{"baseVals":{"rating":0,"gammaadj":1.9,"echo_zoom":1.169,"echo_orient":1,"wave_mode":5,"additivewave":1,"wave_a":0,"wave_scale":0.9,"wave_smoothing":0.63,"wave_mystery":1,"modwavealphastart":2,"modwavealphaend":2,"warpscale":2.853,"rot":0.006,"warp":0,"wave_r":0.65,"wave_g":0.65,"wave_b":0.65,"ob_size":0.005,"mv_x":0,"mv_y":48,"mv_dx":-0.941,"mv_dy":0.426,"mv_l":5,"mv_r":0.316,"mv_g":0.078,"mv_b":0.942,"mv_a":0,"b1ed":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.w=0;a.res=0;a.q6=0;a.q1=0;a.q5=0;a.c_x=0;a.c_y=0;a.v=0;a.diff=0;a.q4=0;a.r=0;a.beat=0;a.vol=0;a.q2=0;a.q3=0;a.m=0;a.q7=0;a.c_x=.5;a.c_y=.5;","frame_eqs_str":"a.q1=a.aspectx;a.q2=a.aspecty;a.rot=0;a.zoom=1;a.warp=0;a.vol=8*a.bass+5*a.mid+3*a.treb;a.m=.96*a.m+.06*a.vol;a.monitor=a.vol-a.m;a.beat=above(a.vol,a.res)*above(a.vol,a.m)*above(a.vol,10);a.diff=(1-a.beat)*a.diff+a.beat*(a.vol-a.res);a.res=a.beat*(a.vol+.15*a.m)+(1-a.beat)*(a.res-div(60*(.15+.03*a.diff),a.fps));a.res=Math.max(0,a.res);a.r=.00001<Math.abs(a.beat)?.0002*(randint(200)-100):a.r;a.rot=a.r;a.c_x=.00001<Math.abs(a.beat)?.5+.005*(randint(200)-100):a.c_x;a.c_y=.00001<\nMath.abs(a.beat)?.5+.005*(randint(200)-100):a.c_y;a.v=.00001<Math.abs(a.beat)?.035+.00025*(randint(200)-100):a.v;a.w+=90*(.07-a.v);a.q3=a.c_x;a.q4=a.c_y;a.q5=a.v;a.q6=a.beat;a.q7=a.w;","pixel_eqs_str":"a.d=pow(sqrt(sqr(a.x-a.q3)+sqr(a.y-a.q4)),.5)-0;a.v=a.q5;a.dx=a.v*(a.x-a.q3)*a.d;a.dy=a.v*(a.y-a.q4)*a.d;","warp":" shader_body { \n  vec3 ret_1;\n  vec3 tmpvar_2;\n  tmpvar_2 = (texture (sampler_noise_lq, ((\n    (uv_orig * texsize.xy)\n   * texsize_noise_lq.zw) + rand_frame.xy)).xyz - 0.5);\n  vec2 tmpvar_3;\n  tmpvar_3 = (texsize.zw * 4.0);\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(0.0, 1.0) * tmpvar_3))\n  ).xyz * scale1) + bias1) - ((texture (sampler_blur1, \n    (uv - (vec2(0.0, 1.0) * tmpvar_3))\n  ).xyz * scale1) + bias1));\n  vec2 tmpvar_6;\n  tmpvar_6 = mix (uv_orig, uv, vec2(0.35, 0.35));\n  vec2 tmpvar_7;\n  tmpvar_7.x = tmpvar_4.y;\n  tmpvar_7.y = tmpvar_5.y;\n  vec2 tmpvar_8;\n  tmpvar_8 = (tmpvar_6 - ((tmpvar_7 * texsize.zw) * 4.0));\n  vec2 tmpvar_9;\n  tmpvar_9.x = tmpvar_4.z;\n  tmpvar_9.y = tmpvar_5.z;\n  vec2 tmpvar_10;\n  tmpvar_10 = (tmpvar_6 - ((tmpvar_9 * texsize.zw) * 4.0));\n  vec4 tmpvar_11;\n  tmpvar_11 = texture (sampler_blur1, uv);\n  vec4 tmpvar_12;\n  tmpvar_12 = texture (sampler_main, uv_orig);\n  ret_1.y = (((\n    (texture (sampler_main, tmpvar_8).y - (((\n      (tmpvar_11.xyz * scale1)\n     + bias1).y - texture (sampler_main, tmpvar_8).y) * 0.024))\n   - 0.009) + (\n    (1.0 - tmpvar_12.x)\n   * 0.014)) + (tmpvar_2 * 0.02)).x;\n  ret_1.z = (((\n    (texture (sampler_main, tmpvar_10).z - (((\n      (tmpvar_11.xyz * scale1)\n     + bias1).z - texture (sampler_main, tmpvar_10).z) * 0.024))\n   - 0.009) + (tmpvar_12.x * 0.014)) + (tmpvar_2 * 0.02)).x;\n  ret_1.x = texture (sampler_fc_main, (uv + ((tmpvar_2.xy * texsize.zw) * 0.5))).x;\n  ret_1.x = (ret_1.x + ((\n    (ret_1.x - ((texture (sampler_blur3, uv).xyz * scale3) + bias3).x)\n   * 0.4) + (tmpvar_2 * 0.004)).x);\n  vec4 tmpvar_13;\n  tmpvar_13.w = 1.0;\n  tmpvar_13.xyz = ret_1;\n  ret = tmpvar_13.xyz;\n }","comp":"vec2 xlat_mutabled;\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  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)) + q7)\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)) + q7)\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 }"}