{"baseVals":{"rating":0,"gammaadj":1.9,"echo_zoom":1.169,"echo_alpha":0.3,"echo_orient":3,"darken":1,"wave_a":0.001,"warpanimspeed":0.037,"warpscale":0.015,"zoomexp":1.22019,"warp":0.033,"wave_r":0,"wave_g":0,"wave_b":0,"ob_size":0.05,"ob_a":0.3,"ib_size":0.09,"ib_r":0,"ib_g":0,"ib_b":0,"mv_a":0},"shapes":[{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}}],"waves":[{"baseVals":{"enabled":1,"spectrum":1,"thick":1,"smoothing":0},"init_eqs_str":"a.q1=0;a.speed=0;a.q2=0;a.v=0;a.xs=0;a.ys=0;","frame_eqs_str":"","point_eqs_str":"a.q1=0;a.speed=Math.cos(a.q2)+.1*a.bass;a.v=1E3*a.sample+a.bass*a.value1;a.xs+=Math.sin(.1*a.v+a.time)*a.speed;a.ys+=Math.cos(1.2*a.v+a.q2)*a.speed;a.x=.5+.5*Math.cos(.04*a.xs+.2*a.time)*Math.sin(2*a.time+a.xs);a.y=.5+.5*Math.cos(.04*a.ys+.4*a.time)*Math.cos(a.q2+a.xs);a.r+=.5*Math.sin(4.22*a.time);a.g+=.5*Math.sin(4.307*a.time+(-.5-a.x)*(.5-a.y));a.b=a.g+.5*Math.sin(4.959*a.time);a.x=.75*a.x+.125;a.y=.75*a.y+.125;a.xs=.00001<Math.abs(above(a.xs,1E3))?0:a.xs;a.ys=.00001<Math.abs(above(a.ys,\n800))?0:a.ys;"},{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}}],"init_eqs_str":"a.vol=0;a.mtime=0;a.q1=0;a.mv_x=64;a.mv_y=48;a.nut=0;a.stp=0;a.stq=0;a.rtp=0;a.rtq=0;a.wvr=0;a.decay=0;a.dcsp=0;","frame_eqs_str":"a.decay=1;a.zoom=.98+.1*Math.max(a.treb_att,a.bass_att);a.warp=0;a.vol=.25*(a.bass_att+a.mid_att+a.treb_att);a.vol*=a.vol;a.mtime+=.1*a.vol;a.q1=.4*a.mtime;","pixel_eqs_str":"","pixel_eqs":"","warp":" shader_body { \n  vec3 ret_1;\n  vec2 tmpvar_2;\n  vec2 tmpvar_3;\n  tmpvar_3 = (uv_orig - 0.5);\n  tmpvar_2 = (0.5 + (tmpvar_3 * 1.01));\n  ret_1.x = texture (sampler_main, tmpvar_2).x;\n  ret_1.x = (ret_1.x - ((\n    (((texture (sampler_blur1, tmpvar_2).xyz * scale1) + bias1).x - texture (sampler_main, tmpvar_2).x)\n   + 0.004) * 0.1));\n  vec2 tmpvar_4;\n  tmpvar_4 = (tmpvar_3 * vec2(1.8, 1.8));\n  vec2 tmpvar_5;\n  tmpvar_5.x = ((tmpvar_4.x * tmpvar_4.x) - (tmpvar_4.y * tmpvar_4.y));\n  tmpvar_5.y = ((2.0 * tmpvar_4.x) * tmpvar_4.y);\n  ret_1.y = (texture (sampler_fc_main, (tmpvar_5 + vec2(0.25, 0.551))).y + 0.0038);\n  vec2 tmpvar_6;\n  tmpvar_6 = (texsize.zw * 12.0);\n  vec2 tmpvar_7;\n  tmpvar_7 = (((uv_orig * texsize.xy) * (texsize_noise_lq.zw * 0.8)) + rand_frame.xy);\n  vec2 tmpvar_8;\n  tmpvar_8.x = (((texture (sampler_blur1, \n    (uv_orig + (vec2(1.0, 0.0) * tmpvar_6))\n  ).xyz * scale1) + bias1) - ((texture (sampler_blur1, \n    (uv_orig - (vec2(1.0, 0.0) * tmpvar_6))\n  ).xyz * scale1) + bias1)).z;\n  tmpvar_8.y = (((texture (sampler_blur1, \n    (uv_orig + (vec2(0.0, 1.0) * tmpvar_6))\n  ).xyz * scale1) + bias1) - ((texture (sampler_blur1, \n    (uv_orig - (vec2(0.0, 1.0) * tmpvar_6))\n  ).xyz * scale1) + bias1)).z;\n  vec2 tmpvar_9;\n  tmpvar_9 = ((mix (uv_orig, uv, vec2(0.02, 0.02)) + (\n    (tmpvar_8 * texsize.zw)\n   * 4.0)) + ((\n    (texture (sampler_noise_lq, tmpvar_7).xy - 0.5)\n   * texsize.zw) * 4.0));\n  ret_1.z = (((texture (sampler_fc_main, tmpvar_9).z - \n    ((texture (sampler_fc_main, tmpvar_9).z - ((texture (sampler_blur3, tmpvar_9).xyz * scale3) + bias3).z) * 0.02)\n  ) - 0.008) + ((texture (sampler_noise_lq, tmpvar_7).z - 0.5) * 0.1));\n  vec4 tmpvar_10;\n  tmpvar_10.w = 1.0;\n  tmpvar_10.xyz = ret_1;\n  ret = tmpvar_10.xyz;\n }","comp":" shader_body { \n  vec3 ret_1;\n  vec2 tmpvar_2;\n  tmpvar_2 = (texsize.zw * 4.0);\n  vec3 tmpvar_3;\n  tmpvar_3 = (((texture (sampler_blur1, \n    (uv + (vec2(1.0, 0.0) * tmpvar_2))\n  ).xyz * scale1) + bias1) - ((texture (sampler_blur1, \n    (uv - (vec2(1.0, 0.0) * tmpvar_2))\n  ).xyz * scale1) + bias1));\n  vec3 tmpvar_4;\n  tmpvar_4 = (((texture (sampler_blur1, \n    (uv + (vec2(0.0, 1.0) * tmpvar_2))\n  ).xyz * scale1) + bias1) - ((texture (sampler_blur1, \n    (uv - (vec2(0.0, 1.0) * tmpvar_2))\n  ).xyz * scale1) + bias1));\n  vec2 tmpvar_5;\n  tmpvar_5.x = tmpvar_3.y;\n  tmpvar_5.y = tmpvar_4.y;\n  vec2 tmpvar_6;\n  tmpvar_6 = (uv - tmpvar_5);\n  ret_1 = (((texture (sampler_blur3, tmpvar_6).xyz * scale3) + bias3).x * vec3(2.0, 2.0, 0.0));\n  vec2 tmpvar_7;\n  tmpvar_7.x = tmpvar_3.z;\n  tmpvar_7.y = tmpvar_4.z;\n  vec3 tmpvar_8;\n  vec4 tmpvar_9;\n  tmpvar_9 = texture (sampler_main, uv);\n  tmpvar_8 = mix (mix (mix (ret_1, vec3(0.3, 0.1, 0.4), texture (sampler_main, tmpvar_6).xxx), vec3(4.0, 0.0, 0.0), vec3((tmpvar_9.z * 0.1))), mix (vec3(4.0, 4.0, 4.0), vec3(2.0, 0.0, 0.0), tmpvar_9.zzz), vec3((texture (sampler_main, (uv + \n    (tmpvar_7 * 0.1)\n  )).y * 0.23)));\n  ret_1 = tmpvar_8;\n  vec4 tmpvar_10;\n  tmpvar_10.w = 1.0;\n  tmpvar_10.xyz = tmpvar_8;\n  ret = tmpvar_10.xyz;\n }"}