{"baseVals":{"rating":1,"gammaadj":1.28,"decay":0.8,"echo_zoom":1,"echo_orient":3,"wave_mode":7,"additivewave":1,"modwavealphabyvolume":1,"wave_brighten":0,"wrap":0,"brighten":1,"wave_a":0.001,"wave_scale":1.286,"wave_smoothing":0.63,"modwavealphastart":0.71,"modwavealphaend":1.3,"warpanimspeed":0.01,"warpscale":100,"zoomexp":0.92178,"zoom":0.9901,"warp":0.01,"wave_r":0.65,"wave_g":0.65,"wave_b":0.65,"ob_size":0.005,"ob_g":1,"ob_a":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_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.y3=0;a.y1=0;a.xx=0;a.s=0;a.x1=0;a.vx3=0;a.q6=0;a.dt=0;a.q1=0;a.q5=0;a.v=0;a.vx4=0;a.grav=0;a.x3=0;a.q11=0;a.q10=0;a.xx2=0;a.q4=0;a.a=0;a.yy1=0;a.vy4=0;a.dir=0;a.bounce=0;a.x4=0;a.r=0;a.x2=0;a.vy2=0;a.y2=0;a.q2=0;a.spring=0;a.vx2=0;a.q3=0;a.resist=0;a.yy=0;a.y4=0;a.vy3=0;a.xx1=0;a.v2=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.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+a.yy1;a.x1=Math.max(0,Math.min(1,a.x1));a.y1=Math.max(0,Math.min(1,a.y1));a.spring=10;a.grav=.5;a.resist=1;a.bounce=.75;a.dt=.0001*div(60,a.fps);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-\na.resist*a.dt)+a.dt*((a.y2+a.y4-2*a.y3)*a.spring-a.grav);a.vx4=a.vx4*(1-a.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)*\na.bounce;a.vx4=.00001<Math.abs(above(a.x4,0))?a.vx4:Math.abs(a.vx4)*a.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<\nMath.abs(below(a.y4,1))?a.vy4:-Math.abs(a.vy4)*a.bounce;a.q4=a.x4;a.q8=a.y4;a.q1=a.aspectx;a.q2=a.aspecty;a.q10=a.x1;a.q11=a.y1;a.zoom=1;a.warp=0;a.q6=Math.atan2(a.vx4,a.vy4);a.q5=sqrt(a.vx4*a.vx4+a.vy4*a.vy4);a.a=.95*a.a+a.q5;a.s=.9*a.s+a.a;a.q3=.1*a.s;a.monitor=a.s;a.wave_a=0;","pixel_eqs_str":"a.x=.5+(a.x-.5)*a.q1;a.y=.5+(a.y-.5)*a.q2;a.xx=a.q4;a.yy=1-a.q8;a.dx=0;a.dy=0;a.d=sqrt((a.x-a.xx)*(a.x-a.xx)+(a.y-a.yy)*(a.y-a.yy));a.r=.1;a.v=20;a.v2=a.q5;a.dx=(a.v*(Math.sin(a.y-a.yy)*(a.d-a.r)-(a.x-a.xx)*(a.d-div(a.r,2)))+Math.cos(a.dir)*a.v2)*(1-sigmoid(a.d-a.r,120));a.dy=(-a.v*(Math.sin(a.x-a.xx)*(a.d-a.r)+(a.y-a.yy)*(a.d-div(a.r,2)))-Math.sin(a.dir)*a.v2)*(1-sigmoid(a.d-a.r,120));","warp":" shader_body { \n  vec3 ret_1;\n  vec2 tmpvar_2;\n  tmpvar_2 = mix (uv_orig, uv, vec2(2.0, 2.0));\n  vec2 tmpvar_3;\n  tmpvar_3 = (texsize.zw * 2.0);\n  vec3 tmpvar_4;\n  tmpvar_4 = (((texture (sampler_blur1, \n    (tmpvar_2 + (vec2(1.0, 0.0) * tmpvar_3))\n  ).xyz * scale1) + bias1) - ((texture (sampler_blur1, \n    (tmpvar_2 - (vec2(1.0, 0.0) * tmpvar_3))\n  ).xyz * scale1) + bias1));\n  vec3 tmpvar_5;\n  tmpvar_5 = (((texture (sampler_blur1, \n    (tmpvar_2 + (vec2(0.0, 1.0) * tmpvar_3))\n  ).xyz * scale1) + bias1) - ((texture (sampler_blur1, \n    (tmpvar_2 - (vec2(0.0, 1.0) * tmpvar_3))\n  ).xyz * scale1) + 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_2 + ((tmpvar_6 * texsize.zw) * 8.0));\n  vec2 tmpvar_8;\n  tmpvar_8.x = tmpvar_4.y;\n  tmpvar_8.y = tmpvar_5.y;\n  vec2 tmpvar_9;\n  tmpvar_9 = (tmpvar_2 + ((tmpvar_8 * texsize.zw) * 8.0));\n  vec2 tmpvar_10;\n  tmpvar_10.x = tmpvar_4.z;\n  tmpvar_10.y = tmpvar_5.z;\n  vec2 tmpvar_11;\n  tmpvar_11 = (tmpvar_2 + ((tmpvar_10 * texsize.zw) * 8.0));\n  ret_1.x = (texture (sampler_main, tmpvar_7).x - ((texture (sampler_main, tmpvar_7).xyz - \n    ((texture (sampler_blur3, tmpvar_7).xyz * scale3) + bias3)\n  ).x * 0.02));\n  ret_1.y = (texture (sampler_main, tmpvar_9).y - ((texture (sampler_main, tmpvar_9).xyz - \n    ((texture (sampler_blur3, tmpvar_9).xyz * scale3) + bias3)\n  ).y * 0.02));\n  ret_1.z = (texture (sampler_main, tmpvar_11).z - ((texture (sampler_main, tmpvar_11).xyz - \n    ((texture (sampler_blur3, tmpvar_11).xyz * scale3) + bias3)\n  ).z * 0.02));\n  ret_1 = (ret_1 + ((texture (sampler_noise_lq, \n    (((uv_orig * texsize.xy) * (texsize_noise_lq.zw * 1.2)) + rand_frame.xy)\n  ).xyz - 0.5) * 0.04));\n  ret_1 = (ret_1 - ((ret_1.yzx * 0.1) - 0.02));\n  vec4 tmpvar_12;\n  tmpvar_12.w = 1.0;\n  tmpvar_12.xyz = ret_1;\n  ret = tmpvar_12.xyz;\n }","comp":" shader_body { \n  vec2 tmpvar_1;\n  tmpvar_1 = (texsize.zw * 8.0);\n  vec3 tmpvar_2;\n  tmpvar_2 = (((texture (sampler_blur1, \n    (uv + (vec2(1.0, 0.0) * tmpvar_1))\n  ).xyz * scale1) + bias1) - ((texture (sampler_blur1, \n    (uv - (vec2(1.0, 0.0) * tmpvar_1))\n  ).xyz * scale1) + bias1));\n  vec3 tmpvar_3;\n  tmpvar_3 = (((texture (sampler_blur1, \n    (uv + (vec2(0.0, 1.0) * tmpvar_1))\n  ).xyz * scale1) + bias1) - ((texture (sampler_blur1, \n    (uv - (vec2(0.0, 1.0) * tmpvar_1))\n  ).xyz * scale1) + bias1));\n  vec2 tmpvar_4;\n  tmpvar_4.x = q4;\n  tmpvar_4.y = (1.0 - q8);\n  vec2 tmpvar_5;\n  tmpvar_5.x = tmpvar_2.y;\n  tmpvar_5.y = tmpvar_3.y;\n  vec2 x_6;\n  x_6 = ((uv - (tmpvar_5 * 2.0)) - tmpvar_4);\n  vec2 tmpvar_7;\n  tmpvar_7.x = tmpvar_2.x;\n  tmpvar_7.y = tmpvar_3.x;\n  vec2 x_8;\n  x_8 = ((uv - (tmpvar_7 * 2.0)) - tmpvar_4);\n  vec2 tmpvar_9;\n  tmpvar_9.x = tmpvar_2.z;\n  tmpvar_9.y = tmpvar_3.z;\n  vec2 x_10;\n  x_10 = ((uv - (tmpvar_9 * 2.0)) - tmpvar_4);\n  vec3 tmpvar_11;\n  tmpvar_11.x = (1.1 - pow (sqrt(\n    dot (x_8, x_8)\n  ), 0.2));\n  tmpvar_11.y = (1.1 - pow (sqrt(\n    dot (x_6, x_6)\n  ), 0.2));\n  tmpvar_11.z = (1.1 - pow (sqrt(\n    dot (x_10, x_10)\n  ), 0.2));\n  vec4 tmpvar_12;\n  tmpvar_12.w = 1.0;\n  tmpvar_12.xyz = ((tmpvar_11 * texture (sampler_main, uv).xyz) * 2.4);\n  ret = tmpvar_12.xyz;\n }"}