{"baseVals":{"rating":5,"gammaadj":1,"decay":1,"modwavealphabyvolume":1,"wave_a":0.207,"wave_scale":0.397,"wave_smoothing":0,"wave_mystery":0.24,"modwavealphaend":1.17,"warpscale":16.016,"zoomexp":11.56276,"zoom":1.05971,"warp":0.13126,"ob_size":0.005,"ob_a":1,"ib_size":0,"mv_x":64,"mv_y":48,"mv_l":0,"mv_r":0.35,"mv_g":0.35,"mv_b":0.35,"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.d=0;a.cx1=0;a.y3=0;a.y1=0;a.cy1=0;a.x1=0;a.vx3=0;a.q6=0;a.dt=0;a.q1=0;a.q5=0;a.v=0;a.vx4=0;a.grav=0;a.x3=0;a.xx2=0;a.q4=0;a.yy1=0;a.vy4=0;a.dir=0;a.bounce=0;a.x4=0;a.r=0;a.x2=0;a.vy2=0;a.y2=0;a.q2=0;a.spring=0;a.vx2=0;a.q3=0;a.resist=0;a.y4=0;a.q7=0;a.vy3=0;a.xx1=0;a.q8=0;","frame_eqs_str":"a.decay=1;a.xx1=.9*a.xx1+.01*a.bass;a.xx2=.9*a.xx2+.01*a.treb;a.yy1=.94*a.yy1+.0075*(a.treb+a.bass);a.x1=.5+1.5*(a.xx1-a.xx2);a.y1=.5+a.yy1;a.spring=18;a.grav=1;a.resist=5;a.bounce=.9;a.dt=.0003;a.vx2=a.vx2*(1-a.resist*a.dt)+a.dt*(a.x1+a.x3-2*a.x2)*a.spring;a.vy2=a.vy2*(1-a.resist*a.dt)+a.dt*((a.y1+a.y3-2*a.y2)*a.spring-a.grav);a.vx3=a.vx3*(1-a.resist*a.dt)+a.dt*(a.x2+a.x4-2*a.x3)*a.spring;a.vy3=a.vy3*(1-a.resist*a.dt)+a.dt*((a.y2+a.y4-2*a.y3)*a.spring-a.grav);a.vx4=a.vx4*(1-\na.resist*a.dt)+a.dt*(a.x3-a.x4)*a.spring;a.vy4=a.vy4*(1-a.resist*a.dt)+a.dt*((a.y3-a.y4)*a.spring-a.grav);a.x2+=a.vx2;a.y2+=a.vy2;a.x3+=a.vx3;a.y3+=a.vy3;a.x4+=a.vx4;a.y4+=a.vy4;a.vx2=.00001<Math.abs(above(a.x2,0))?a.vx2:Math.abs(a.vx2)*a.bounce;a.vx2=.00001<Math.abs(below(a.x2,1))?a.vx2:-Math.abs(a.vx2)*a.bounce;a.vx3=.00001<Math.abs(above(a.x3,0))?a.vx3:Math.abs(a.vx3)*a.bounce;a.vx3=.00001<Math.abs(below(a.x3,1))?a.vx3:-Math.abs(a.vx3)*a.bounce;a.vx4=.00001<Math.abs(above(a.x4,0))?a.vx4:Math.abs(a.vx4)*\na.bounce;a.vx4=.00001<Math.abs(below(a.x4,1))?a.vx4:-Math.abs(a.vx4)*a.bounce;a.vy2=.00001<Math.abs(above(a.y2,0))?a.vy2:Math.abs(a.vy2)*a.bounce;a.vy2=.00001<Math.abs(below(a.y2,1))?a.vy2:-Math.abs(a.vy2)*a.bounce;a.vy3=.00001<Math.abs(above(a.y3,0))?a.vy3:Math.abs(a.vy3)*a.bounce;a.vy3=.00001<Math.abs(below(a.y3,1))?a.vy3:-Math.abs(a.vy3)*a.bounce;a.vy4=.00001<Math.abs(above(a.y4,0))?a.vy4:Math.abs(a.vy4)*a.bounce;a.vy4=.00001<Math.abs(below(a.y4,1))?a.vy4:-Math.abs(a.vy4)*a.bounce;a.q1=a.x1;a.q2=\na.x2;a.q3=a.x3;a.q4=a.x4;a.q5=a.y1;a.q6=a.y2;a.q7=a.y3;a.q8=a.y4;a.q6=Math.atan2(a.vx4,a.vy4);a.q5=sqrt(a.vx4*a.vx4+a.vy4*a.vy4);a.zoom=1.001;a.rot=0;a.warp=.2;a.wave_a=0;","pixel_eqs_str":"a.r=.2;a.cx1=a.q4;a.cy1=a.q5;a.d=sqrt((a.x-a.cx1)*(a.x-a.cx1)+(a.y-a.cy1)*(a.y-a.cy1));a.dir=-(a.r*a.r-a.d*a.d)*a.q3;a.x1=.00001<Math.abs(above(a.d,a.r))?0:Math.sin(a.y-a.cy1)*a.dir;a.y1=.00001<Math.abs(above(a.d,a.r))?0:-Math.sin(a.x-a.cx1)*a.dir;a.v=1;a.dx=a.x1*a.v;a.dy=a.y1*a.v;","warp":" shader_body { \n  vec2 uv_1;\n  vec3 ret_2;\n  uv_1 = (0.5 + ((uv - 0.5) * 1.002));\n  vec2 tmpvar_3;\n  tmpvar_3 = (texsize.zw * 8.0);\n  vec3 tmpvar_4;\n  tmpvar_4 = (((texture (sampler_blur1, \n    (uv_1 + (vec2(1.0, 0.0) * tmpvar_3))\n  ).xyz * scale1) + bias1) - ((texture (sampler_blur1, \n    (uv_1 - (vec2(1.0, 0.0) * tmpvar_3))\n  ).xyz * scale1) + bias1));\n  vec3 tmpvar_5;\n  tmpvar_5 = (((texture (sampler_blur1, \n    (uv_1 + (vec2(0.0, 1.0) * tmpvar_3))\n  ).xyz * scale1) + bias1) - ((texture (sampler_blur1, \n    (uv_1 - (vec2(0.0, 1.0) * 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 = fract(((0.5 + \n    (uv_1 - 0.5)\n  ) - (tmpvar_6 * texsize.zw)));\n  ret_2.x = texture (sampler_main, tmpvar_7).x;\n  ret_2.x = (ret_2.x + ((\n    (ret_2.x - ((texture (sampler_blur2, tmpvar_7).xyz * scale2) + bias2))\n  .x * 0.4) + 0.006));\n  vec2 tmpvar_8;\n  tmpvar_8.x = tmpvar_5.x;\n  tmpvar_8.y = -(tmpvar_4.x);\n  vec2 tmpvar_9;\n  tmpvar_9.x = tmpvar_4.z;\n  tmpvar_9.y = tmpvar_5.z;\n  ret_2.z = max ((clamp (\n    (((texture (sampler_blur1, uv_1).xyz * scale1) + bias1).x - 0.3)\n  , 0.0, 1.0) * 2.0), (texture (sampler_fc_main, (\n    (uv_1 - ((tmpvar_8 * texsize.zw) * 8.0))\n   + \n    ((tmpvar_9 * texsize.zw) * 4.0)\n  )).z - 0.008));\n  vec2 tmpvar_10;\n  tmpvar_10.x = tmpvar_4.y;\n  tmpvar_10.y = tmpvar_5.y;\n  ret_2.y = max (ret_2.x, (texture (sampler_fc_main, (uv_1 + \n    (tmpvar_10 * texsize.zw)\n  )).y - 0.016));\n  vec4 tmpvar_11;\n  tmpvar_11.w = 1.0;\n  tmpvar_11.xyz = ret_2;\n  ret = tmpvar_11.xyz;\n }","comp":" shader_body { \n  vec3 ret_1;\n  vec2 tmpvar_2;\n  tmpvar_2 = (texsize.zw * 6.0);\n  vec3 tmpvar_3;\n  tmpvar_3 = (((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));\n  vec3 tmpvar_4;\n  tmpvar_4 = (((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));\n  vec2 tmpvar_5;\n  tmpvar_5.x = dot (tmpvar_3, vec3(0.32, 0.49, 0.29));\n  tmpvar_5.y = dot (tmpvar_4, vec3(0.32, 0.49, 0.29));\n  vec2 tmpvar_6;\n  tmpvar_6 = (uv - (0.25 * tmpvar_5));\n  vec2 tmpvar_7;\n  tmpvar_7.x = dot (tmpvar_3, vec3(0.32, 0.49, 0.29));\n  tmpvar_7.y = dot (tmpvar_4, vec3(0.32, 0.49, 0.29));\n  vec2 tmpvar_8;\n  tmpvar_8 = (uv + (0.25 * tmpvar_7));\n  ret_1 = ((0.8 * (\n    (texture (sampler_blur3, tmpvar_6).xyz * scale3)\n   + bias3)) - ((texture (sampler_blur1, tmpvar_6).xyz * scale1) + bias1));\n  ret_1 = (ret_1 + (0.6 * (\n    (texture (sampler_blur1, uv).xyz * scale1)\n   + bias1)));\n  ret_1 = (ret_1 - ((\n    (texture (sampler_blur2, tmpvar_8).xyz * scale2)\n   + bias2) - (\n    (texture (sampler_blur1, tmpvar_8).xyz * scale1)\n   + bias1)));\n  ret_1 = (ret_1 + ((1.2 * texture (sampler_main, tmpvar_8).xyz) + (0.15 * \n    ((texture (sampler_blur1, tmpvar_8).xyz * scale1) + bias1)\n  )));\n  ret_1 = (ret_1 + 1.0);\n  float tmpvar_9;\n  tmpvar_9 = dot (ret_1, vec3(0.32, 0.49, 0.29));\n  ret_1 = (mix (vec3(tmpvar_9), (\n    (0.75 * vec3(tmpvar_9))\n   * \n    dot ((((0.6 * \n      ((texture (sampler_blur3, tmpvar_6).xyz * scale3) + bias3)\n    ) - (0.7 * texture (sampler_main, uv).xyz)) - (0.3 * (\n      (texture (sampler_blur1, tmpvar_8).xyz * scale1)\n     + bias1))), vec3(0.32, 0.49, 0.29))\n  ), pow (hue_shader, vec3(tmpvar_9))) * 0.9);\n  ret_1 = (ret_1 * ret_1);\n  vec3 tmpvar_10;\n  tmpvar_10 = sqrt(ret_1);\n  ret_1 = tmpvar_10;\n  vec4 tmpvar_11;\n  tmpvar_11.w = 1.0;\n  tmpvar_11.xyz = tmpvar_10;\n  ret = tmpvar_11.xyz;\n }"}