret = tmpvar_11.xyz;\n }","comp":"float xlat_mutableang2;\nfloat xlat_mutabledist;\nfloat xlat_mutableinten;\nvec3 xlat_mutableret1;\nfloat xlat_mutablesmask;\nfloat xlat_mutablestars;\nvec2 xlat_mutableuv0;\nvec2 xlat_mutableuv2;\nvec2 xlat_mutableuv4;\n shader_body { \n n = 1;\n anz = 4;\n vec2 uv_1;\n vec3 ret_3;\n xlat_mutableuv0 = uv;\n uv_1 = ((uv - 0.5) * aspect.xy);\n vec2 tmpvar_4;\n tmpvar_4.x = ((0.1 / rad) + (time * -0.05));\n tmpvar_4.y = 0.0;\n uv_1 = (uv_1 / (1.0 + (q8 * \n sqrt(dot (uv_1, uv_1))\n )));\n uv_1 = (uv_1 * (1.0 - (\n (float(mod (q28, 2.0)))\n / 4.0)));\n uv_1 = (uv_1 * (1.0 + (\n ((texture (sampler_noise_mq, tmpvar_4) - 0.5) * rad)\n .x * q5)));\n xlat_mutableret1 = vec3(0.0, 0.0, 0.0);\n while (true) {\n if ((n > anz)) {\n break;\n };\n xlat_mutablem = int((float(mod (float(n), 2.0))));\n xlat_mutableang2 = (((\n ((6.28 * float(n)) / float(anz))\n * q14) + (\n (q9 * q28)\n / 8.0)) + ((q28 * 3.1416) / 4.0));\n float tmpvar_5;\n tmpvar_5 = cos(xlat_mutableang2);\n float tmpvar_6;\n tmpvar_6 = sin(xlat_mutableang2);\n xlat_mutableuv2.x = ((uv_1.x * tmpvar_5) - (uv_1.y * tmpvar_6));\n xlat_mutableuv2.y = ((uv_1.x * tmpvar_6) + (uv_1.y * tmpvar_5));\n xlat_mutableuv2 = (xlat_mutableuv2 / (1.0 + (\n (q26 * sqrt(dot (uv_1, uv_1)))\n * \n float(xlat_mutablem)\n )));\n xlat_mutableuv2 = (xlat_mutableuv2 * (1.0 + (\n (float(xlat_mutablem) - 0.5)\n * q18)));\n if (((q3 * float(xlat_mutablem)) == 1.0)) {\n xlat_mutableuv2 = xlat_mutableuv2.yx;\n };\n xlat_mutableret1 = max (xlat_mutableret1, texture (sampler_main, (xlat_mutableuv2 + 0.5)).xyz);\n n++;\n };\n xlat_mutablestars = 0.0;\n anz = 2;\n for (int n_1_2 = 0; n_1_2 <= anz; n_1_2++) {\n xlat_mutabledist = (1.0 - fract((\n (float(n_1_2) / float(anz))\n + \n (time / 8.0)\n )));\n xlat_mutableinten = (1.0 - pow (xlat_mutabledist, 4.0));\n xlat_mutableuv4 = (((64.0 * xlat_mutabledist) * (xlat_mutableuv0 - 0.5)) * aspect.xy);\n xlat_mutablesmask = (texture (sampler_pw_noise_lq, (xlat_mutableuv4 / 256.0)).y - 0.9);\n vec2 tmpvar_7;\n tmpvar_7 = abs((fract(xlat_mutableuv4) - 0.5));\n float tmpvar_8;\n tmpvar_8 = max (xlat_mutablestars, clamp ((xlat_mutableinten * \n ((0.4 / sqrt(dot (tmpvar_7, tmpvar_7))) * xlat_mutablesmask)\n ), 0.0, 1.0));\n xlat_mutablestars = (tmpvar_8 * tmpvar_8);\n };\n vec3 tmpvar_9;\n tmpvar_9 = (((texture (sampler_blur2, \n (((uv - 0.5) / 2.0) + 0.5)\n ).xyz * scale2) + bias2) * clamp ((1.0 - \n dot ((xlat_mutableret1 * 16.0), vec3(0.32, 0.49, 0.29))\n ), 0.0, 1.0));\n xlat_mutableret1 = (xlat_mutableret1 * ((1.0 - q7) + (\n (q7 * q25)\n / 2.0)));\n ret_3 = (1.0 - exp((\n -(xlat_mutableret1)\n * 4.0)));\n ret_3 = (pow (ret_3, vec3(1.8, 1.8, 1.8)) + tmpvar_9);\n vec4 tmpvar_10;\n tmpvar_10.w = 1.0;\n tmpvar_10.xyz = ret_3;\n ret = tmpvar_10.xyz;\n }"} |