{"baseVals":{"rating":2,"gammaadj":1,"wave_mode":7,"additivewave":1,"wave_thick":1,"modwavealphabyvolume":1,"wave_brighten":0,"wave_a":0.001,"wave_scale":0.958,"wave_smoothing":0.45,"modwavealphastart":0,"modwavealphaend":1.32,"warpanimspeed":30.965,"warpscale":2.572,"zoom":1.00901,"warp":0.00054,"wave_r":0,"wave_g":0,"wave_b":0,"mv_x":25.6,"mv_y":9.6,"mv_l":0,"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":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  ret_1 = (ret_1 + ((ret_1 - \n    ((((\n      (texture (sampler_blur1, uv).xyz * scale1)\n     + bias1) * 0.3) + ((\n      (texture (sampler_blur2, uv).xyz * scale2)\n     + bias2) * 0.4)) + (((texture (sampler_blur3, uv).xyz * scale3) + bias3) * 0.3))\n  ) * 0.3));\n  ret_1 = (ret_1 * 0.9);\n  ret_1 = (ret_1 + ((\n    ((texture (sampler_noise_lq, ((\n      (uv_orig * texsize.xy)\n     * \n      (texsize_noise_lq.zw * 0.4)\n    ) + rand_frame.xy)).xyz - 0.5) / 256.0)\n   * 122.0) * (\n    (clamp ((treb_att - 1.0), 0.0, 1.0) * 0.4)\n   + 0.3)));\n  ret_1 = mix (ret_1, vec3(dot (ret_1, vec3(0.32, 0.49, 0.29))), vec3(0.2, 0.2, 0.2));\n  vec4 tmpvar_2;\n  tmpvar_2.w = 1.0;\n  tmpvar_2.xyz = ret_1;\n  ret = tmpvar_2.xyz;\n }","comp":"vec2 xlat_mutabledz;\nvec3 xlat_mutableret1;\nvec2 xlat_mutableuv3;\n shader_body { \n  vec2 tmpvar_1;\n  tmpvar_1.y = 0.0;\n  tmpvar_1.x = texsize.z;\n  vec2 tmpvar_2;\n  tmpvar_2.x = 0.0;\n  tmpvar_2.y = texsize.w;\n  vec2 uv_3;\n  float inten_4;\n  float dist_5;\n  vec2 uv1_6;\n  vec3 ret_7;\n  vec2 tmpvar_8;\n  tmpvar_8 = ((uv - 0.5) * aspect.xy);\n  float tmpvar_9;\n  tmpvar_9 = (time / 18.0);\n  dist_5 = (1.0 - fract((0.25 + tmpvar_9)));\n  inten_4 = ((sqrt(dist_5) * (1.0 - dist_5)) * 4.0);\n  uv_3 = (tmpvar_8 * aspect.yx);\n  xlat_mutableuv3 = (vec2(0.51, 0.55) + (uv_3 * dist_5));\n  xlat_mutabledz.x = (inten_4 * ((2.0 * \n    dot (texture (sampler_main, (xlat_mutableuv3 + tmpvar_1)).xyz, vec3(0.32, 0.49, 0.29))\n  ) - (2.0 * \n    dot (texture (sampler_main, (xlat_mutableuv3 - tmpvar_1)).xyz, vec3(0.32, 0.49, 0.29))\n  )));\n  xlat_mutabledz.y = (inten_4 * ((2.0 * \n    dot (texture (sampler_main, (xlat_mutableuv3 + tmpvar_2)).xyz, vec3(0.32, 0.49, 0.29))\n  ) - (2.0 * \n    dot (texture (sampler_main, (xlat_mutableuv3 - tmpvar_2)).xyz, vec3(0.32, 0.49, 0.29))\n  )));\n  xlat_mutableret1 = max (vec3(0.0, 0.0, 0.0), (texture (sampler_main, xlat_mutableuv3).xyz * inten_4));\n  dist_5 = (1.0 - fract((0.5 + tmpvar_9)));\n  inten_4 = ((sqrt(dist_5) * (1.0 - dist_5)) * 4.0);\n  uv_3 = (tmpvar_8 * aspect.yx);\n  xlat_mutableuv3 = (vec2(0.49, 0.55) + (uv_3 * dist_5));\n  xlat_mutabledz.x = (xlat_mutabledz.x + (inten_4 * (\n    (2.0 * dot (texture (sampler_main, (xlat_mutableuv3 + tmpvar_1)).xyz, vec3(0.32, 0.49, 0.29)))\n   - \n    (2.0 * dot (texture (sampler_main, (xlat_mutableuv3 - tmpvar_1)).xyz, vec3(0.32, 0.49, 0.29)))\n  )));\n  xlat_mutabledz.y = (xlat_mutabledz.y + (inten_4 * (\n    (2.0 * dot (texture (sampler_main, (xlat_mutableuv3 + tmpvar_2)).xyz, vec3(0.32, 0.49, 0.29)))\n   - \n    (2.0 * dot (texture (sampler_main, (xlat_mutableuv3 - tmpvar_2)).xyz, vec3(0.32, 0.49, 0.29)))\n  )));\n  xlat_mutableret1 = max (xlat_mutableret1, (texture (sampler_main, xlat_mutableuv3).xyz * inten_4));\n  dist_5 = (1.0 - fract((0.75 + tmpvar_9)));\n  inten_4 = ((sqrt(dist_5) * (1.0 - dist_5)) * 4.0);\n  uv_3 = (tmpvar_8 * aspect.yx);\n  xlat_mutableuv3 = (vec2(0.51, 0.55) + (uv_3 * dist_5));\n  xlat_mutabledz.x = (xlat_mutabledz.x + (inten_4 * (\n    (2.0 * dot (texture (sampler_main, (xlat_mutableuv3 + tmpvar_1)).xyz, vec3(0.32, 0.49, 0.29)))\n   - \n    (2.0 * dot (texture (sampler_main, (xlat_mutableuv3 - tmpvar_1)).xyz, vec3(0.32, 0.49, 0.29)))\n  )));\n  xlat_mutabledz.y = (xlat_mutabledz.y + (inten_4 * (\n    (2.0 * dot (texture (sampler_main, (xlat_mutableuv3 + tmpvar_2)).xyz, vec3(0.32, 0.49, 0.29)))\n   - \n    (2.0 * dot (texture (sampler_main, (xlat_mutableuv3 - tmpvar_2)).xyz, vec3(0.32, 0.49, 0.29)))\n  )));\n  xlat_mutableret1 = max (xlat_mutableret1, (texture (sampler_main, xlat_mutableuv3).xyz * inten_4));\n  dist_5 = (1.0 - fract((1.0 + tmpvar_9)));\n  inten_4 = ((sqrt(dist_5) * (1.0 - dist_5)) * 4.0);\n  uv_3 = (tmpvar_8 * aspect.yx);\n  xlat_mutableuv3 = (vec2(0.49, 0.55) + (uv_3 * dist_5));\n  xlat_mutabledz.x = (xlat_mutabledz.x + (inten_4 * (\n    (2.0 * dot (texture (sampler_main, (xlat_mutableuv3 + tmpvar_1)).xyz, vec3(0.32, 0.49, 0.29)))\n   - \n    (2.0 * dot (texture (sampler_main, (xlat_mutableuv3 - tmpvar_1)).xyz, vec3(0.32, 0.49, 0.29)))\n  )));\n  xlat_mutabledz.y = (xlat_mutabledz.y + (inten_4 * (\n    (2.0 * dot (texture (sampler_main, (xlat_mutableuv3 + tmpvar_2)).xyz, vec3(0.32, 0.49, 0.29)))\n   - \n    (2.0 * dot (texture (sampler_main, (xlat_mutableuv3 - tmpvar_2)).xyz, vec3(0.32, 0.49, 0.29)))\n  )));\n  xlat_mutableret1 = max (xlat_mutableret1, (texture (sampler_main, xlat_mutableuv3).xyz * inten_4));\n  xlat_mutabledz = (xlat_mutabledz * (0.5 + rand_preset.z));\n  vec2 tmpvar_10;\n  tmpvar_10 = (2.0 * (rand_preset.xy - 0.5));\n  uv1_6 = (4.0 * tmpvar_8);\n  vec2 tmpvar_11;\n  tmpvar_11 = sin(((uv1_6 + xlat_mutabledz) + tmpvar_10));\n  vec2 tmpvar_12;\n  tmpvar_12 = sin(((uv1_6 + \n    (xlat_mutabledz * 1.4)\n  ) + tmpvar_10));\n  vec2 tmpvar_13;\n  tmpvar_13 = sin(((uv1_6 + \n    (xlat_mutabledz * 1.8)\n  ) + tmpvar_10));\n  vec3 tmpvar_14;\n  tmpvar_14.x = inversesqrt(dot (tmpvar_11, tmpvar_11));\n  tmpvar_14.y = inversesqrt(dot (tmpvar_12, tmpvar_12));\n  tmpvar_14.z = inversesqrt(dot (tmpvar_13, tmpvar_13));\n  ret_7 = (((\n    (tmpvar_14 * ((vec3(0.01, 0.01, 0.01) * (1.0 + \n      (rand_preset.xyz / 2.0)\n    )) * (0.5 + rand_preset.y)))\n   * \n    ((((rand_preset.x - 0.5) * 4.0) * xlat_mutableret1) + (8.0 * (1.0 + rand_preset)).xyz)\n  ) - (xlat_mutableret1.x * 0.5)) + ((xlat_mutableret1.y + xlat_mutableret1.z) / 3.0));\n  ret_7 = (ret_7 - ((slow_roam_sin.wzy * roam_cos.zxy) * 0.4));\n  ret_7 = (ret_7 * (1.0 + ret_7));\n  vec4 tmpvar_15;\n  tmpvar_15.w = 1.0;\n  tmpvar_15.xyz = ret_7;\n  ret = tmpvar_15.xyz;\n }"}