{"baseVals":{"rating":0,"gammaadj":1,"decay":1,"wave_mode":6,"additivewave":1,"wave_dots":1,"wave_thick":1,"wave_brighten":0,"wave_a":100,"wave_scale":8.433,"wave_smoothing":0.9,"wave_mystery":-0.3,"modwavealphastart":1.15,"modwavealphaend":1.55,"warpscale":1.331,"zoom":0.96971,"warp":0,"wave_r":0.6,"wave_g":0.6,"wave_b":0.6,"mv_x":64,"mv_y":48,"mv_l":0,"mv_r":0.35,"mv_g":0.35,"mv_b":0.35,"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.decay_rate=0;a.q6=0;a.rot_sum=0;a.q1=0;a.q5=0;a.prev_beat=0;a.is_beat=0;a.min_att=0;a.beat=0;a.decay_to=0;a.rot_sim=0;a.q2=0;a.q3=0;a.beat_level=0;a.rot_sum=0;a.q2=.07+.00004*randint(1E3)+.00003*randint(1E3);a.q3=1.035+.06*(randint(1E3)+randint(1E3)+randint(1E3))*.000333;","frame_eqs_str":"a.wave_r+=.5*(.6*Math.sin(1.98*a.time)+.4*Math.sin(3.047*a.time));a.wave_g+=.5*(.6*Math.sin(2.835*a.time)+.4*Math.sin(2.081*a.time));a.wave_b+=.5*(.6*Math.sin(3.814*a.time)+.4*Math.sin(1.011*a.time));a.cx=.5;a.cy=.5;a.rot=a.q2;a.zoom=a.zoom-1+a.q3;a.rot_sum+=a.rot;a.q1=-a.rot_sum;a.q5=Math.cos(a.rot_sum);a.q6=Math.sin(a.rot_sim);a.monitor=a.q2;a.min_att=2.5;a.decay_to=.8;a.decay_rate=pow(.999,a.fps);a.beat=div(a.bass,Math.max(a.min_att,a.bass_att));a.beat=Math.max(a.beat,div(a.mid,\nMath.max(a.min_att,a.mid_att)));a.beat=Math.max(a.beat,div(a.treb,Math.max(a.min_att,a.treb_att)));a.beat=Math.max(a.beat,(a.prev_beat-a.decay_to)*a.decay_rate+a.decay_to);a.beat_level=14*(a.beat-a.prev_beat-.02);a.is_beat=above(a.beat_level,.5);a.prev_beat=a.beat;a.wave_a=a.beat_level;","pixel_eqs_str":"","pixel_eqs":"","warp":" shader_body { \n  vec4 lums_1;\n  vec3 tmpvar_2;\n  tmpvar_2.z = 0.0;\n  tmpvar_2.xy = texsize.zw;\n  vec3 tmpvar_3;\n  tmpvar_3 = (tmpvar_2 * 4.0);\n  lums_1.x = dot (texture (sampler_main, (uv + (texsize.zw * tmpvar_3.xz))).xyz, vec3(0.32, 0.49, 0.29));\n  lums_1.y = dot (texture (sampler_main, (uv - (texsize.zw * tmpvar_3.xz))).xyz, vec3(0.32, 0.49, 0.29));\n  lums_1.z = dot (texture (sampler_main, (uv + (texsize.zw * tmpvar_3.zy))).xyz, vec3(0.32, 0.49, 0.29));\n  lums_1.w = dot (texture (sampler_main, (uv - (texsize.zw * tmpvar_3.zy))).xyz, vec3(0.32, 0.49, 0.29));\n  vec2 tmpvar_4;\n  tmpvar_4.x = (lums_1.x - lums_1.y);\n  tmpvar_4.y = (lums_1.z - lums_1.w);\n  vec4 tmpvar_5;\n  tmpvar_5.w = 1.0;\n  tmpvar_5.xyz = (texture (sampler_fc_main, (uv + (\n    (((clamp (\n      ((((2800.0 * tmpvar_4) / 4.0) * 0.5) + 0.5)\n    , 0.0, 1.0) * 2.0) - 1.0) * 1.4)\n   * texsize.zw))).xyz * 0.983);\n  ret = tmpvar_5.xyz;\n }","comp":" shader_body { \n  vec2 uv_1;\n  vec2 uv2_2;\n  uv_1 = (uv - 0.5);\n  uv_1 = (uv_1 * (min (aspect.x, aspect.y) * 0.8));\n  uv_1 = (uv_1 * aspect.xy);\n  float tmpvar_3;\n  tmpvar_3 = sin(q1);\n  float tmpvar_4;\n  tmpvar_4 = cos(q1);\n  uv2_2.x = ((uv_1.x * tmpvar_4) - (uv_1.y * tmpvar_3));\n  uv2_2.y = ((uv_1.x * tmpvar_3) + (uv_1.y * tmpvar_4));\n  uv2_2 = (uv2_2 * aspect.zw);\n  uv2_2 = (uv2_2 + 0.5);\n  vec4 tmpvar_5;\n  tmpvar_5.w = 1.0;\n  tmpvar_5.xyz = (abs((\n    (texture (sampler_main, uv2_2).xyz * 2.65)\n   + \n    (((texture (sampler_blur1, uv2_2).xyz * scale1) + bias1) * -2.0)\n  )) * 1.5);\n  ret = tmpvar_5.xyz;\n }"}