{"baseVals":{"rating":0,"gammaadj":1.9,"echo_zoom":1.169,"wave_a":0.001,"warpanimspeed":30.965,"warpscale":2.572,"zoom":1.00901,"warp":0.00054,"wave_r":0,"wave_g":0,"wave_b":0,"mv_a":0},"shapes":[{"baseVals":{"enabled":0}},{"baseVals":{"enabled":1,"additive":1,"rad":0.0444,"tex_zoom":0.22746,"r":0,"g":0.3,"g2":0,"border_r":0,"border_g":0,"border_a":0},"init_eqs_str":"a.tex_saw=.4;","frame_eqs_str":""},{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}}],"waves":[{"baseVals":{"enabled":1,"a":0.5},"init_eqs_str":"a.zs=0;a.speed=0;a.q1=0;a.zd=0;","frame_eqs_str":"","point_eqs_str":"a.zs=.00001<Math.abs(below(a.zs,1))?9:a.zs;a.zs=.00001<Math.abs(above(a.zs,1100))?1:a.zs;a.speed=.002*a.bass;a.zs+=Math.tan(.015*a.q1)*a.speed;a.zd+=2;a.x=.5+.1*Math.cos(a.q1*a.zs);a.y=.5+.1*Math.sin(a.q1*a.zs);a.r=.5+.5*Math.sin(1.2*a.q1+a.x+a.x);a.g=.5+.5*Math.sin(1.5*a.q1+a.x+a.y);a.b=.5+.5*Math.sin(1.36*a.q1+a.y+a.y);"},{"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.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+=a.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*\n(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-1)));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.xz = (ret_1.xz + ((\n    (ret_1.xz - mix (((texture (sampler_blur2, uv).xyz * scale2) + bias2), ((texture (sampler_blur1, uv).xyz * scale1) + bias1), uv_orig.xxx).xz)\n   * 0.3) - (0.00666 * \n    (((bass + treb) + mid) - 0.5)\n  )));\n  ret_1.xz = (ret_1.xz * 0.95);\n  ret_1.xz = (ret_1.xz + ((\n    ((texture (sampler_noise_lq, ((\n      (uv_orig * texsize.xy)\n     * \n      (texsize_noise_lq.zw * 0.4)\n    ) + rand_frame.xy)).xz - 0.5) / 256.0)\n   * 122.0) * clamp (\n    (treb_att - 1.0)\n  , 0.0, 1.0)));\n  ret_1.x = mix (ret_1.x, dot (ret_1.xxx, vec3(0.32, 0.49, 0.29)), 0.2);\n  vec2 tmpvar_2;\n  tmpvar_2 = (texsize.zw * 12.0);\n  vec3 tmpvar_3;\n  tmpvar_3 = (((texture (sampler_blur2, \n    (uv_orig + (vec2(1.0, 0.0) * tmpvar_2))\n  ).xyz * scale2) + bias2) - ((texture (sampler_blur2, \n    (uv_orig - (vec2(1.0, 0.0) * tmpvar_2))\n  ).xyz * scale2) + bias2));\n  vec3 tmpvar_4;\n  tmpvar_4 = (((texture (sampler_blur2, \n    (uv_orig + (vec2(0.0, 1.0) * tmpvar_2))\n  ).xyz * scale2) + bias2) - ((texture (sampler_blur2, \n    (uv_orig - (vec2(0.0, 1.0) * tmpvar_2))\n  ).xyz * scale2) + bias2));\n  vec2 tmpvar_5;\n  tmpvar_5.x = tmpvar_3.x;\n  tmpvar_5.y = tmpvar_4.x;\n  vec2 tmpvar_6;\n  tmpvar_6.x = tmpvar_3.y;\n  tmpvar_6.y = tmpvar_4.y;\n  vec2 tmpvar_7;\n  tmpvar_7.x = tmpvar_3.z;\n  tmpvar_7.y = tmpvar_4.z;\n  vec2 tmpvar_8;\n  tmpvar_8 = (((uv_orig + \n    (tmpvar_5 * 0.05)\n  ) + (tmpvar_6 * 0.02)) - (tmpvar_7 * 0.05));\n  ret_1.y = (texture (sampler_main, tmpvar_8).y - 0.04);\n  ret_1.y = (ret_1.y + ((\n    (ret_1.y - (((texture (sampler_blur1, tmpvar_8).xyz * scale1) + bias1).y * 1.2))\n   + 0.2) * 0.2));\n  vec4 tmpvar_9;\n  tmpvar_9.w = 1.0;\n  tmpvar_9.xyz = ret_1;\n  ret = tmpvar_9.xyz;\n }","comp":" shader_body { \n  vec3 ret2_1;\n  vec3 ret_2;\n  vec2 tmpvar_3;\n  tmpvar_3 = (texsize.zw * 6.0);\n  vec2 tmpvar_4;\n  tmpvar_4.x = dot (((\n    (texture (sampler_blur1, (uv + (vec2(1.0, 0.0) * tmpvar_3))).xyz * scale1)\n   + bias1) - (\n    (texture (sampler_blur1, (uv - (vec2(1.0, 0.0) * tmpvar_3))).xyz * scale1)\n   + bias1)), vec3(0.32, 0.49, 0.29));\n  tmpvar_4.y = dot (((\n    (texture (sampler_blur1, (uv + (vec2(0.0, 1.0) * tmpvar_3))).xyz * scale1)\n   + bias1) - (\n    (texture (sampler_blur1, (uv - (vec2(0.0, 1.0) * tmpvar_3))).xyz * scale1)\n   + bias1)), vec3(0.32, 0.49, 0.29));\n  vec2 tmpvar_5;\n  tmpvar_5 = (uv - (0.25 * tmpvar_4));\n  vec4 tmpvar_6;\n  tmpvar_6 = texture (sampler_blur3, uv);\n  ret_2 = (0.5 * ((tmpvar_6.xyz * scale3) + bias3));\n  ret_2 = (ret_2 - ((\n    (texture (sampler_blur2, uv).xyz * scale2)\n   + bias2) - 0.01));\n  vec4 tmpvar_7;\n  tmpvar_7 = texture (sampler_blur1, uv);\n  ret_2 = (ret_2 + ((texture (sampler_main, uv).xyz + \n    (((tmpvar_7.xyz * scale1) + bias1) * 0.15)\n  ) - 0.01));\n  ret_2 = (ret_2 + 0.75);\n  float tmpvar_8;\n  tmpvar_8 = dot (ret_2, vec3(0.32, 0.49, 0.29));\n  vec3 tmpvar_9;\n  tmpvar_9 = mix (vec3(tmpvar_8), (vec3(tmpvar_8) * dot (\n    (((texture (sampler_blur3, tmpvar_5).xyz * scale3) + bias3) - ((texture (sampler_blur1, tmpvar_5).xyz * scale1) + bias1))\n  , vec3(0.32, 0.49, 0.29))), pow (hue_shader, vec3(tmpvar_8)));\n  ret2_1 = ((-0.5 * (\n    (texture (sampler_blur3, tmpvar_5).xyz * scale3)\n   + bias3)) + ((texture (sampler_blur1, tmpvar_5).xyz * scale1) + bias1));\n  ret2_1 = (ret2_1 - texture (sampler_main, tmpvar_5).xyz);\n  ret2_1 = (ret2_1 - 0.75);\n  float tmpvar_10;\n  tmpvar_10 = dot (ret2_1, vec3(0.32, 0.49, 0.29));\n  vec3 tmpvar_11;\n  tmpvar_11 = mix (vec3(tmpvar_10), (vec3(tmpvar_10) * dot (\n    (((tmpvar_6.xyz * scale3) + bias3) - ((tmpvar_7.xyz * scale1) + bias1))\n  , vec3(0.32, 0.49, 0.29))), pow (hue_shader.zxy, tmpvar_9));\n  ret2_1 = tmpvar_11;\n  vec3 tmpvar_12;\n  tmpvar_12 = abs((tmpvar_9 - (2.0 * tmpvar_11)));\n  ret_2 = (tmpvar_12 - (0.25 * sqrt(tmpvar_12)));\n  ret_2 = (ret_2 * ret_2);\n  vec4 tmpvar_13;\n  tmpvar_13.w = 1.0;\n  tmpvar_13.xyz = ret_2;\n  ret = tmpvar_13.xyz;\n }"}