{"baseVals":{"rating":2,"gammaadj":1,"decay":0.5,"echo_zoom":1,"echo_orient":3,"wave_thick":1,"modwavealphabyvolume":1,"wave_a":0.009,"wave_scale":2.136,"wave_smoothing":0.9,"modwavealphastart":1.6,"modwavealphaend":1.6,"warpanimspeed":9.861,"warpscale":16.217,"zoomexp":1.50374,"wave_r":0,"wave_g":0.04,"wave_b":0,"ob_size":0,"ob_r":1,"ob_g":0.1,"ob_a":1,"ib_size":0,"ib_r":0,"ib_g":0,"ib_b":0,"ib_a":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":0}},{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}}],"init_eqs_str":"a.xpos=0;a.yamptarg=0;a.y_pos=0;a.ydir=0;a.meanbass_att=0;a.q1=0;a.myx=0;a.myy=0;a.lastbeat=0;a.beatrate=0;a.peakbass_att=0;a.xamptarg=0;a.xamp=0;a.xspeed=0;a.ypos=0;a.movement=0;a.att=0;a.volume=0;a.beat=0;a.q2=0;a.yamp=0;a.q3=0;a.xdir=0;a.q8=0;a.yspeed=0;","frame_eqs_str":"a.warp=0;a.volume=.3*(a.bass+a.mid+a.att);a.xamptarg=.00001<Math.abs(equal(mod(a.frame,15),0))?Math.min(.25*a.volume*a.bass_att,.5):a.xamptarg;a.xamp+=.5*(a.xamptarg-a.xamp);a.xdir=.00001<Math.abs(above(Math.abs(a.xpos),a.xamp))?-sign(a.xpos):.00001<Math.abs(below(Math.abs(a.xspeed),.1))?2*above(a.xpos,0)-1:a.xdir;a.xspeed=a.xspeed+a.xdir*a.xamp-a.xpos-.055*a.xspeed*below(Math.abs(a.xpos),a.xamp);a.xpos+=.001*a.xspeed;a.yamptarg=.00001<Math.abs(equal(mod(a.frame,15),0))?Math.min(.15*\na.volume*a.treb_att,.5):a.yamptarg;a.yamp+=.5*(a.yamptarg-a.yamp);a.ydir=.00001<Math.abs(above(Math.abs(a.ypos),a.yamp))?-sign(a.ypos):.00001<Math.abs(below(Math.abs(a.yspeed),.1))?2*above(a.ypos,0)-1:a.ydir;a.yspeed=a.yspeed+a.ydir*a.yamp-a.ypos-.055*a.yspeed*below(Math.abs(a.ypos),a.yamp);a.ypos+=.001*a.yspeed;a.beatrate=equal(a.beatrate,0)+(1-equal(a.beatrate,0))*(below(a.volume,.01)+(1-below(a.volume,.01))*a.beatrate);a.lastbeat+=equal(a.lastbeat,0)*a.time;a.meanbass_att=.1*(9*a.meanbass_att+\na.bass_att);a.peakbass_att=Math.max(a.bass_att,a.peakbass_att);a.beat=above(a.volume,.8)*below(a.peakbass_att-a.bass_att,.05*a.peakbass_att)*above(a.time-a.lastbeat,.1+.5*(a.beatrate-.1));a.beatrate=Math.max(.00001<Math.abs(a.beat)?.00001<Math.abs(below(a.time-a.lastbeat,2*a.beatrate))?.1*(9*a.beatrate+a.time-a.lastbeat):a.beatrate:a.beatrate,.1);a.peakbass_att=a.beat*a.bass_att+(1-a.beat)*a.peakbass_att*(.95*above(a.time-a.lastbeat,2*a.beatrate)+.995*(1-above(a.time-a.lastbeat,2*a.beatrate)));a.lastbeat=\na.beat*a.time+(1-a.beat)*a.lastbeat;a.peakbass_att=Math.max(a.peakbass_att,1.1*a.meanbass_att);a.wave_r=.5+.499*(.6*Math.sin(.98*a.time)+.4*Math.sin(1.047*a.time));a.wave_g=.5+.499*(.6*Math.sin(.835*a.time)+.4*Math.sin(1.081*a.time));a.wave_b=.5+.499*(.6*Math.sin(.814*a.time)+.4*Math.sin(1.011*a.time));a.wave_mystery=-.17+.03*(.6*Math.sin(.637*a.time)+.4*Math.sin(.949*a.time));a.mv_r=.00001<Math.abs(a.beat)?1:a.ib_r;a.mv_b=.00001<Math.abs(a.beat)?a.wave_b:a.ib_b;a.q3=a.wave_mystery;a.q1=a.wave_x;\na.q2=1-a.wave_y;a.q2=a.ypos+.5;a.warp=0;a.ob_r=1-a.wave_g;a.ob_b=1-a.wave_r;a.ob_g=1-a.wave_b;a.monitor=a.wave_y;a.movement+=.4*div(a.bass+a.bass_att+.1*pow(a.bass+.6*a.bass_att+.2*a.treb_att,3),a.fps);a.movement=.00001<Math.abs(above(a.movement,1E4))?0:a.movement;a.rot=Math.sin(a.movement);a.cx=a.wave_x;a.cy=a.y_pos+.5;a.q8=a.movement;","pixel_eqs_str":"a.myy=a.x-a.q1;a.myx=a.y-a.q2+.1;a.dx=6*Math.sin(.675*a.q8)*a.myx*a.myy;a.dy=3*Math.sin(.675*a.q8)*(a.myx*a.myx-a.myy*a.myy);","warp":" shader_body { \n  vec2 uv_z_1;\n  vec3 ret_2;\n  vec2 tmpvar_3;\n  tmpvar_3 = (1.0 - abs((\n    (fract((uv * 0.5)) * 2.0)\n   - 1.0)));\n  ret_2.x = texture (sampler_fc_main, tmpvar_3).z;\n  ret_2.y = mix (mix (texture (sampler_fc_main, tmpvar_3).x, ret_2.x, 0.5), texture (sampler_main, uv_orig).y, 0.75);\n  vec2 tmpvar_4;\n  tmpvar_4 = (texsize.zw * 6.0);\n  vec2 tmpvar_5;\n  vec2 tmpvar_6;\n  tmpvar_6 = (uv_orig - 0.5);\n  tmpvar_5 = ((tmpvar_6 * 0.998) + 0.5);\n  vec2 tmpvar_7;\n  tmpvar_7.x = (((texture (sampler_blur1, \n    (tmpvar_5 + (vec2(1.0, 0.0) * tmpvar_4))\n  ).xyz * scale1) + bias1) - ((texture (sampler_blur1, \n    (tmpvar_5 - (vec2(1.0, 0.0) * tmpvar_4))\n  ).xyz * scale1) + bias1)).z;\n  tmpvar_7.y = (((texture (sampler_blur1, \n    (tmpvar_5 + (vec2(0.0, 1.0) * tmpvar_4))\n  ).xyz * scale1) + bias1) - ((texture (sampler_blur1, \n    (tmpvar_5 - (vec2(0.0, 1.0) * tmpvar_4))\n  ).xyz * scale1) + bias1)).z;\n  uv_z_1 = (tmpvar_5 - ((tmpvar_7 * texsize.zw) * 2.0));\n  ret_2.z = max (((\n    (texture (sampler_fc_main, tmpvar_3).x - 0.5)\n   * 3.0) * clamp (\n    (1.0 - (sqrt(dot (tmpvar_6, tmpvar_6)) * 3.2))\n  , 0.0, 1.0)), texture (sampler_fc_main, uv_z_1).z);\n  ret_2.z = (ret_2.z + ((texture (sampler_fc_main, uv_z_1).z - \n    ((texture (sampler_blur1, clamp (uv_z_1, 0.0, 1.0)).xyz * scale1) + bias1)\n  .z) * 0.02));\n  vec4 tmpvar_8;\n  tmpvar_8.w = 1.0;\n  tmpvar_8.xyz = ret_2;\n  ret = tmpvar_8.xyz;\n }","comp":"vec2 xlat_mutabled;\nfloat xlat_mutableq7;\n shader_body { \n  float fnord_1;\n  xlat_mutabled = (texsize.zw * 4.0);\n  float tmpvar_2;\n  vec4 tmpvar_3;\n  tmpvar_3 = texture (sampler_main, uv);\n  tmpvar_2 = (tmpvar_3.x * (1.0 - tmpvar_3.z));\n  float tmpvar_4;\n  tmpvar_4 = ((1.0 - tmpvar_3.y) * (1.0 - tmpvar_3.x));\n  xlat_mutableq7 = (time * 200.0);\n  vec2 tmpvar_5;\n  tmpvar_5.x = (((texture (sampler_blur1, \n    (uv_orig + (vec2(1.0, 0.0) * xlat_mutabled))\n  ).xyz * scale1) + bias1) - ((texture (sampler_blur1, \n    (uv_orig - (vec2(1.0, 0.0) * xlat_mutabled))\n  ).xyz * scale1) + bias1)).x;\n  tmpvar_5.y = (((texture (sampler_blur1, \n    (uv_orig + (vec2(0.0, 1.0) * xlat_mutabled))\n  ).xyz * scale1) + bias1) - ((texture (sampler_blur1, \n    (uv_orig - (vec2(0.0, 1.0) * xlat_mutabled))\n  ).xyz * scale1) + bias1)).x;\n  vec2 tmpvar_6;\n  tmpvar_6 = (((uv - 0.5) + (tmpvar_5 * 0.15)) * texsize.xy);\n  float tmpvar_7;\n  tmpvar_7 = clamp (((float(mod (\n    ((abs(tmpvar_6.x) + abs(tmpvar_6.y)) + xlat_mutableq7)\n  , 64.0))) - 32.0), 0.0, 1.0);\n  float tmpvar_8;\n  tmpvar_8 = clamp (((float(mod (\n    ((-(abs(tmpvar_6.x)) - abs(tmpvar_6.y)) + xlat_mutableq7)\n  , 64.0))) - 32.0), 0.0, 1.0);\n  float tmpvar_9;\n  tmpvar_9 = sqrt(dot (tmpvar_6, tmpvar_6));\n  if ((tmpvar_9 > (0.25 * texsize.y))) {\n    fnord_1 = tmpvar_8;\n  } else {\n    fnord_1 = tmpvar_7;\n  };\n  vec4 tmpvar_10;\n  tmpvar_10.w = 1.0;\n  tmpvar_10.xyz = (mix (vec3(fnord_1), vec3(1.0, 0.0, 0.0), vec3(tmpvar_2)) * (vec3(1.0, 1.0, 1.0) - vec3(tmpvar_4)));\n  ret = tmpvar_10.xyz;\n }"}