{"baseVals":{"rating":2,"gammaadj":1.9,"echo_zoom":1.169,"wave_mode":6,"additivewave":1,"wave_dots":1,"wave_thick":1,"modwavealphabyvolume":1,"wave_a":0.303,"wave_scale":6.086,"wave_smoothing":0.9,"modwavealphastart":1.11,"modwavealphaend":1.23,"warpscale":3.138,"zoom":1.053,"warp":0.00054,"wave_r":0.5,"wave_g":0.5,"wave_b":0.8,"mv_a":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.dx_residual=0;a.dy_residual=0;a.bass_thresh=0;","frame_eqs_str":"a.wave_r=.7;a.wave_g=.7;a.wave_b=0;a.rot+=.01*(.6*Math.sin(.381*a.time)+.4*Math.sin(.579*a.time));a.cx+=.21*(.6*Math.sin(.374*a.time)+.4*Math.sin(.294*a.time));a.cy+=.21*(.6*Math.sin(.393*a.time)+.4*Math.sin(.223*a.time));a.dx+=.01*(.6*Math.sin(.234*a.time)+.4*Math.sin(.277*a.time));a.dy+=.01*(.6*Math.sin(.284*a.time)+.4*Math.sin(.247*a.time));a.decay-=.01*equal(mod(a.frame,6),0);a.dx+=a.dx_residual;a.dy+=a.dy_residual;a.bass_thresh=2*above(a.bass_att,a.bass_thresh)+(1-above(a.bass_att,\na.bass_thresh))*(.96*(a.bass_thresh-1.3)+1.3);a.dx_residual=.9*(.016*equal(a.bass_thresh,2.13)*Math.sin(7*a.time)+(1-equal(a.bass_thresh,2.13))*a.dx_residual);a.dy_residual=.9*(.012*equal(a.bass_thresh,2.13)*Math.sin(9*a.time)+(1-equal(a.bass_thresh,2.13))*a.dy_residual);a.wave_x-=7*a.dx_residual;a.wave_y-=7*a.dy_residual;","pixel_eqs_str":"","pixel_eqs":"","warp":" shader_body { \n  vec4 tmpvar_1;\n  tmpvar_1.w = 1.0;\n  tmpvar_1.xyz = ((max (texture (sampler_fc_main, uv).xyz, \n    (texture (sampler_fc_main, mix (uv, uv_orig, vec2(0.33, 0.33))).xyz * 0.95)\n  ) * 0.996) - 0.0015);\n  ret = tmpvar_1.xyz;\n }","comp":" shader_body { \n  vec3 ret_1;\n  vec2 tmpvar_2;\n  tmpvar_2 = (texsize.zw * 8.0);\n  vec2 tmpvar_3;\n  tmpvar_3.x = (((texture (sampler_blur1, \n    (uv + (vec2(1.0, 0.0) * tmpvar_2))\n  ).xyz * scale1) + bias1) - ((texture (sampler_blur1, \n    (uv - (vec2(1.0, 0.0) * tmpvar_2))\n  ).xyz * scale1) + bias1)).y;\n  tmpvar_3.y = (((texture (sampler_blur1, \n    (uv + (vec2(0.0, 1.0) * tmpvar_2))\n  ).xyz * scale1) + bias1) - ((texture (sampler_blur1, \n    (uv - (vec2(0.0, 1.0) * tmpvar_2))\n  ).xyz * scale1) + bias1)).y;\n  vec2 tmpvar_4;\n  tmpvar_4 = (uv + (tmpvar_3 * 0.55));\n  vec3 tmpvar_5;\n  tmpvar_5 = mix (ret_1, (1.0 - ret_1), ((0.7 * \n    ((texture (sampler_blur1, tmpvar_4).xyz * scale1) + bias1)\n  ) + (0.2 * texture (sampler_main, uv).xyz)));\n  vec3 tmpvar_6;\n  tmpvar_6 = mix (tmpvar_5, ((\n    (tmpvar_5 - (0.1 * ((texture (sampler_blur3, tmpvar_4).xyz * scale3) + bias3)))\n   + \n    (0.1 * ((texture (sampler_blur1, (\n      (tmpvar_4 * 1.25)\n     - 0.125)).xyz * scale1) + bias1))\n  ) + (0.42 * texture (sampler_main, tmpvar_4).xyz)), vec3(0.25, 0.25, 0.25));\n  vec3 x_7;\n  x_7 = (tmpvar_6 - 0.5);\n  ret_1 = (tmpvar_6 * clamp ((\n    sqrt(dot (x_7, x_7))\n   * 5.0), 0.0, 1.0));\n  ret_1 = (vec3(dot (ret_1, vec3(0.32, 0.49, 0.29))) + 1.25);\n  ret_1 = (ret_1 * (ret_1 * 0.45));\n  ret_1 = (ret_1 * mix (ret_1, (\n    (1.3 * ret_1)\n   * \n    ((((texture (sampler_blur3, uv).xyz * scale3) + bias3) - ((texture (sampler_blur1, uv).xyz * scale1) + bias1)) - (0.25 * ((texture (sampler_blur2, tmpvar_4).xyz * scale2) + bias2)))\n  ), pow (hue_shader.zxy, \n    (1.0 - ret_1)\n  )));\n  ret_1 = (ret_1 + 0.05);\n  ret_1 = (ret_1 * (1.1 * ret_1));\n  ret_1 = (ret_1 * ((hue_shader * 4.0) - 2.75));\n  ret_1 = (ret_1 * (3.5 - (0.5 * \n    clamp (ret_1, 0.0, 1.0)\n  )));\n  ret_1 = (ret_1 * 3.0);\n  vec4 tmpvar_8;\n  tmpvar_8.w = 1.0;\n  tmpvar_8.xyz = ret_1;\n  ret = tmpvar_8.xyz;\n }"}