{"baseVals":{"rating":0,"gammaadj":1,"decay":0.5,"echo_zoom":1.03,"wave_brighten":0,"wrap":0,"wave_a":0.001,"wave_scale":0.01,"wave_smoothing":0,"modwavealphastart":1,"modwavealphaend":1,"warpanimspeed":1.549,"warpscale":2.94,"zoomexp":0.02049,"fshader":1,"warp":1.45984,"wave_r":0,"wave_g":0,"wave_b":0,"ob_size":0.005,"ob_a":1,"ib_size":0,"ib_r":1,"ib_g":1,"ib_b":1,"ib_a":1,"mv_x":64,"mv_y":48,"mv_l":5,"mv_a":0,"b1ed":0},"shapes":[{"baseVals":{"enabled":1,"sides":100,"additive":1,"x":0.14,"y":0.13,"rad":0.20388,"ang":0.6283,"tex_zoom":1.17257,"border_a":0},"init_eqs_str":"a.vx=0;a.vy=0;","frame_eqs_str":""},{"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.n=0;a.cx1=0;a.y3=0;a.y1=0;a.w=0;a.n2=0;a.cy1=0;a.q12=0;a.x1=0;a.q13=0;a.j3=0;a.q1=0;a.q5=0;a.n1=0;a.q9=0;a.v=0;a.x3=0;a.q10=0;a.q4=0;a.j2=0;a.dir=0;a.k=0;a.r=0;a.x2=0;a.y2=0;a.j1=0;a.q2=0;a.q14=0;a.q3=0;a.x1=0;a.y1=0;","frame_eqs_str":"a.v=.8;a.j1=.95*a.j1+sqr(4*a.bass)*a.v;a.j2=.95*a.j2+sqr(4*a.mid)*a.v;a.j3=.95*a.j3+sqr(4*a.treb)*a.v;a.n+=.0052*a.j1;a.n1+=.0052*a.j2;a.n2+=.0052*a.j3;a.q12=.01*a.n;a.q13=.01*a.n1;a.q14=.01*a.n2;a.k=.99*a.k+sqr(2*a.mid_att);a.q5=0*a.k;a.zoom=.995;a.warp=0;a.rot=-0;a.w=-.46;a.q1=Math.sin(a.w);a.q2=Math.cos(a.w);a.w=.001*-a.n;a.q3=Math.sin(a.w);a.q4=Math.cos(a.w);a.q9=.004*a.n1;a.q10=.004*a.n2;","pixel_eqs_str":"a.r=div(a.bass,4);a.cx1=.5+.2*Math.sin(.618*a.time);a.cy1=.5+.2*Math.cos(1.618*a.time);a.d=sqrt((a.x-a.cx1)*(a.x-a.cx1)+(a.y-a.cy1)*(a.y-a.cy1));a.dir=a.bass*(a.r*a.r-a.d*a.d)*.3;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.cx1=.5+.3*Math.sin(2.618*a.time);a.cy1=.5+.3*Math.cos(3.14*a.time);a.d=sqrt((a.x-a.cx1)*(a.x-a.cx1)+(a.y-a.cy1)*(a.y-a.cy1));a.dir=-a.mid*(a.r*a.r-a.d*a.d)*.3;a.x2=.00001<\nMath.abs(above(a.d,a.r))?0:Math.sin(a.y-a.cy1)*a.dir;a.y2=.00001<Math.abs(above(a.d,a.r))?0:-Math.sin(a.x-a.cx1)*a.dir;a.cx1=.5+.4*Math.sin(2.618*-a.time);a.cy1=.5+.4*Math.cos(1.14*-a.time);a.d=sqrt((a.x-a.cx1)*(a.x-a.cx1)+(a.y-a.cy1)*(a.y-a.cy1));a.dir=-a.treb*(a.r*a.r-a.d*a.d)*.3;a.x3=.00001<Math.abs(above(a.d,a.r))?0:Math.sin(a.y-a.cy1)*a.dir;a.y3=.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.x2+a.x3)*a.v;a.dy=(a.y1+a.y2+a.y3)*a.v;","warp":" shader_body { \n  vec2 uv6_1;\n  vec2 uv5_2;\n  vec3 ret_3;\n  vec2 tmpvar_4;\n  tmpvar_4 = (uv - 0.5);\n  vec2 tmpvar_5;\n  tmpvar_5 = (vec2(-1.0, 1.0) * uv);\n  ret_3.x = (((texture (sampler_fc_main, \n    ((uv.yx * 4.0) - vec2(3.0, 0.0))\n  ).z + texture (sampler_fc_main, \n    (vec2(0.45, 0.55) + (tmpvar_4 * 1.15))\n  ).x) + (texture (sampler_fc_main, \n    (vec2(-1.0, 0.0) + (((tmpvar_5 + vec2(1.0, 0.0)) - 0.5) * 4.0))\n  ).x + texture (sampler_fc_main, \n    (vec2(1.0, 2.0) + (((\n      (vec2(1.0, -1.0) * uv)\n     + vec2(0.0, 1.0)) - 0.5) * 4.0))\n  ).x)) * 1.075);\n  vec2 tmpvar_6;\n  tmpvar_6 = (tmpvar_4 * aspect.xy);\n  vec2 tmpvar_7;\n  tmpvar_7.x = ((q2 * tmpvar_6.x) - (q1 * tmpvar_6.y));\n  tmpvar_7.y = ((q1 * tmpvar_6.x) + (q2 * tmpvar_6.y));\n  uv5_2 = (vec2(1.05, 1.05) * tmpvar_7);\n  uv5_2 = (vec2(0.47, 0.53) + (uv5_2 * aspect.zw));\n  ret_3.z = ((texture (sampler_fc_main, (vec2(-1.0, 0.0) + \n    (((tmpvar_5 + vec2(1.0, 0.0)) - 0.5) * 4.0)\n  )).x + texture (sampler_fc_main, uv5_2).z) * 1.075);\n  vec2 tmpvar_8;\n  tmpvar_8 = ((tmpvar_4 * aspect.xy) * 2.4);\n  vec2 tmpvar_9;\n  tmpvar_9.x = ((q4 * tmpvar_8.x) - (q3 * tmpvar_8.y));\n  tmpvar_9.y = ((q3 * tmpvar_8.x) + (q4 * tmpvar_8.y));\n  uv6_1 = (vec2(1.05, 1.05) * tmpvar_9);\n  vec2 tmpvar_10;\n  tmpvar_10.x = q9;\n  tmpvar_10.y = q10;\n  uv6_1 = ((0.5 + (uv6_1 * aspect.zw)) + tmpvar_10);\n  uv6_1 = (1.0 - abs((\n    (fract((uv6_1 * 0.5)) * 2.0)\n   - 1.0)));\n  ret_3.y = mix (max (texture (sampler_fc_main, uv6_1).z, (texture (sampler_fc_main, uv6_1).y - 0.15)), (texture (sampler_fc_main, uv_orig).y - 0.004), 0.6);\n  vec4 tmpvar_11;\n  tmpvar_11.w = 1.0;\n  tmpvar_11.xyz = ret_3;\n  ret = tmpvar_11.xyz;\n }","comp":" shader_body { \n  vec2 uv2_1;\n  vec3 ret_2;\n  uv2_1 = (uv + (vec2(1.0, 0.0) * texsize.zw));\n  float tmpvar_3;\n  tmpvar_3 = (((texture (sampler_main, uv2_1).xyz + \n    (((texture (sampler_blur1, uv2_1).xyz * scale1) + bias1) * 0.4)\n  ) + (\n    ((texture (sampler_blur2, uv2_1).xyz * scale2) + bias2)\n   * 0.15)) + ((\n    (texture (sampler_blur3, uv2_1).xyz * scale3)\n   + bias3) * 0.1)).x;\n  uv2_1 = (uv + (vec2(-1.0, 0.0) * texsize.zw));\n  float tmpvar_4;\n  tmpvar_4 = (((texture (sampler_main, uv2_1).xyz + \n    (((texture (sampler_blur1, uv2_1).xyz * scale1) + bias1) * 0.4)\n  ) + (\n    ((texture (sampler_blur2, uv2_1).xyz * scale2) + bias2)\n   * 0.15)) + ((\n    (texture (sampler_blur3, uv2_1).xyz * scale3)\n   + bias3) * 0.1)).x;\n  uv2_1 = (uv + (vec2(0.0, 1.0) * texsize.zw));\n  float tmpvar_5;\n  tmpvar_5 = (((texture (sampler_main, uv2_1).xyz + \n    (((texture (sampler_blur1, uv2_1).xyz * scale1) + bias1) * 0.4)\n  ) + (\n    ((texture (sampler_blur2, uv2_1).xyz * scale2) + bias2)\n   * 0.15)) + ((\n    (texture (sampler_blur3, uv2_1).xyz * scale3)\n   + bias3) * 0.1)).x;\n  uv2_1 = (uv + (vec2(0.0, -1.0) * texsize.zw));\n  vec3 tmpvar_6;\n  tmpvar_6.z = 0.14;\n  tmpvar_6.x = (tmpvar_3 - tmpvar_4);\n  tmpvar_6.y = (tmpvar_5 - ((\n    (texture (sampler_main, uv2_1).xyz + (((texture (sampler_blur1, uv2_1).xyz * scale1) + bias1) * 0.4))\n   + \n    (((texture (sampler_blur2, uv2_1).xyz * scale2) + bias2) * 0.15)\n  ) + (\n    ((texture (sampler_blur3, uv2_1).xyz * scale3) + bias3)\n   * 0.1)).x);\n  ret_2 = (0.5 + (0.5 * normalize(tmpvar_6)));\n  vec2 x_7;\n  x_7 = (ret_2.xy - 0.5);\n  ret_2 = (ret_2 * clamp ((\n    sqrt(dot (x_7, x_7))\n   * 5.0), 0.0, 1.0));\n  ret_2 = ret_2.xxy;\n  ret_2 = (ret_2 + 1.15);\n  ret_2 = (ret_2 * mix (ret_2, (ret_2 * \n    (((texture (sampler_blur3, uv).xyz * scale3) + bias3) - (((texture (sampler_blur1, uv).xyz * scale1) + bias1) * treb_att))\n  ), pow (hue_shader.xzy, vec3(bass_att))));\n  ret_2 = (ret_2 * ret_2);\n  vec4 tmpvar_8;\n  tmpvar_8.w = 1.0;\n  tmpvar_8.xyz = ret_2;\n  ret = tmpvar_8.xyz;\n }"}