{"baseVals":{"rating":5,"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":" shader_body { \n  vec3 ret_1;\n  vec4 tmpvar_2;\n  tmpvar_2 = texture (sampler_blur1, uv);\n  vec2 tmpvar_3;\n  tmpvar_3 = (texsize.zw * 8.0);\n  vec3 tmpvar_4;\n  tmpvar_4 = (((texture (sampler_blur1, \n    (uv + (vec2(1.0, 0.0) * tmpvar_3))\n  ).xyz * scale1) + bias1) - ((texture (sampler_blur1, \n    (uv - (vec2(1.0, 0.0) * tmpvar_3))\n  ).xyz * scale1) + bias1));\n  vec3 tmpvar_5;\n  tmpvar_5 = (((texture (sampler_blur1, \n    (uv + (vec2(1.0, 0.0) * tmpvar_3))\n  ).xyz * scale1) + bias1) - ((texture (sampler_blur1, \n    (uv - (vec2(1.0, 0.0) * tmpvar_3))\n  ).xyz * scale1) + bias1));\n  vec2 tmpvar_6;\n  tmpvar_6.x = tmpvar_4.x;\n  tmpvar_6.y = tmpvar_5.x;\n  vec2 tmpvar_7;\n  tmpvar_7.x = tmpvar_4.z;\n  tmpvar_7.y = tmpvar_5.z;\n  vec2 tmpvar_8;\n  tmpvar_8.x = tmpvar_4.y;\n  tmpvar_8.y = tmpvar_5.y;\n  vec2 tmpvar_9;\n  tmpvar_9.x = tmpvar_4.x;\n  tmpvar_9.y = tmpvar_5.x;\n  vec2 tmpvar_10;\n  tmpvar_10.x = tmpvar_4.z;\n  tmpvar_10.y = tmpvar_5.z;\n  vec2 tmpvar_11;\n  tmpvar_11 = (uv - (tmpvar_10 * 1.4));\n  vec2 tmpvar_12;\n  tmpvar_12.x = tmpvar_4.y;\n  tmpvar_12.y = tmpvar_5.y;\n  vec2 tmpvar_13;\n  tmpvar_13 = (uv - (tmpvar_12 * 0.1));\n  vec4 tmpvar_14;\n  tmpvar_14 = texture (sampler_main, uv);\n  ret_1 = (tmpvar_14.x * vec3(0.7, 0.6, 0.5));\n  vec3 tmpvar_15;\n  tmpvar_15 = mix (mix (mix (\n    mix (mix (mix (mix (\n      mix (mix (ret_1, vec3(1.0, 0.8, 0.4), vec3((sqrt(\n        dot (tmpvar_7, tmpvar_7)\n      ) * 2.0))), vec3(0.8, 0.4, 0.0), vec3(sqrt(dot (tmpvar_6, tmpvar_6))))\n    , vec3(1.0, 1.0, 0.0), vec3(\n      ((((texture (sampler_blur2, \n        (uv - (tmpvar_9 * 0.4))\n      ).xyz * scale2) + bias2).z * ((tmpvar_2.xyz * scale1) + bias1).x) * 1.4)\n    )), vec3(0.2, 0.0, 0.6), vec3((tmpvar_14.z * 2.0))), vec3(0.8, 0.7, 0.6), vec3(((\n      (texture (sampler_blur1, tmpvar_11).xyz * scale1)\n     + bias1).x * (\n      (tmpvar_2.xyz * scale1)\n     + bias1).z))), vec3(1.0, 1.0, 0.0), vec3((((\n      (texture (sampler_blur2, tmpvar_11).xyz * scale2)\n     + bias2).y * tmpvar_14.z) * 2.0)))\n  , vec3(1.0, 1.0, 1.0), vec3(\n    sqrt(dot (tmpvar_8, tmpvar_8))\n  )), vec3(1.0, 0.0, 0.0), tmpvar_14.yyy), ((1.0 - texture (sampler_main, tmpvar_13).z) * vec3(1.0, 1.0, 0.0)), vec3(((\n    (texture (sampler_blur1, tmpvar_13).xyz * scale1)\n   + bias1).y * (\n    (tmpvar_2.xyz * scale1)\n   + bias1).y)));\n  ret_1 = tmpvar_15;\n  vec4 tmpvar_16;\n  tmpvar_16.w = 1.0;\n  tmpvar_16.xyz = tmpvar_15;\n  ret = tmpvar_16.xyz;\n }"}