{"baseVals":{"rating":3,"gammaadj":1,"decay":0.995,"echo_zoom":1.007,"echo_orient":3,"wave_thick":1,"modwavealphabyvolume":1,"wave_a":0.9,"wave_scale":2.997,"wave_smoothing":0,"wave_mystery":-0.5,"modwavealphastart":1,"modwavealphaend":1,"warpanimspeed":0.274,"warpscale":7.98,"zoom":0.99951,"warp":0.20929,"wave_r":0.02,"wave_g":0.02,"wave_b":0,"ob_size":0.5,"ob_r":1,"ob_g":0.12,"ob_b":1,"ob_a":0.37,"ib_size":0,"ib_a":1,"mv_x":0,"mv_y":0,"mv_l":5,"mv_a":0,"b1ed":0.2},"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.w=0;a.q25=0;a.h3=0;a.q12=0;a.q22=0;a.q21=0;a.q6=0;a.bt=0;a.q1=0;a.q5=0;a.startx=0;a.dm=0;a.v=0;a.mm=0;a.h2=0;a.tt=0;a.bm=0;a.q23=0;a.q24=0;a.q11=0;a.q10=0;a.q4=0;a.a=0;a.q26=0;a.mt=0;a.b=0;a.mx=0;a.mn=0;a.db=0;a.ddt=0;a.bb=0;a.q2=0;a.q27=0;a.starty=0;a.h1=0;a.q3=0;a.q7=0;a.q28=0;a.x1=0;a.y1=.001;a.z1=0;","frame_eqs_str":"a.zoom=1;a.wave_a=0;a.startx=.3;a.starty=.3;a.a=.55;a.b=.05;a.d=.09;a.q1=a.aspectx;a.q2=a.aspecty;a.q5=a.a;a.q6=a.b;a.q7=a.d;a.bb=.99*a.bb+.02*a.bass;a.mm=.99*a.mm+.02*a.mid;a.tt=.99*a.tt+.02*a.treb;a.mx=Math.max(Math.max(a.bb,a.mm),a.tt);a.mn=Math.min(Math.min(a.bb,a.mm),a.tt);a.h1=div(a.bb-a.mn,a.mx-a.mn);a.h2=div(a.mm-a.mn,a.mx-a.mn);a.h3=div(a.tt-a.mn,a.mx-a.mn);a.v=div(.1333,a.fps);a.bm+=(a.h1-a.h2)*a.v;a.mt+=(a.h2-a.h3)*a.v;a.bt+=(a.h1-a.h3)*a.v;a.w=2*a.bm;a.q3=Math.sin(a.w);\na.q4=Math.cos(a.w);a.q10=a.bm;a.q11=a.mt;a.q12=a.bt;a.db=.98*a.db+.2*a.bass;a.bb+=.1*a.db;a.ddt=.98*a.ddt+.2*a.treb;a.tt+=.1*a.ddt;a.dm=.98*a.dm+.2*a.mid;a.mm+=.1*a.dm;a.q23=.5+.25*Math.sin(.1*(a.bb-a.mm));a.q24=.5+.25*Math.sin(.1*(a.tt-a.mm));a.w=.1*(a.bb-a.tt);a.q26=.25-.025*(a.db-a.ddt);a.q21=Math.sin(a.w);a.q22=Math.cos(a.w);a.q27=Math.sin(-a.w);a.q28=Math.cos(-a.w);a.q25=div(1,a.q26);","pixel_eqs_str":"a.x=.5+(a.x-.51)*a.q1;a.y=.5-(a.y-.5)*a.q2;a.dx=a.x*(1-a.x)-div(a.q5*a.x*a.y,a.x+a.q6);a.dy=-a.q7*a.y*(1-div(a.y,a.x));a.dx=div(.02*-a.dx,a.q1);a.dy=div(.02*-a.dy,a.q2);","warp":" shader_body { \n  vec2 dz_1;\n  vec3 ret_2;\n  vec2 tmpvar_3;\n  tmpvar_3 = (texsize.zw * 4.0);\n  vec3 tmpvar_4;\n  tmpvar_4 = ((2.0 * (\n    (texture (sampler_blur1, (uv + (vec2(1.0, 0.0) * tmpvar_3))).xyz * scale1)\n   + bias1)) - (2.0 * (\n    (texture (sampler_blur1, (uv - (vec2(1.0, 0.0) * tmpvar_3))).xyz * scale1)\n   + bias1)));\n  vec3 tmpvar_5;\n  tmpvar_5 = ((2.0 * (\n    (texture (sampler_blur1, (uv + (vec2(0.0, 1.0) * tmpvar_3))).xyz * scale1)\n   + bias1)) - (2.0 * (\n    (texture (sampler_blur1, (uv - (vec2(0.0, 1.0) * tmpvar_3))).xyz * scale1)\n   + 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 = (tmpvar_6 * texsize.zw);\n  ret_2.x = (texture (sampler_fw_main, (uv - tmpvar_7)).x - ((\n    (2.0 * ((texture (sampler_blur3, uv).xyz * scale3) + bias3).x)\n   - \n    (2.0 * ((texture (sampler_blur1, (uv + tmpvar_7)).xyz * scale1) + bias1).x)\n  ) * 0.5));\n  vec2 tmpvar_8;\n  tmpvar_8.x = tmpvar_4.y;\n  tmpvar_8.y = tmpvar_5.y;\n  dz_1 = (-(tmpvar_8) * texsize.zw);\n  ret_2.y = ((texture (sampler_fw_main, (uv - dz_1)).y - 0.06) - ((\n    (2.0 * ((texture (sampler_blur2, uv).xyz * scale2) + bias2).y)\n   - \n    (2.0 * ((texture (sampler_blur1, (uv + dz_1)).xyz * scale1) + bias1).y)\n  ) * 0.65));\n  vec2 tmpvar_9;\n  tmpvar_9.x = ((2.0 * (\n    (texture (sampler_blur1, (uv + (vec2(1.0, 0.0) * tmpvar_3))).xyz * scale1)\n   + bias1)) - (2.0 * (\n    (texture (sampler_blur1, (uv - (vec2(1.0, 0.0) * tmpvar_3))).xyz * scale1)\n   + bias1))).z;\n  tmpvar_9.y = ((2.0 * (\n    (texture (sampler_blur1, (uv + (vec2(0.0, 1.0) * tmpvar_3))).xyz * scale1)\n   + bias1)) - (2.0 * (\n    (texture (sampler_blur1, (uv - (vec2(0.0, 1.0) * tmpvar_3))).xyz * scale1)\n   + bias1))).z;\n  dz_1 = ((tmpvar_9 * texsize.zw) * 1.5);\n  vec2 tmpvar_10;\n  tmpvar_10 = ((uv_orig - 0.5) * (1.8 - (\n    (bass_att - treb_att)\n   * 0.015)));\n  vec2 tmpvar_11;\n  tmpvar_11.x = ((tmpvar_10.x * tmpvar_10.x) - (tmpvar_10.y * tmpvar_10.y));\n  tmpvar_11.y = ((2.0 * tmpvar_10.x) * tmpvar_10.y);\n  ret_2.z = (texture (sampler_main, clamp ((\n    (tmpvar_11 + vec2(0.28, 0.4))\n   + dz_1), 0.0, 1.0)).z - 0.014);\n  vec4 tmpvar_12;\n  tmpvar_12.w = 1.0;\n  tmpvar_12.xyz = ret_2;\n  ret = tmpvar_12.xyz;\n }","comp":" shader_body { \n  vec2 dz_1;\n  vec3 dy_2;\n  vec3 dx_3;\n  vec2 d_4;\n  vec2 uv_rr_5;\n  vec2 uv_r_6;\n  vec3 ret_7;\n  vec2 tmpvar_8;\n  tmpvar_8.x = q23;\n  tmpvar_8.y = q24;\n  vec2 tmpvar_9;\n  tmpvar_9 = ((uv - tmpvar_8) * aspect.xy);\n  vec2 tmpvar_10;\n  tmpvar_10.x = ((q22 * tmpvar_9.x) - (q21 * tmpvar_9.y));\n  tmpvar_10.y = ((q21 * tmpvar_9.x) + (q22 * tmpvar_9.y));\n  uv_r_6 = (q25 * tmpvar_10);\n  uv_r_6 = (tmpvar_8 + (uv_r_6 * aspect.zw));\n  uv_r_6 = (1.0 - abs((\n    (fract((uv_r_6 * 0.5)) * 2.0)\n   - 1.0)));\n  vec2 tmpvar_11;\n  tmpvar_11 = ((uv_r_6 - tmpvar_8) * aspect.xy);\n  vec2 tmpvar_12;\n  tmpvar_12.x = ((q28 * tmpvar_11.x) - (q27 * tmpvar_11.y));\n  tmpvar_12.y = ((q27 * tmpvar_11.x) + (q28 * tmpvar_11.y));\n  uv_rr_5 = (q26 * tmpvar_12);\n  uv_rr_5 = (tmpvar_8 + (uv_rr_5 * aspect.zw));\n  vec2 tmpvar_13;\n  vec2 tmpvar_14;\n  tmpvar_14 = (vec2(1.0, 0.0) * texsize.zw);\n  tmpvar_13.x = (texture (sampler_main, (uv_rr_5 + tmpvar_14)).xyz - texture (sampler_main, (uv_rr_5 - tmpvar_14)).xyz).y;\n  vec2 tmpvar_15;\n  tmpvar_15 = (vec2(0.0, 1.0) * texsize.zw);\n  tmpvar_13.y = (texture (sampler_main, (uv_rr_5 + tmpvar_15)).xyz - texture (sampler_main, (uv_rr_5 - tmpvar_15)).xyz).y;\n  d_4 = (texsize.zw * 2.0);\n  dx_3 = (((2.0 * \n    ((texture (sampler_blur1, (uv_rr_5 + (vec2(1.0, 0.0) * d_4))).xyz * scale1) + bias1)\n  ) - (2.0 * \n    ((texture (sampler_blur1, (uv_rr_5 - (vec2(1.0, 0.0) * d_4))).xyz * scale1) + bias1)\n  )) * 0.5);\n  dy_2 = (((2.0 * \n    ((texture (sampler_blur1, (uv_rr_5 + (vec2(0.0, 1.0) * d_4))).xyz * scale1) + bias1)\n  ) - (2.0 * \n    ((texture (sampler_blur1, (uv_rr_5 - (vec2(0.0, 1.0) * d_4))).xyz * scale1) + bias1)\n  )) * 0.5);\n  vec2 tmpvar_16;\n  tmpvar_16.x = dx_3.y;\n  tmpvar_16.y = dy_2.y;\n  dz_1 = ((tmpvar_13 * 3.0) + tmpvar_16);\n  ret_7 = (vec3(((\n    pow ((sqrt(dot (dz_1, dz_1)) * 0.8), 0.7)\n   + \n    (((texture (sampler_blur2, uv_rr_5).xyz * scale2) + bias2).y * 0.4)\n  ) - 0.1)) * vec3(0.3, 0.5, 0.7));\n  vec2 tmpvar_17;\n  tmpvar_17.x = dx_3.x;\n  tmpvar_17.y = dy_2.x;\n  ret_7 = (1.0 - mix (mix (ret_7, vec3(0.2, 0.1, 0.0), vec3(\n    (texture (sampler_main, (uv_rr_5 + ((tmpvar_17 * texsize.zw) * 18.0))).x * 6.0)\n  )), vec3(1.0, 1.0, 1.0), texture (sampler_main, uv_rr_5).zzz));\n  vec4 tmpvar_18;\n  tmpvar_18.w = 1.0;\n  tmpvar_18.xyz = ret_7;\n  ret = tmpvar_18.xyz;\n }"}