{"baseVals":{"rating":5,"gammaadj":1.9,"echo_zoom":1.169,"wave_mode":7,"wave_thick":1,"modwavealphabyvolume":1,"wave_a":0.303,"wave_scale":2.911,"wave_smoothing":0.9,"modwavealphastart":1.11,"modwavealphaend":1.23,"warpscale":3.138,"zoom":1.033,"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+=.65*(.6*Math.sin(1.437*a.time)+.4*Math.sin(.97*a.time));a.wave_g+=.65*(.6*Math.sin(1.344*a.time)+.4*Math.sin(.841*a.time));a.wave_b+=.65*(.6*Math.sin(1.251*a.time)+.4*Math.sin(1.055*a.time));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*\na.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,a.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;\na.dx*=.6;a.dy*=.4;","pixel_eqs_str":"","pixel_eqs":"","warp":" shader_body { \n  float n_1;\n  vec3 ret_2;\n  vec4 tmpvar_3;\n  tmpvar_3 = texture (sampler_pw_main, uv);\n  ret_2 = tmpvar_3.xyz;\n  n_1 = (clamp ((texture (sampler_pw_main, \n    (uv + texsize.zw)\n  ).x * 999.0), 0.0, 1.0) + clamp ((texture (sampler_pw_main, \n    (uv + (texsize.zw * vec2(1.0, 0.0)))\n  ).x * 999.0), 0.0, 1.0));\n  n_1 = (n_1 + clamp ((texture (sampler_pw_main, \n    (uv + (texsize.zw * vec2(1.0, -1.0)))\n  ).x * 999.0), 0.0, 1.0));\n  n_1 = (n_1 + clamp ((texture (sampler_pw_main, \n    (uv + (texsize.zw * vec2(0.0, 1.0)))\n  ).x * 999.0), 0.0, 1.0));\n  n_1 = (n_1 + clamp ((texture (sampler_pw_main, \n    (uv + (texsize.zw * vec2(0.0, -1.0)))\n  ).x * 999.0), 0.0, 1.0));\n  n_1 = (n_1 + clamp ((texture (sampler_pw_main, \n    (uv + (texsize.zw * vec2(-1.0, 1.0)))\n  ).x * 999.0), 0.0, 1.0));\n  n_1 = (n_1 + clamp ((texture (sampler_pw_main, \n    (uv + (texsize.zw * vec2(-1.0, 0.0)))\n  ).x * 999.0), 0.0, 1.0));\n  n_1 = (n_1 + clamp ((texture (sampler_pw_main, \n    (uv - texsize.zw)\n  ).x * 999.0), 0.0, 1.0));\n  if ((n_1 < 1.9)) {\n    ret_2 = (tmpvar_3.xyz - 0.4);\n  };\n  if ((n_1 > 3.1)) {\n    ret_2 = (ret_2 - 0.4);\n  };\n  bool tmpvar_4;\n  if ((ret_2.x < 0.1)) {\n    tmpvar_4 = (abs((n_1 - 3.0)) < 0.5);\n  } else {\n    tmpvar_4 = bool(0);\n  };\n  if (tmpvar_4) {\n    ret_2 = (ret_2 + 0.4);\n  };\n  vec4 tmpvar_5;\n  tmpvar_5.w = 1.0;\n  tmpvar_5.xyz = ret_2;\n  ret = tmpvar_5.xyz;\n }","comp":" shader_body { \n  vec2 uv_1;\n  vec3 ret_2;\n  uv_1 = (0.05 + (0.9 * uv));\n  ret_2 = (texture (sampler_main, uv_1).xyz * 4.0);\n  ret_2 = (ret_2 - ((\n    (texture (sampler_blur1, uv_1).xyz * scale1)\n   + bias1) * 3.0));\n  ret_2 = (ret_2 * (1.0 + (0.12 * \n    ((texture (sampler_noise_lq, (rand_frame.xy + (\n      (uv_1 * texsize.xy)\n     * texsize_noise_lq.zw))).xxx * 2.0) - 1.0)\n  )));\n  ret_2 = ((pow (ret_2, vec3(0.5, 0.5, 0.7)) - 0.1) * 1.1);\n  vec4 tmpvar_3;\n  tmpvar_3.w = 1.0;\n  tmpvar_3.xyz = ret_2;\n  ret = tmpvar_3.xyz;\n }"}