{"baseVals":{"rating":0,"gammaadj":8,"decay":0.95,"echo_zoom":1.03,"echo_alpha":0.5,"wave_mode":3,"wave_thick":1,"modwavealphabyvolume":1,"wrap":0,"darken":1,"wave_a":6.82,"wave_scale":0.826,"wave_smoothing":0.9,"wave_mystery":0.2,"modwavealphastart":0.71,"modwavealphaend":1.3,"warpanimspeed":49.922,"warpscale":11.001,"zoomexp":1.38615,"zoom":1.25486,"warp":0.01,"ob_size":0,"ob_r":1,"ob_g":1,"ob_b":1,"ob_a":0.05,"ib_size":0.26,"mv_x":10.88,"mv_y":11.52,"mv_l":5,"mv_r":0,"mv_b":0,"mv_a":0,"b1ed":0},"shapes":[{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}}],"waves":[{"baseVals":{"enabled":1,"samples":92,"usedots":1,"thick":1,"additive":1,"smoothing":1},"init_eqs_str":"a.vol=0;a.t1=1;","frame_eqs_str":"","point_eqs_str":"a.x=.0001*randint(1E4);a.y=.0001*randint(1E4);a.vol=div(a.bass+a.mid+a.treb,3);a.a=a.vol;a.r=.62*a.bass;a.g=.58*a.mid;a.b=.6*a.treb;"},{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}}],"init_eqs_str":"a.bass_residual=0;a.old_treb_flop=0;a.redsine=0;a.bass_flop=0;a.bluesine=0;a.q6=0;a.greenif=0;a.q1=0;a.q5=0;a.treb_flop=0;a.bass_thresh=0;a.old_bass_flop=0;a.treb_thresh=0;a.pulse=0;a.bass_changed=0;a.mid_thresh=0;a.q4=0;a.mid_changed=0;a.entropy=0;a.redif=0;a.blueif=0;a.old_mid_flop=0;a.mid_residual=0;a.treb_residual=0;a.chaos=0;a.greensine=0;a.mid_flop=0;a.q2=0;a.treb_changed=0;a.q3=0;a.q7=0;a.q8=0;","frame_eqs_str":"a.old_bass_flop=a.bass_flop;a.old_treb_flop=a.treb_flop;a.old_mid_flop=a.mid_flop;a.chaos=.9+.1*Math.sin(a.pulse);a.entropy=.00001<Math.abs(equal(a.pulse,-20))?1+a.bass_flop+a.treb_flop+a.mid_flop+randint(2):a.entropy;a.bass_thresh=2*above(a.bass_att,a.bass_thresh)+(1-above(a.bass_att,a.bass_thresh))*((a.bass_thresh-1.3)*a.chaos+1.3);a.bass_flop=Math.abs(a.bass_flop-equal(a.bass_thresh,2));a.treb_thresh=2*above(a.treb_att,a.treb_thresh)+(1-above(a.treb_att,a.treb_thresh))*((a.treb_thresh-\n1.3)*a.chaos+1.3);a.treb_flop=Math.abs(a.treb_flop-equal(a.treb_thresh,2));a.mid_thresh=2*above(a.mid_att,a.mid_thresh)+(1-above(a.mid_att,a.mid_thresh))*((a.mid_thresh-1.3)*a.chaos+1.3);a.mid_flop=Math.abs(a.mid_flop-equal(a.mid_thresh,2));a.bass_changed=bnot(equal(a.old_bass_flop,a.bass_flop));a.mid_changed=bnot(equal(a.old_mid_flop,a.mid_flop));a.treb_changed=bnot(equal(a.old_treb_flop,a.treb_flop));a.bass_residual=a.bass_changed*Math.sin(.1*a.pulse*a.entropy)+bnot(a.bass_changed)*a.bass_residual;\na.treb_residual=a.treb_changed*Math.sin(.1*a.pulse*a.entropy)+bnot(a.treb_changed)*a.treb_residual;a.mid_residual=a.mid_changed*Math.sin(.1*a.pulse*a.entropy)+bnot(a.mid_changed)*a.mid_residual;a.pulse=.00001<Math.abs(above(Math.abs(a.pulse),20))?-20:a.pulse+.032*(a.bass_thresh+a.mid_thresh+a.treb_thresh);a.rot=.02*Math.cos(.05*a.pulse+.05*a.time+a.entropy*a.chaos);a.q1=a.mid_residual;a.q2=a.bass_residual;a.q3=a.treb_residual;a.q4=Math.sin(a.pulse);a.q5=Math.cos(div(a.pulse,2)+a.q1);a.q6=Math.sin(a.q3*\na.q1+a.q7*a.q2);a.q7=above(a.q1,0)+above(a.q2,0)+above(a.q3,0)+above(a.q3,0)*a.treb_flop+above(a.q2,0)*a.bass_flop+above(a.q1,0)*a.mid_flop;a.q8=a.entropy;a.redsine=.5+.15*a.bass*Math.sin(3*a.time);a.greensine=.5+.15*a.mid*Math.sin(2*a.time);a.bluesine=.5+.15*a.treb*Math.sin(a.time);a.redif=.00001<Math.abs(above(a.bass,1.2))?a.redsine:.00001<Math.abs(above(a.redif,.95))?0:.95*a.redif;a.greenif=.00001<Math.abs(above(a.mid,1.2))?a.greensine:.00001<Math.abs(above(a.greenif,.95))?0:.95*a.greenif;a.blueif=\n.00001<Math.abs(above(a.treb,1.2))?a.bluesine:.00001<Math.abs(above(a.blueif,.95))?0:.95*a.blueif;a.wave_r=a.redif;a.wave_g=a.greenif;a.wave_b=a.blueif;","pixel_eqs_str":"a.zoom=1+.05*above(a.rad,.15)+Math.abs(.2*a.q4*a.rad+a.rad*Math.sin(a.q1));","warp":" shader_body { \n  vec4 tmpvar_1;\n  tmpvar_1.w = 1.0;\n  tmpvar_1.xyz = (texture (sampler_main, uv).xyz * 0.98);\n  ret = tmpvar_1.xyz;\n }","comp":" shader_body { \n  vec3 ret_1;\n  vec4 tmpvar_2;\n  tmpvar_2 = texture (sampler_main, uv);\n  float tmpvar_3;\n  tmpvar_3 = ((texture (sampler_blur2, uv).xyz * scale2) + bias2).x;\n  ret_1 = (tmpvar_2.xyz * 2.4);\n  ret_1 = (ret_1 * texture (sampler_main, (tmpvar_3 + (tmpvar_3 * tmpvar_2.xyz).xy)).xyz);\n  vec4 tmpvar_4;\n  tmpvar_4.w = 1.0;\n  tmpvar_4.xyz = ret_1;\n  ret = tmpvar_4.xyz;\n }"}