{"baseVals":{"rating":0,"gammaadj":1.9,"echo_zoom":1.169,"wave_mode":7,"modwavealphabyvolume":1,"wave_a":0,"wave_scale":1.015,"wave_smoothing":0.522,"modwavealphastart":0.83,"modwavealphaend":1.31,"warpanimspeed":30.965,"warpscale":2.572,"zoom":1.00901,"warp":0.00054,"wave_r":0.5,"wave_g":0.5,"wave_b":0.5,"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;a.rg=0;a.q9=0;","frame_eqs_str":"a.wave_r=.85+.25*Math.sin(.437*a.time+1);a.wave_g=.85+.25*Math.sin(.544*a.time+2);a.wave_b=.85+.25*Math.sin(.751*a.time+3);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+=.003*(.6*Math.sin(.234*a.time)+.4*Math.sin(.277*a.time));a.dy+=.003*(.6*Math.sin(.284*a.time)+.4*Math.sin(.247*a.time));a.decay-=.01*equal(mod(a.frame,6),0);a.dx+=\na.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=.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=.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;a.wave_mystery=.03*a.time;a.rg=Math.max(.77*a.rg,.02+.5*Math.min(2,1.3*Math.max(0,a.mid_att-\n1)));a.q9=a.rg;a.zoom+=.1*a.q9;","pixel_eqs_str":"","pixel_eqs":"","warp":" shader_body { \n  vec3 ret_1;\n  ret_1 = texture (sampler_main, uv).xyz;\n  ret_1 = (ret_1 + ((\n    (ret_1 - mix (((texture (sampler_blur2, uv).xyz * scale2) + bias2), ((texture (sampler_blur1, uv).xyz * scale1) + bias1), uv_orig.xxx))\n   * 0.3) - (0.00666 * \n    (((bass + treb) + mid) - 0.5)\n  )));\n  ret_1 = (ret_1 * 0.95);\n  ret_1 = (ret_1 + ((\n    ((texture (sampler_noise_lq, ((\n      (uv_orig * texsize.xy)\n     * \n      (texsize_noise_lq.zw * 0.4)\n    ) + rand_frame.xy)).xyz - 0.5) / 256.0)\n   * 122.0) * clamp (\n    (treb_att - 1.0)\n  , 0.0, 1.0)));\n  ret_1 = mix (ret_1, vec3(dot (ret_1, vec3(0.32, 0.49, 0.29))), vec3(0.2, 0.2, 0.2));\n  vec4 tmpvar_2;\n  tmpvar_2.w = 1.0;\n  tmpvar_2.xyz = ret_1;\n  ret = tmpvar_2.xyz;\n }","comp":" shader_body { \n  vec3 ret_1;\n  ret_1 = (texture (sampler_main, uv).xyz + ((\n    (texture (sampler_blur1, uv).xyz * scale1)\n   + bias1) * 0.4));\n  vec3 tmpvar_2;\n  tmpvar_2.x = (1.7 - (bass * 0.5));\n  tmpvar_2.y = (1.7 - (treb * 0.5));\n  tmpvar_2.z = (1.7 - (mid * 0.5));\n  vec3 tmpvar_3;\n  tmpvar_3 = pow (pow (ret_1, vec3(0.5, 0.8, 1.7)), tmpvar_2);\n  ret_1 = tmpvar_3;\n  vec4 tmpvar_4;\n  tmpvar_4.w = 1.0;\n  tmpvar_4.xyz = tmpvar_3;\n  ret = tmpvar_4.xyz;\n }"}