{"baseVals":{"rating":2,"gammaadj":1.9,"echo_zoom":1.169,"wave_mode":2,"wave_a":0.027,"wave_scale":1.015,"wave_smoothing":0.522,"modwavealphastart":0.83,"modwavealphaend":1.31,"warpanimspeed":30.965,"warpscale":2.572,"zoom":1.00901,"warp":0.00054,"wave_r":0.5,"wave_g":0.5,"wave_b":0.5,"mv_a":0},"shapes":[{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}}],"waves":[{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}}],"init_eqs_str":"a.dx_residual=0;a.dy_residual=0;a.bass_thresh=0;a.rg=0;a.q9=0;","frame_eqs_str":"a.wave_r=.85+.25*Math.sin(.437*a.time+1);a.wave_g=.85+.25*Math.sin(.544*a.time+2);a.wave_b=.85+.25*Math.sin(.751*a.time+3);a.rot+=.01*(.6*Math.sin(.381*a.time)+.4*Math.sin(.579*a.time));a.cx+=.21*(.6*Math.sin(.374*a.time)+.4*Math.sin(.294*a.time));a.cy+=.21*(.6*Math.sin(.393*a.time)+.4*Math.sin(.223*a.time));a.dx+=.003*(.6*Math.sin(.234*a.time)+.4*Math.sin(.277*a.time));a.dy+=.003*(.6*Math.sin(.284*a.time)+.4*Math.sin(.247*a.time));a.decay-=.01*equal(mod(a.frame,6),0);a.dx+=\na.dx_residual;a.dy+=a.dy_residual;a.bass_thresh=2*above(a.bass_att,a.bass_thresh)+(1-above(a.bass_att,a.bass_thresh))*(.96*(a.bass_thresh-1.3)+1.3);a.dx_residual=.016*equal(a.bass_thresh,2.13)*Math.sin(7*a.time)+(1-equal(a.bass_thresh,2.13))*a.dx_residual;a.dy_residual=.012*equal(a.bass_thresh,2.13)*Math.sin(9*a.time)+(1-equal(a.bass_thresh,2.13))*a.dy_residual;a.wave_x-=7*a.dx_residual;a.wave_y-=7*a.dy_residual;a.wave_mystery=.03*a.time;a.rg=Math.max(.77*a.rg,.02+.5*Math.min(2,1.3*Math.max(0,a.mid_att-\n1)));a.q9=a.rg;a.zoom+=.1*a.q9;","pixel_eqs_str":"","pixel_eqs":"","warp":" shader_body { \n  vec3 ret_1;\n  ret_1 = (texture (sampler_main, uv).xyz + ((\n    (texture (sampler_noise_lq, (((uv_orig * texsize.xy) * texsize_noise_lq.zw) + rand_frame.xy)).xyz - 0.5)\n   / 256.0) * 3.0));\n  vec3 tmpvar_2;\n  tmpvar_2 = fract((ret_1 - 0.005));\n  ret_1 = tmpvar_2;\n  vec4 tmpvar_3;\n  tmpvar_3.w = 1.0;\n  tmpvar_3.xyz = tmpvar_2;\n  ret = tmpvar_3.xyz;\n }","comp":" shader_body { \n  vec2 uv1_1;\n  vec3 tmpvar_2;\n  tmpvar_2 = texture (sampler_main, uv).xyz;\n  vec2 tmpvar_3;\n  tmpvar_3.y = 0.0;\n  tmpvar_3.x = texsize.z;\n  vec2 tmpvar_4;\n  tmpvar_4.x = 0.0;\n  tmpvar_4.y = texsize.w;\n  vec2 tmpvar_5;\n  tmpvar_5.x = (texture (sampler_main, (uv - tmpvar_3)).xyz - texture (sampler_main, (uv + tmpvar_3)).xyz).x;\n  tmpvar_5.y = (texture (sampler_main, (uv - tmpvar_4)).xyz - texture (sampler_main, (uv + tmpvar_4)).xyz).x;\n  uv1_1 = ((0.3 * cos(\n    (((uv - 0.5) * 2.0) + 1.7)\n  )) - (2.0 * tmpvar_5));\n  vec4 tmpvar_6;\n  tmpvar_6.w = 1.0;\n  tmpvar_6.xyz = ((-(tmpvar_2) / 4.0) + ((6.0 * vec3(\n    clamp ((0.03 / sqrt(dot (uv1_1, uv1_1))), 0.0, 1.0)\n  )) * (-0.08 + tmpvar_2)));\n  ret = tmpvar_6.xyz;\n }"}