{"baseVals":{"rating":0,"gammaadj":1,"decay":1,"echo_zoom":1,"echo_alpha":0.5,"wave_thick":1,"wave_brighten":0,"wrap":0,"wave_a":0.004,"wave_scale":0.01,"wave_smoothing":0,"wave_mystery":-0.44,"modwavealphastart":1,"modwavealphaend":1,"warpanimspeed":0.01,"warpscale":100,"zoomexp":0.9217,"zoom":0.9901,"warp":0.01,"wave_y":0.04,"ob_size":0,"ob_g":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,"mv_b":0,"mv_a":0},"shapes":[{"baseVals":{"enabled":1,"sides":100,"thickoutline":1,"rad":0.02015,"tex_ang":0.12566,"tex_zoom":1.51878,"r":0,"a":0.1,"g2":0,"border_a":0},"init_eqs_str":"","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.y3=0;a.y1=0;a.xx=0;a.si3=0;a.t1=0;a.x1=0;a.vx3=0;a.q6=0;a.dt=0;a.q1=0;a.q5=0;a.d1=0;a.si1=0;a.vx4=0;a.grav=0;a.x3=0;a.d2=0;a.xx2=0;a.q4=0;a.yy1=0;a.vy4=0;a.dir=0;a.bounce=0;a.x4=0;a.x2=0;a.vy2=0;a.y2=0;a.q2=0;a.m1=0;a.spring=0;a.si2=0;a.vx2=0;a.q3=0;a.resist=0;a.yy=0;a.y4=0;a.q7=0;a.vy3=0;a.xx1=0;a.b1=0;a.q8=0;a.x1=.9;a.y1=.5;a.x2=.5;a.y2=.5;a.x3=.5;a.y3=.5;a.x4=.5;a.y4=.5;","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.warp=0;a.zoom=1;a.q6=Math.atan2(a.vx4,a.vy4);a.q5=sqrt(a.vx4*a.vx4+a.vy4*a.vy4);","pixel_eqs_str":"a.dir=-a.q6+Math.asin(1);a.b1=.1;a.m1=25*a.q5;a.t1=.05;a.xx=a.q4;a.yy=1-a.q8;a.x1=a.xx+Math.cos(a.dir+1.5708)*a.b1;a.y1=a.yy-Math.sin(a.dir+1.5708)*a.b1;a.x2=a.xx-Math.cos(a.dir+1.5708)*a.b1;a.y2=a.yy+Math.sin(a.dir+1.5708)*a.b1;a.d1=sqrt((a.x1-a.x)*(a.x1-a.x)+(a.y1-a.y)*(a.y1-a.y))-2*a.b1;a.si1=1-div(1,1+pow(2,100*-a.d1));a.d2=sqrt((a.x2-a.x)*(a.x2-a.x)+(a.y2-a.y)*(a.y2-a.y))-2*a.b1;a.si2=1-div(1,1+pow(2,100*-a.d2));a.si3=0*-pow(a.q5,3);a.dx=2*(a.si1*Math.sin(a.y1-a.y)*a.m1*\na.d1-a.si2*Math.sin(a.y2-a.y)*a.m1*a.d2+a.si3*Math.cos(a.dir)*a.t1);a.dy=2*(-a.si1*Math.sin(a.x1-a.x)*a.m1*a.d1+a.si2*Math.sin(a.x2-a.x)*a.m1*a.d2-a.si3*Math.sin(a.dir)*a.t1);","warp":" shader_body { \n  vec2 my_uv_1;\n  vec3 ret_2;\n  vec2 tmpvar_3;\n  tmpvar_3 = (vec2(1280.0, 1024.0) * texsize.zw);\n  float tmpvar_4;\n  vec2 tmpvar_5;\n  tmpvar_5 = (uv + vec2(0.005, 0.0));\n  vec2 tmpvar_6;\n  tmpvar_6 = (uv - vec2(0.005, 0.0));\n  tmpvar_4 = (((\n    (texture (sampler_blur2, tmpvar_5).xyz * scale2)\n   + bias2) - (\n    (texture (sampler_blur2, tmpvar_6).xyz * scale2)\n   + bias2)).x * tmpvar_3.x);\n  float tmpvar_7;\n  vec2 tmpvar_8;\n  tmpvar_8 = (uv + vec2(0.0, 0.005));\n  vec2 tmpvar_9;\n  tmpvar_9 = (uv - vec2(0.0, 0.005));\n  tmpvar_7 = (((\n    (texture (sampler_blur2, tmpvar_8).xyz * scale2)\n   + bias2) - (\n    (texture (sampler_blur2, tmpvar_9).xyz * scale2)\n   + bias2)).x * tmpvar_3.y);\n  vec2 tmpvar_10;\n  tmpvar_10.x = tmpvar_4;\n  tmpvar_10.y = tmpvar_7;\n  vec2 tmpvar_11;\n  tmpvar_11.x = (((\n    (texture (sampler_blur2, tmpvar_5).xyz * scale2)\n   + bias2) - (\n    (texture (sampler_blur2, tmpvar_6).xyz * scale2)\n   + bias2)).x * tmpvar_3.x);\n  tmpvar_11.y = (((\n    (texture (sampler_blur2, tmpvar_8).xyz * scale2)\n   + bias2) - (\n    (texture (sampler_blur2, tmpvar_9).xyz * scale2)\n   + bias2)).x * tmpvar_3.y);\n  ret_2.x = texture (sampler_fw_main, ((uv - (tmpvar_10 * 0.006)) + (tmpvar_11 * 0.003))).x;\n  vec4 tmpvar_12;\n  tmpvar_12 = texture (sampler_blur3, uv);\n  ret_2.x = (ret_2.x + ((ret_2.x - \n    ((tmpvar_12.xyz * scale3) + bias3)\n  .x) * 0.1));\n  ret_2.x = (ret_2.x + 0.004);\n  vec2 tmpvar_13;\n  tmpvar_13.x = tmpvar_7;\n  tmpvar_13.y = -(tmpvar_4);\n  my_uv_1 = (uv + ((tmpvar_13 * 0.05) * (1.2 - \n    ((tmpvar_12.xyz * scale3) + bias3)\n  .y)));\n  ret_2.z = texture (sampler_fw_main, my_uv_1).z;\n  vec2 x_14;\n  x_14 = (my_uv_1 - uv);\n  ret_2.z = (ret_2.z + ((\n    ((ret_2.z - ((texture (sampler_blur1, uv).xyz * scale1) + bias1).z) * sqrt(dot (x_14, x_14)))\n   * 180.0) / sqrt(\n    dot (tmpvar_3, tmpvar_3)\n  )));\n  ret_2.z = (ret_2.z * 0.85);\n  ret_2.z = (ret_2.z + 0.008);\n  vec2 tmpvar_15;\n  tmpvar_15.x = -(tmpvar_7);\n  tmpvar_15.y = tmpvar_4;\n  my_uv_1 = (tmpvar_15 * 0.045);\n  vec2 tmpvar_16;\n  tmpvar_16.x = (((\n    (texture (sampler_blur2, (uv + vec2(0.01, 0.0))).xyz * scale2)\n   + bias2) - (\n    (texture (sampler_blur2, (uv - vec2(0.01, 0.0))).xyz * scale2)\n   + bias2)).y * tmpvar_3.x);\n  tmpvar_16.y = (((\n    (texture (sampler_blur2, (uv + vec2(0.0, 0.01))).xyz * scale2)\n   + bias2) - (\n    (texture (sampler_blur2, (uv - vec2(0.0, 0.01))).xyz * scale2)\n   + bias2)).y * tmpvar_3.y);\n  my_uv_1 = (my_uv_1 + (uv - (tmpvar_16 * 0.03)));\n  ret_2.y = texture (sampler_fw_main, my_uv_1).y;\n  ret_2.y = (ret_2.y + ((\n    (ret_2.y - ((texture (sampler_blur3, my_uv_1).xyz * scale3) + bias3).y)\n   * 0.1) + 0.03));\n  vec4 tmpvar_17;\n  tmpvar_17.w = 1.0;\n  tmpvar_17.xyz = ret_2;\n  ret = tmpvar_17.xyz;\n }","comp":" shader_body { \n  vec3 ret_1;\n  vec2 tmpvar_2;\n  tmpvar_2.x = (1.0 - q4);\n  tmpvar_2.y = q8;\n  vec2 tmpvar_3;\n  tmpvar_3 = (tmpvar_2 + ((uv - tmpvar_2) * 0.992));\n  ret_1 = (mix (mix (vec3(0.0, 0.0, 0.2), vec3(0.3, 0.0, 1.0), texture (sampler_fw_main, tmpvar_3).yyy), vec3(1.0, 1.0, 0.0), vec3(max (\n    (((texture (sampler_blur1, tmpvar_3).xyz * scale1) + bias1).z * 1.5)\n  , texture (sampler_main, \n    (tmpvar_2 + ((uv - tmpvar_2) * 0.996))\n  ).z))) * (1.0 - (\n    ((texture (sampler_blur1, tmpvar_3).xyz * scale1) + bias1)\n  .x * 2.0)));\n  vec3 tmpvar_4;\n  tmpvar_4 = mix (ret_1, vec3(1.0, 0.1, 0.4), texture (sampler_fw_main, uv).xxx);\n  ret_1 = tmpvar_4;\n  vec4 tmpvar_5;\n  tmpvar_5.w = 1.0;\n  tmpvar_5.xyz = tmpvar_4;\n  ret = tmpvar_5.xyz;\n }"}