{"baseVals":{"rating":1,"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":0.137,"warpscale":13.125,"zoom":0.99951,"warp":0.99213,"wave_y":0.04,"ob_size":0.015,"ob_r":0.1,"ob_g":0.25,"ob_a":1,"ib_size":0,"ib_b":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.q12=0;a.x1=0;a.vx3=0;a.q13=0;a.q15=0;a.q6=0;a.dt=0;a.q1=0;a.q5=0;a.q9=0;a.vx4=0;a.x3=0;a.q11=0;a.q10=0;a.xx2=0;a.q4=0;a.yy1=0;a.vy4=0;a.q16=0;a.x4=0;a.x2=0;a.vy2=0;a.y2=0;a.q2=0;a.q14=0;a.vx2=0;a.q3=0;a.y4=0;a.q7=0;a.vy3=0;a.xx1=0;a.q8=0;","frame_eqs_str":"a.warp=0;a.wave_a=0;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+2*(a.xx1-a.xx2);a.y1=.4+1.5*a.yy1;a.dt=div(.03,a.fps);a.vx2=a.vx2*(1-2*a.dt)+10*a.dt*(a.x1+a.x3-2*a.x2);a.vy2=a.vy2*(1-2*a.dt)+a.dt*(10*(a.y1+a.y3-2*a.y2)-.5);a.vx3=a.vx3*(1-2*a.dt)+10*a.dt*(a.x2+a.x4-2*a.x3);a.vy3=a.vy3*(1-2*a.dt)+a.dt*(10*(a.y2+a.y4-2*a.y3)-.5);a.vx4=a.vx4*(1-2*a.dt)+10*a.dt*(a.x3-a.x4);a.vy4=a.vy4*(1-2*a.dt)+a.dt*(10*(a.y3-a.y4)-.5);a.x2+=\na.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:.5*Math.abs(a.vx2);a.vx2=.00001<Math.abs(below(a.x2,1))?a.vx2:.5*-Math.abs(a.vx2);a.vx3=.00001<Math.abs(above(a.x3,0))?a.vx3:.5*Math.abs(a.vx3);a.vx3=.00001<Math.abs(below(a.x3,1))?a.vx3:.5*-Math.abs(a.vx3);a.vx4=.00001<Math.abs(above(a.x4,0))?a.vx4:.5*Math.abs(a.vx4);a.vx4=.00001<Math.abs(below(a.x4,1))?a.vx4:.5*-Math.abs(a.vx4);a.vy2=.00001<Math.abs(above(a.y2,0))?a.vy2:.5*Math.abs(a.vy2);\na.vy2=.00001<Math.abs(below(a.y2,1))?a.vy2:.5*-Math.abs(a.vy2);a.vy3=.00001<Math.abs(above(a.y3,0))?a.vy3:.5*Math.abs(a.vy3);a.vy3=.00001<Math.abs(below(a.y3,1))?a.vy3:.5*-Math.abs(a.vy3);a.vy4=.00001<Math.abs(above(a.y4,0))?a.vy4:.5*Math.abs(a.vy4);a.vy4=.00001<Math.abs(below(a.y4,1))?a.vy4:.5*-Math.abs(a.vy4);a.q1=a.x1;a.q2=a.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.q9=div(1,a.aspectx);a.q10=div(1,a.aspecty);a.q11=a.aspectx;a.q12=a.aspecty;a.q13=sqrt(a.vx4*a.vx4+a.vy4*a.vy4);\na.q14=Math.atan2(a.vx4,a.vy4);a.q15=Math.sin(a.q14);a.q16=Math.cos(a.q14);","pixel_eqs_str":"","pixel_eqs":"","warp":"float sustain;\nfloat xlat_mutabledist;\nfloat xlat_mutablestruc;\nvec2 xlat_mutableuv1;\nvec3 xlat_mutableuv2;\n shader_body { \n  mat3 tmpvar_1;\n  tmpvar_1[uint(0)].x = q20;\n  tmpvar_1[uint(0)].y = q23;\n  tmpvar_1[uint(0)].z = q26;\n  tmpvar_1[1u].x = q21;\n  tmpvar_1[1u].y = q24;\n  tmpvar_1[1u].z = q27;\n  tmpvar_1[2u].x = q22;\n  tmpvar_1[2u].y = q25;\n  tmpvar_1[2u].z = q28;\n  vec3 tmpvar_2;\n  tmpvar_2.x = q4;\n  tmpvar_2.y = q5;\n  tmpvar_2.z = q6;\n  sustain = (1.025 - q14);\n  vec2 uv_3;\n  vec3 ret_4;\n  vec2 tmpvar_5;\n  tmpvar_5 = (uv - 0.5);\n  xlat_mutableuv1 = ((tmpvar_5 * aspect.xy) * q16);\n  vec4 tmpvar_6;\n  tmpvar_6 = texture (sampler_pc_main, uv);\n  uv_3 = ((tmpvar_5 * (1.0 - \n    (q10 / (1.0 - ((tmpvar_6.z + \n      (0.003921569 * tmpvar_6.y)\n    ) + (q10 * 0.7))))\n  )) + 0.5);\n  vec4 tmpvar_7;\n  tmpvar_7 = fract((8.0 * texture (sampler_noise_lq, (uv_3 + rand_frame.yz))));\n  xlat_mutabledist = tmpvar_7.x;\n  if ((tmpvar_7.y > 0.2)) {\n    vec3 tmpvar_8;\n    tmpvar_8 = (tmpvar_7.xyz - vec3(0.4, 0.5, 0.5));\n    vec2 uvi_9;\n    uvi_9 = ((tmpvar_8.zy * 0.003) + uv_3);\n    vec2 pix_10;\n    vec4 nb2_11;\n    vec4 nb_12;\n    vec2 x_13;\n    x_13 = (uvi_9 - 0.5);\n    pix_10 = (texsize.zw * (1.0 + (\n      sqrt(dot (x_13, x_13))\n     * 8.0)));\n    float tmpvar_14;\n    tmpvar_14 = (q10 * 0.7);\n    vec4 tmpvar_15;\n    tmpvar_15 = texture (sampler_pc_main, (uvi_9 - pix_10));\n    nb_12.x = (1.0 - ((tmpvar_15.z + \n      (0.003921569 * tmpvar_15.y)\n    ) + tmpvar_14));\n    vec4 tmpvar_16;\n    tmpvar_16 = texture (sampler_pc_main, (uvi_9 + (pix_10 * vec2(1.0, -1.0))));\n    nb_12.y = (1.0 - ((tmpvar_16.z + \n      (0.003921569 * tmpvar_16.y)\n    ) + tmpvar_14));\n    vec4 tmpvar_17;\n    tmpvar_17 = texture (sampler_pc_main, (uvi_9 + pix_10));\n    nb_12.z = (1.0 - ((tmpvar_17.z + \n      (0.003921569 * tmpvar_17.y)\n    ) + tmpvar_14));\n    vec4 tmpvar_18;\n    tmpvar_18 = texture (sampler_pc_main, (uvi_9 + (pix_10 * vec2(-1.0, 1.0))));\n    nb_12.w = (1.0 - ((tmpvar_18.z + \n      (0.003921569 * tmpvar_18.y)\n    ) + tmpvar_14));\n    vec4 tmpvar_19;\n    tmpvar_19 = texture (sampler_pc_main, (uvi_9 + (pix_10 * vec2(0.0, -1.0))));\n    nb2_11.x = (1.0 - ((tmpvar_19.z + \n      (0.003921569 * tmpvar_19.y)\n    ) + tmpvar_14));\n    vec4 tmpvar_20;\n    tmpvar_20 = texture (sampler_pc_main, (uvi_9 + (pix_10 * vec2(1.0, 0.0))));\n    nb2_11.y = (1.0 - ((tmpvar_20.z + \n      (0.003921569 * tmpvar_20.y)\n    ) + tmpvar_14));\n    vec4 tmpvar_21;\n    tmpvar_21 = texture (sampler_pc_main, (uvi_9 + (pix_10 * vec2(0.0, 1.0))));\n    nb2_11.z = (1.0 - ((tmpvar_21.z + \n      (0.003921569 * tmpvar_21.y)\n    ) + tmpvar_14));\n    vec4 tmpvar_22;\n    tmpvar_22 = texture (sampler_pc_main, (uvi_9 + (pix_10 * vec2(-1.0, 0.0))));\n    nb2_11.w = (1.0 - ((tmpvar_22.z + \n      (0.003921569 * tmpvar_22.y)\n    ) + tmpvar_14));\n    vec4 tmpvar_23;\n    tmpvar_23 = min (nb_12, nb2_11);\n    nb_12.zw = tmpvar_23.zw;\n    nb_12.xy = min (tmpvar_23.xy, tmpvar_23.zw);\n    xlat_mutabledist = (min (nb_12.x, nb_12.y) + ((0.008 * tmpvar_8.x) * abs(tmpvar_8.y)));\n  };\n  vec4 tmpvar_24;\n  tmpvar_24 = texture (sampler_pc_main, uv_3);\n  float tmpvar_25;\n  tmpvar_25 = min (xlat_mutabledist, (1.0 - (\n    (tmpvar_24.z + (0.003921569 * tmpvar_24.y))\n   + \n    (q10 * 0.7)\n  )));\n  xlat_mutabledist = tmpvar_25;\n  float tmpvar_26;\n  tmpvar_26 = (tmpvar_25 + pow (tmpvar_25, 3.0));\n  vec3 tmpvar_27;\n  tmpvar_27.xy = (xlat_mutableuv1 * tmpvar_26);\n  tmpvar_27.z = tmpvar_26;\n  xlat_mutableuv2 = (((tmpvar_27 / q7) * tmpvar_1) + tmpvar_2);\n  xlat_mutableuv2 = ((fract(\n    ((xlat_mutableuv2 / 8.0) + 0.5)\n  ) - 0.5) * 8.0);\n  float li_28;\n  vec3 zz0_29;\n  vec3 zz_30;\n  zz0_29 = (xlat_mutableuv2 + q8);\n  li_28 = 0.0;\n  zz_30 = ((2.0 * clamp (xlat_mutableuv2, vec3(-1.0, -1.0, -1.0), vec3(1.0, 1.0, 1.0))) - xlat_mutableuv2);\n  float tmpvar_31;\n  tmpvar_31 = dot (zz_30, zz_30);\n  if ((tmpvar_31 <= 0.25)) {\n    zz_30 = (zz_30 * 4.0);\n    li_28 = 24.0;\n  } else {\n    if ((tmpvar_31 <= 1.0)) {\n      zz_30 = (zz_30 / tmpvar_31);\n    };\n  };\n  zz_30 = ((2.6 * zz_30) + zz0_29);\n  zz_30 = ((2.0 * clamp (zz_30, vec3(-1.0, -1.0, -1.0), vec3(1.0, 1.0, 1.0))) - zz_30);\n  float tmpvar_32;\n  tmpvar_32 = dot (zz_30, zz_30);\n  if ((tmpvar_32 <= 0.25)) {\n    zz_30 = (zz_30 * 4.0);\n    li_28 = 24.0;\n  } else {\n    if ((tmpvar_32 <= 1.0)) {\n      zz_30 = (zz_30 / tmpvar_32);\n    };\n  };\n  zz_30 = ((2.6 * zz_30) + zz0_29);\n  zz_30 = ((2.0 * clamp (zz_30, vec3(-1.0, -1.0, -1.0), vec3(1.0, 1.0, 1.0))) - zz_30);\n  float tmpvar_33;\n  tmpvar_33 = dot (zz_30, zz_30);\n  if ((tmpvar_33 <= 0.25)) {\n    zz_30 = (zz_30 * 4.0);\n    li_28 = 24.0;\n  } else {\n    if ((tmpvar_33 <= 1.0)) {\n      zz_30 = (zz_30 / tmpvar_33);\n    };\n  };\n  zz_30 = ((2.6 * zz_30) + zz0_29);\n  zz_30 = ((2.0 * clamp (zz_30, vec3(-1.0, -1.0, -1.0), vec3(1.0, 1.0, 1.0))) - zz_30);\n  float tmpvar_34;\n  tmpvar_34 = dot (zz_30, zz_30);\n  if ((tmpvar_34 <= 0.25)) {\n    zz_30 = (zz_30 * 4.0);\n    li_28 = 24.0;\n  } else {\n    if ((tmpvar_34 <= 1.0)) {\n      zz_30 = (zz_30 / tmpvar_34);\n    };\n  };\n  zz_30 = ((2.6 * zz_30) + zz0_29);\n  zz_30 = ((2.0 * clamp (zz_30, vec3(-1.0, -1.0, -1.0), vec3(1.0, 1.0, 1.0))) - zz_30);\n  float tmpvar_35;\n  tmpvar_35 = dot (zz_30, zz_30);\n  if ((tmpvar_35 <= 0.25)) {\n    zz_30 = (zz_30 * 4.0);\n    li_28 = 24.0;\n  } else {\n    if ((tmpvar_35 <= 1.0)) {\n      zz_30 = (zz_30 / tmpvar_35);\n    };\n  };\n  zz_30 = ((2.6 * zz_30) + zz0_29);\n  zz_30 = ((2.0 * clamp (zz_30, vec3(-1.0, -1.0, -1.0), vec3(1.0, 1.0, 1.0))) - zz_30);\n  float tmpvar_36;\n  tmpvar_36 = dot (zz_30, zz_30);\n  if ((tmpvar_36 <= 0.25)) {\n    zz_30 = (zz_30 * 4.0);\n    li_28 = 24.0;\n  } else {\n    if ((tmpvar_36 <= 1.0)) {\n      zz_30 = (zz_30 / tmpvar_36);\n    };\n  };\n  zz_30 = ((2.6 * zz_30) + zz0_29);\n  zz_30 = ((2.0 * clamp (zz_30, vec3(-1.0, -1.0, -1.0), vec3(1.0, 1.0, 1.0))) - zz_30);\n  float tmpvar_37;\n  tmpvar_37 = dot (zz_30, zz_30);\n  if ((tmpvar_37 <= 0.25)) {\n    zz_30 = (zz_30 * 4.0);\n    li_28 = 24.0;\n  } else {\n    if ((tmpvar_37 <= 1.0)) {\n      zz_30 = (zz_30 / tmpvar_37);\n    };\n  };\n  zz_30 = ((2.6 * zz_30) + zz0_29);\n  zz_30 = ((2.0 * clamp (zz_30, vec3(-1.0, -1.0, -1.0), vec3(1.0, 1.0, 1.0))) - zz_30);\n  float tmpvar_38;\n  tmpvar_38 = dot (zz_30, zz_30);\n  if ((tmpvar_38 <= 0.25)) {\n    zz_30 = (zz_30 * 4.0);\n    li_28 = 24.0;\n  } else {\n    if ((tmpvar_38 <= 1.0)) {\n      zz_30 = (zz_30 / tmpvar_38);\n    };\n  };\n  zz_30 = ((2.6 * zz_30) + zz0_29);\n  vec4 tmpvar_39;\n  tmpvar_39.xyz = zz_30;\n  tmpvar_39.w = li_28;\n  float tmpvar_40;\n  tmpvar_40 = sqrt(dot (zz_30, zz_30));\n  xlat_mutablestruc = (sqrt(dot (tmpvar_39.xyw, tmpvar_39.xyw)) / 24.0);\n  vec4 tmpvar_41;\n  tmpvar_41 = texture (sampler_pc_main, uv_3);\n  float tmpvar_42;\n  float tmpvar_43;\n  tmpvar_43 = (q10 * 0.7);\n  tmpvar_42 = ((log(\n    (1.0 + (tmpvar_40 / 24.0))\n  ) * 0.02) * (1.0 - (1.0 - \n    ((tmpvar_41.z + (0.003921569 * tmpvar_41.y)) + tmpvar_43)\n  )));\n  float tmpvar_44;\n  vec4 tmpvar_45;\n  tmpvar_45 = texture (sampler_pc_main, uv_3);\n  tmpvar_44 = (1.0 - ((tmpvar_45.z + \n    (0.003921569 * tmpvar_45.y)\n  ) + tmpvar_43));\n  if ((((tmpvar_25 <= tmpvar_44) && (tmpvar_40 < 24.0)) && (tmpvar_25 > 0.005))) {\n    ret_4.x = (((1.0 - sustain) * xlat_mutablestruc) + (sustain * mix (texture (sampler_main, uv_3).xyz, \n      ((texture (sampler_blur1, uv_3).xyz * scale1) + bias1)\n    , vec3(\n      (q14 * 4.0)\n    )).x));\n    float x_46;\n    x_46 = ((1.0 - tmpvar_25) * 255.0);\n    float ip_47;\n    ip_47 = float(int(x_46));\n    vec2 tmpvar_48;\n    tmpvar_48.x = (x_46 - ip_47);\n    tmpvar_48.y = (ip_47 / 255.0);\n    ret_4.yz = tmpvar_48;\n  } else {\n    vec3 tmpvar_49;\n    tmpvar_49.y = 0.0;\n    tmpvar_49.x = sustain;\n    tmpvar_49.z = (1.0 - tmpvar_42);\n    vec3 tmpvar_50;\n    tmpvar_50.xy = vec2(0.003921569, 0.0);\n    tmpvar_50.z = (q14 / 6.0);\n    ret_4 = ((texture (sampler_fc_main, uv_3).xyz * tmpvar_49) - tmpvar_50);\n  };\n  vec4 tmpvar_51;\n  tmpvar_51.w = 1.0;\n  tmpvar_51.xyz = ret_4;\n  ret = tmpvar_51.xyz;\n }","comp":" shader_body { \n  vec2 dz_1;\n  vec3 dy_2;\n  vec3 dx_3;\n  vec2 d_4;\n  vec3 ret_5;\n  vec2 tmpvar_6;\n  vec2 tmpvar_7;\n  tmpvar_7 = (vec2(1.0, 0.0) * texsize.zw);\n  tmpvar_6.x = (texture (sampler_main, (uv + tmpvar_7)).xyz - texture (sampler_main, (uv - tmpvar_7)).xyz).y;\n  vec2 tmpvar_8;\n  tmpvar_8 = (vec2(0.0, 1.0) * texsize.zw);\n  tmpvar_6.y = (texture (sampler_main, (uv + tmpvar_8)).xyz - texture (sampler_main, (uv - tmpvar_8)).xyz).y;\n  d_4 = (texsize.zw * 2.0);\n  dx_3 = (((texture (sampler_blur1, \n    (uv + (vec2(1.0, 0.0) * d_4))\n  ).xyz * scale1) + bias1) - ((texture (sampler_blur1, \n    (uv - (vec2(1.0, 0.0) * d_4))\n  ).xyz * scale1) + bias1));\n  dy_2 = (((texture (sampler_blur1, \n    (uv + (vec2(0.0, 1.0) * d_4))\n  ).xyz * scale1) + bias1) - ((texture (sampler_blur1, \n    (uv - (vec2(0.0, 1.0) * d_4))\n  ).xyz * scale1) + bias1));\n  vec2 tmpvar_9;\n  tmpvar_9.x = dx_3.y;\n  tmpvar_9.y = dy_2.y;\n  dz_1 = ((tmpvar_6 * 3.0) + tmpvar_9);\n  ret_5 = (vec3(((\n    pow ((sqrt(dot (dz_1, dz_1)) * 0.8), 0.7)\n   + \n    (((texture (sampler_blur2, uv).xyz * scale2) + bias2).y * 0.4)\n  ) - 0.1)) * vec3(0.3, 0.5, 0.7));\n  vec2 tmpvar_10;\n  tmpvar_10.x = dx_3.x;\n  tmpvar_10.y = dy_2.x;\n  vec3 tmpvar_11;\n  tmpvar_11 = mix (mix (ret_5, vec3(0.2, 0.1, 0.0), vec3((texture (sampler_main, \n    (uv + ((tmpvar_10 * texsize.zw) * 18.0))\n  ).x * 6.0))), vec3(1.0, 1.0, 1.0), texture (sampler_main, uv).zzz);\n  ret_5 = tmpvar_11;\n  vec4 tmpvar_12;\n  tmpvar_12.w = 1.0;\n  tmpvar_12.xyz = tmpvar_11;\n  ret = tmpvar_12.xyz;\n }"}