{"baseVals":{"rating":5,"gammaadj":1.98,"decay":0.5,"echo_zoom":1,"echo_alpha":0.5,"echo_orient":3,"wave_mode":5,"wave_dots":1,"wave_thick":1,"wave_brighten":0,"darken":1,"wave_a":0.001,"wave_scale":5.552,"wave_smoothing":0.504,"wave_mystery":-1,"modwavealphastart":0.71,"modwavealphaend":1.3,"warpanimspeed":1.459,"warpscale":2.007,"zoom":0.9999,"warp":0.01,"sx":0.9999,"wave_g":0,"wave_b":0,"ob_r":1,"ob_g":1,"ob_b":1,"ib_size":0.26,"mv_x":64,"mv_y":48,"mv_l":0.85,"mv_r":0.5,"mv_g":0.5,"mv_b":0.5,"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.index2=0;a.sw=0;a.index=0;a.q22=0;a.q21=0;a.q29=0;a.q6=0;a.q1=0;a.dec_med=0;a.q5=0;a.index3=0;a.rott=0;a.is_beat=0;a.q31=0;a.q23=0;a.k1=0;a.q24=0;a.dec_slow=0;a.q4=0;a.k2=0;a.q26=0;a.p2=0;a.avg=0;a.rota=0;a.movez=0;a.beat=0;a.vol=0;a.p1=0;a.peak=0;a.q2=0;a.q27=0;a.q3=0;a.t0=0;a.q32=0;a.q7=0;a.q28=0;a.q30=0;a.v2=0;a.q20=0;a.q8=0;a.vol=0;a.p1=0;a.vx=.2;a.vy=-.1;a.kx=0;a.ky=0;","frame_eqs_str":"a.dec_med=pow(.96,div(30,a.fps));a.dec_slow=pow(.98,div(30,a.fps));a.beat=Math.max(Math.max(a.bass,a.mid),a.treb);a.avg=a.avg*a.dec_slow+a.beat*(1-a.dec_slow);a.is_beat=above(a.beat,.5+a.avg+a.peak)*above(a.time,a.t0+.2);a.t0=a.is_beat*a.time+(1-a.is_beat)*a.t0;a.peak=a.is_beat*a.beat+(1-a.is_beat)*a.peak*a.dec_med;a.index=mod(a.index+a.is_beat,8);a.index2=mod(a.index2+a.is_beat*bnot(a.index),2);a.index3=mod(a.index3+a.is_beat*bnot(a.index)*bnot(a.index2),2);a.q20=a.avg;a.q21=\na.beat;a.q22=a.peak;a.q23=a.index;a.q24=a.is_beat;a.vol=a.bass_att+a.treb_att;a.v2=a.v2*a.dec_slow+a.vol*(1-a.dec_slow);a.q26=Math.max(Math.atan(a.vol-.8*a.v2),.3);a.q27=a.index+1;a.sw=a.sw*a.dec_med+(1-a.dec_med)*mod(a.index2,2);a.q28=a.sw;a.k1=a.is_beat*bnot(20*a.index);a.k2=a.is_beat*bnot(a.index);a.p1=a.k1*(a.p1+1)+(1-a.k1)*a.p1;a.p2=a.dec_slow*a.p2+(1-a.dec_slow)*a.p1;a.rott=div(3.1416*a.p2,2);a.monitor=a.k1;a.q1=Math.cos(a.rott);a.q2=Math.sin(a.rott);a.q3=-a.q2;a.q4=a.q1;a.q5=Math.cos(div(a.time,\n6));a.q6=-Math.sin(div(a.time,6));a.q7=-a.q6;a.q8=a.q5;a.zoom=1;a.rot=-0;a.movez+=div(.18*(a.q1+1.1),a.fps);a.q29=a.movez;a.rota+=div(.09*(2-a.q1),a.fps);a.q30=a.rota;a.q31=2+16*Math.abs(Math.cos(div(a.time,18)));a.q32=div(Math.cos(div(a.time,23)),4);","pixel_eqs_str":"","pixel_eqs":"","warp":"vec2 xlat_mutablers;\nvec2 xlat_mutableuv1;\nvec2 xlat_mutableuv8;\n shader_body { \n  vec2 uv_1;\n  vec3 xlat_varmod_2;\n  float z_3;\n  vec3 ret_4;\n  xlat_mutableuv1 = ((uv_orig - 0.5) * aspect.xy);\n  vec2 x_5;\n  x_5 = (xlat_mutableuv1 * 5.0);\n  float tmpvar_6;\n  tmpvar_6 = (sqrt(dot (x_5, x_5)) + time);\n  xlat_mutablers = clamp (((\n    sin(tmpvar_6)\n   / \n    cos(tmpvar_6)\n  ) * normalize(xlat_mutableuv1)), vec2(-5.0, -5.0), vec2(5.0, 5.0));\n  xlat_mutableuv8 = (sin((xlat_mutableuv1 * \n    (q31 + (rad * 2.0))\n  )) * 7.0);\n  z_3 = (1.0 - cos((8.0 * \n    (sqrt(dot (xlat_mutableuv8, xlat_mutableuv8)) * ((abs(xlat_mutableuv1.x) + abs(xlat_mutableuv1.y)) + q32))\n  )));\n  z_3 = (z_3 * (0.2 * clamp (\n    dot (vec3(z_3), vec3(0.32, 0.49, 0.29))\n  , 0.0, 1.0)));\n  float tmpvar_7;\n  tmpvar_7 = float((z_3 <= 1.0));\n  xlat_mutablers = ((q28 * xlat_mutablers) + ((1.0 - q28) * xlat_mutablers.yx));\n  uv_1 = (uv_orig + ((\n    ((1.0 - tmpvar_7) * 3.0)\n   * xlat_mutablers.yx) + (\n    ((0.5 * tmpvar_7) * z_3)\n   * \n    sign(z_3)\n  )));\n  mat2 tmpvar_8;\n  vec4 tmpvar_9;\n  tmpvar_9 = (_qb * 0.5);\n  tmpvar_8[uint(0)] = tmpvar_9.xy;\n  tmpvar_8[1u] = tmpvar_9.zw;\n  vec4 tmpvar_10;\n  tmpvar_10 = texture (sampler_main, uv_1);\n  vec3 tmpvar_11;\n  tmpvar_11 = (tmpvar_10.xyz + vec3((0.075 * abs(\n    (0.0225 / sqrt((xlat_mutableuv1 * tmpvar_8).x))\n  ))));\n  xlat_varmod_2 = ((0.98 - (texture (sampler_noise_lq, \n    ((50.0 * uv_1) + time)\n  ) - 0.15).xyz) - (tmpvar_10.xyz - (0.5 * \n    ((texture (sampler_blur1, fract(uv_1)).xyz * scale1) + bias1)\n  )));\n  ret_4 = (((\n    (1.0/(tmpvar_7))\n   * tmpvar_11) * xlat_varmod_2) + ((tmpvar_7 * tmpvar_11) * xlat_varmod_2));\n  ret_4 = (ret_4 * (vec3(0.96, 0.96, 0.96) - (0.1 * texture (sampler_noise_hq, uv_1)).xyz));\n  vec3 tmpvar_12;\n  tmpvar_12.z = 0.0;\n  tmpvar_12.xy = uv_orig;\n  ret_4 = (ret_4 * (vec3(1.76, 1.64, 1.52) * dot (tmpvar_12, vec3(0.32, 0.49, 0.29))));\n  ret_4 = (ret_4 * 0.86);\n  vec4 tmpvar_13;\n  tmpvar_13.w = 1.0;\n  tmpvar_13.xyz = ret_4;\n  ret = tmpvar_13.xyz;\n }","comp":"vec3 xlat_mutableblur;\nvec3 xlat_mutableret1;\nvec2 xlat_mutableuv2;\nvec2 xlat_mutableuv3;\n shader_body { \n  vec2 uv_1;\n  float t_rel_2;\n  float inten_4;\n  float dist_5;\n  float ang2_6;\n  vec3 ret_7;\n  vec4 tmpvar_8;\n  tmpvar_8 = texture (sampler_fc_main, uv);\n  ret_7 = tmpvar_8.xyz;\n  uv_1 = (uv - 0.5);\n  uv_1 = (uv_1 * aspect.xy);\n  dist_5 = 0.0;\n  inten_4 = 0.0;\n  xlat_mutableret1 = vec3(0.0, 0.0, 0.0);\n  t_rel_2 = q29;\n  for (float n_3 = 0.0; n_3 < 11.0; n_3 += 1.0) {\n    ang2_6 = (((6.28 * n_3) / 11.0) + q30);\n    float tmpvar_9;\n    tmpvar_9 = cos(ang2_6);\n    float tmpvar_10;\n    tmpvar_10 = sin(ang2_6);\n    xlat_mutableuv2.x = ((uv_1.x * tmpvar_9) - (uv_1.y * tmpvar_10));\n    xlat_mutableuv2.y = ((uv_1.x * tmpvar_10) + (uv_1.y * tmpvar_9));\n    dist_5 = (1.0 - fract((\n      (n_3 * 11.0)\n     - t_rel_2)));\n    inten_4 = (dist_5 * (1.0 - (dist_5 * dist_5)));\n    xlat_mutableuv3 = ((-0.85 * xlat_mutableuv2) * dist_5);\n    xlat_mutableblur = (((texture (sampler_blur1, \n      fract(xlat_mutableuv3)\n    ).xyz * scale1) + bias1) * vec3(0.5, 0.9, 1.0));\n    xlat_mutableret1 = max (xlat_mutableret1, ((texture (sampler_main, \n      (xlat_mutableuv3 * 2.0)\n    ).xyz - xlat_mutableblur) * inten_4));\n  };\n  uv_1 = (uv_1 * (tmpvar_8.xy * uv_orig));\n  ret_7 = (uv_1.x - (tmpvar_8.xyz * uv_1.x));\n  ret_7 = (ret_7 + (xlat_mutableret1 * 16.0));\n  vec4 tmpvar_11;\n  tmpvar_11.w = 1.0;\n  tmpvar_11.xyz = ret_7;\n  ret = tmpvar_11.xyz;\n }"}