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Aug 20th, 2018
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  1. #@gui _<b>Degradations</b>
  2.  
  3. #@gui Cascading Self Glitching : fx_self_glitching_cascade, fx_self_glitching_cascade_preview(1)
  4. #@gui : Iterations = int(3,1,10)
  5. #@gui : Multiplier = float(0,-5,5)
  6. #@gui : Bias = float(0,-255,255)
  7. #@gui : Negate = bool(0)
  8. #@gui : Operator = choice("Add","Mul","And","Or","Xor","Pow","Reverse pow","Mod","Reverse mod")
  9. #@gui : First shift target = point(50,50)
  10. #@gui : Cascade centre point = point(50,50)
  11. #@gui : Shift randomness = float(0.25,0,10)
  12. #@gui : Boundary = choice(3,"Zero","Nearest","Periodic","Mirror")
  13. #@gui : sep = separator(), Preview type = choice("Full","Forward horizontal","Forward vertical","Backward horizontal","Backward vertical","Duplicate top","Duplicate left","Duplicate bottom","Duplicate right","Duplicate horizontal","Duplicate vertical","Checkered","Checkered inverse"), Preview split = point(50,50,0,0,200,200,200,0,10,0)
  14. #@gui : sep = separator(), note = note("<small>Author: <i><a href="https://goo.gl/Ryf7Cv">David Tschumperl&#233;</a></i>. Latest update: <i>2018/08/19</i>.</small>")
  15. fx_self_glitching_cascade :
  16. repeat $1
  17. repeat $! l[$>] split_opacity l[0]
  18. f "init(
  19. shift = ([w,h]-1)*([$8,$9]-[$6,$7]+(2*(u-0.5)*sqrt((($8-$6)^2)+(($9-$7)^2))*$10))%;
  20. const sign = $4?-1:1;
  21. const boundary = $11;
  22. );
  23. val = sign*((2^$2)*j(shift) + $3);
  24. ($5==0?(val + i):
  25. $5==1?(val * i):
  26. $5==2?(val & i):
  27. $5==3?(val | i):
  28. $5==4?xor(val,i):
  29. $5==5?(val^i):
  30. $5==6?(i^val):
  31. $5==7?(val%i):
  32. (i%val)
  33. )%256;
  34. "
  35. endl a c endl done done
  36. fx_self_glitching_cascade_preview :
  37. gui_split_preview "fx_self_glitching_cascade $*",${-3--1}
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