{"baseVals":{"rating":2,"gammaadj":1,"decay":0.997,"echo_zoom":0.997,"echo_orient":1,"wave_thick":1,"wave_brighten":0,"darken":1,"wave_a":0.001,"wave_scale":0.01,"wave_smoothing":0.27,"wave_mystery":-0.38,"modwavealphastart":0.71,"modwavealphaend":1.3,"warpscale":1.331,"zoom":0.99951,"warp":0.01,"ob_size":0.5,"ob_r":0.01,"ib_size":0.26,"ib_r":1,"ib_g":1,"ib_b":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},"shapes":[{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}}],"waves":[{"baseVals":{"enabled":1},"init_eqs_str":"","frame_eqs_str":"","point_eqs_str":"a.x=.5+.2*a.bass*Math.sin(20*a.sample*a.time*a.treb);a.y=.5+.2*a.bass*Math.cos(20*a.sample*a.time*a.treb);a.r=1+.5*Math.sin(.1*a.sample+10*a.time*a.bass);a.g=1+.5*Math.sin(2*a.sample+50*a.time*a.treb);a.b=1+.5*Math.sin(5*a.sample+20*a.time*a.mid);a.a=a.r;"},{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}}],"init_eqs_str":"a.bassspin=0;a.bassc=0;a.q1=0;a.q2=0;a.tst=0;a.q3=0;a.tst=10;","frame_eqs_str":"a.warp=0;a.bassspin=.00001<Math.abs(above(.09*a.bass,a.bassspin))?a.bassspin+.002:a.bassspin-.002;a.bassspin*=above(a.bassspin,0);a.bassc+=a.bassspin;a.q1=a.bassc;a.q2=mod(a.frame,Math.floor(36+12*Math.sin(.1*a.time)));a.tst=.00001<Math.abs(equal(a.q2,1))?10+Math.floor(randint(45)):a.tst;a.q3=a.tst;a.decay=.92;","pixel_eqs_str":"a.zoom+=.03*a.bass_att*a.bass_att*a.rad;a.rot+=a.rad*bitand(-2.5,5*Math.cos(a.time))*.01;a.zoom+=.01*a.treb_att;","warp":" shader_body { \n  vec4 tmpvar_1;\n  tmpvar_1.w = 1.0;\n  tmpvar_1.xyz = (texture (sampler_fw_main, uv).xyz - 0.04);\n  ret = tmpvar_1.xyz;\n }","comp":" shader_body { \n  vec3 ret_1;\n  vec2 tmpvar_2;\n  tmpvar_2 = (texsize.zw * 8.0);\n  vec2 tmpvar_3;\n  tmpvar_3.x = (((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)).y;\n  tmpvar_3.y = (((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)).y;\n  vec2 tmpvar_4;\n  tmpvar_4 = (uv + (tmpvar_3 * 0.55));\n  vec3 tmpvar_5;\n  tmpvar_5 = mix (ret_1, (1.0 - ret_1), ((0.7 * \n    ((texture (sampler_blur1, tmpvar_4).xyz * scale1) + bias1)\n  ) + (0.2 * texture (sampler_main, uv).xyz)));\n  vec3 tmpvar_6;\n  tmpvar_6 = mix (tmpvar_5, ((\n    (tmpvar_5 - (0.1 * ((texture (sampler_blur3, tmpvar_4).xyz * scale3) + bias3)))\n   + \n    (0.1 * ((texture (sampler_blur1, (\n      (tmpvar_4 * 1.25)\n     - 0.125)).xyz * scale1) + bias1))\n  ) + (0.42 * texture (sampler_main, tmpvar_4).xyz)), vec3(0.25, 0.25, 0.25));\n  vec3 x_7;\n  x_7 = (tmpvar_6 - 0.5);\n  ret_1 = (tmpvar_6 * clamp ((\n    sqrt(dot (x_7, x_7))\n   * 5.0), 0.0, 1.0));\n  ret_1 = (vec3(dot (ret_1, vec3(0.32, 0.49, 0.29))) + 1.25);\n  ret_1 = (ret_1 * (ret_1 * 0.45));\n  ret_1 = (ret_1 * mix ((0.9 * ret_1), (\n    (1.2 * ret_1)\n   * \n    ((((texture (sampler_blur3, uv).xyz * scale3) + bias3) - ((texture (sampler_blur1, uv).xyz * scale1) + bias1)) - (0.25 * ((texture (sampler_blur2, tmpvar_4).xyz * scale2) + bias2)))\n  ), pow (hue_shader.zxy, ret_1)));\n  ret_1 = (ret_1 + 0.02);\n  ret_1 = (ret_1 * ret_1);\n  ret_1 = (ret_1 * hue_shader.zxy);\n  ret_1 = (ret_1 * (2.0 + max (treb_att, mid_att)));\n  vec4 tmpvar_8;\n  tmpvar_8.w = 1.0;\n  tmpvar_8.xyz = ret_1;\n  ret = tmpvar_8.xyz;\n }"}