{"baseVals":{"rating":5,"gammaadj":1,"decay":1,"wave_mode":7,"additivewave":1,"wave_thick":1,"modwavealphabyvolume":1,"wave_a":0.009,"wave_scale":2.713,"wave_smoothing":0,"modwavealphastart":1.2,"modwavealphaend":1.2,"warpscale":1.772,"zoomexp":5.00873,"zoom":1.011,"rot":0.003,"warp":0,"wave_r":0.12,"wave_g":0,"ob_size":0,"ob_r":1,"ob_a":1,"ib_size":0,"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":1,"sides":12,"additive":1,"num_inst":2,"x":0.49,"rad":0.09902,"tex_zoom":4.36077,"g2":0,"border_a":0},"init_eqs_str":"","frame_eqs_str":"a.x=div(Math.floor(randint(1E3)),1E3);a.y=div(Math.floor(randint(1E3)),1E3);a.ang=div(Math.floor(randint(150)),100);"},{"baseVals":{"enabled":0}},{"baseVals":{"enabled":1,"sides":100,"thickoutline":1,"textured":1,"x":0.9,"g":1,"b":1,"r2":1,"b2":1,"a2":1},"init_eqs_str":"","frame_eqs_str":"a.x=.4*Math.sin(a.time)+.5;"},{"baseVals":{"enabled":1,"sides":36,"additive":1,"thickoutline":1,"textured":1,"rad":1.38306,"r":0,"g":0.03,"g2":0,"border_a":0},"init_eqs_str":"","frame_eqs_str":""}],"waves":[{"baseVals":{"enabled":0}},{"baseVals":{"enabled":1,"thick":1,"additive":1,"scaling":4.10803,"smoothing":1},"init_eqs_str":"","frame_eqs_str":"","point_eqs_str":""},{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}}],"init_eqs_str":"a.w=0;a.q12=0;a.q18=0;a.q13=0;a.q15=0;a.dt=0;a.dm=0;a.mm=0;a.tt=0;a.q11=0;a.q16=0;a.t=0;a.db=0;a.q17=0;a.bb=0;a.q14=0;","frame_eqs_str":"a.t=12.3*a.time;a.rot+=.03*(.6*Math.sin(.38*a.time)+.4*Math.sin(.54*a.time));a.dx+=.002*(.6*Math.sin(.434*a.time)+.4*Math.sin(.277*a.time));a.dy+=.002*(.6*Math.sin(.384*a.time)+.4*Math.sin(.477*a.time));a.db=.98*a.db+.1*a.bass;a.bb+=.1*a.db;a.dt=.98*a.dt+.1*a.treb;a.tt+=.1*a.dt;a.dm=.98*a.dm+.1*a.mid;a.mm+=.1*a.dm;a.w=.1*(a.bb-a.tt);a.q11=Math.sin(a.w);a.q12=Math.cos(a.w);a.q13=.5+.25*Math.sin(.1*(a.bb-a.mm));a.q14=.5+.25*Math.sin(.1*(a.tt-a.mm));a.q15=4;a.q16=.06;a.q17=Math.sin(-a.w);\na.q18=Math.cos(-a.w);","pixel_eqs_str":"","pixel_eqs":"","warp":" shader_body { \n  vec2 my_uv_1;\n  float dy_2;\n  float dx_3;\n  vec3 ret_4;\n  vec2 tmpvar_5;\n  tmpvar_5 = (texsize.zw * 12.0);\n  vec2 tmpvar_6;\n  tmpvar_6.x = (((2.0 * \n    ((texture (sampler_blur2, (uv + (vec2(1.0, 0.0) * tmpvar_5))).xyz * scale2) + bias2)\n  ) - (2.0 * \n    ((texture (sampler_blur2, (uv - (vec2(1.0, 0.0) * tmpvar_5))).xyz * scale2) + bias2)\n  )).y * 0.5);\n  tmpvar_6.y = (((2.0 * \n    ((texture (sampler_blur2, (uv + (vec2(0.0, 1.0) * tmpvar_5))).xyz * scale2) + bias2)\n  ) - (2.0 * \n    ((texture (sampler_blur2, (uv - (vec2(0.0, 1.0) * tmpvar_5))).xyz * scale2) + bias2)\n  )).y * 0.5);\n  vec2 tmpvar_7;\n  tmpvar_7 = (uv - (tmpvar_6 * 0.08));\n  ret_4.y = texture (sampler_fc_main, (tmpvar_7 - floor(tmpvar_7))).y;\n  ret_4.y = (ret_4.y + ((\n    ((2.0 * ret_4.y) - (2.0 * ((texture (sampler_blur1, \n      (tmpvar_7 - floor(tmpvar_7))\n    ).xyz * scale1) + bias1).y))\n   * 0.05125) + 0.02));\n  dx_3 = ((640.0 * texsize.z) * ((2.0 * \n    ((texture (sampler_blur2, (uv + vec2(0.01, 0.0))).xyz * scale2) + bias2)\n  ) - (2.0 * \n    ((texture (sampler_blur2, (uv - vec2(0.01, 0.0))).xyz * scale2) + bias2)\n  )).x);\n  dy_2 = ((512.0 * texsize.w) * ((2.0 * \n    ((texture (sampler_blur2, (uv + vec2(0.0, 0.01))).xyz * scale2) + bias2)\n  ) - (2.0 * \n    ((texture (sampler_blur2, (uv - vec2(0.0, 0.01))).xyz * scale2) + bias2)\n  )).x);\n  vec2 tmpvar_8;\n  tmpvar_8.x = dx_3;\n  tmpvar_8.y = dy_2;\n  my_uv_1 = (uv + (tmpvar_8 * 0.01));\n  ret_4.x = texture (sampler_fw_main, my_uv_1).x;\n  ret_4.x = (ret_4.x + ((\n    ((2.0 * ret_4.x) - (2.0 * ((texture (sampler_blur3, uv).xyz * scale3) + bias3).x))\n   - 0.04) * 0.1));\n  vec2 tmpvar_9;\n  tmpvar_9.x = dy_2;\n  tmpvar_9.y = -(dx_3);\n  my_uv_1 = (uv - (tmpvar_9 * 0.04));\n  ret_4.z = texture (sampler_fw_main, my_uv_1).z;\n  ret_4.z = (ret_4.z + ((\n    (2.0 * ret_4.z)\n   - \n    (2.0 * ((texture (sampler_blur1, uv).xyz * scale1) + bias1).z)\n  ) * 0.5));\n  ret_4.z = (ret_4.z * (0.9 * (\n    (ret_4.x + (ret_4.y * 0.64))\n   - 1.0)));\n  ret_4.z = (ret_4.z + 0.02);\n  vec4 tmpvar_10;\n  tmpvar_10.w = 1.0;\n  tmpvar_10.xyz = ret_4;\n  ret = tmpvar_10.xyz;\n }","comp":" shader_body { \n  vec2 uv_1;\n  float ang2_2;\n  ang2_2 = (fract((0.9549295 * ang)) / 6.0);\n  ang2_2 = (abs((ang2_2 - 0.08333334)) * 6.283185);\n  vec2 tmpvar_3;\n  tmpvar_3.x = cos(ang2_2);\n  tmpvar_3.y = sin(ang2_2);\n  uv_1 = (0.5 + ((\n    (0.4 * (rad * sqrt(dot (texsize.xy, texsize.xy))))\n   * tmpvar_3) * texsize.zw));\n  vec4 tmpvar_4;\n  tmpvar_4.w = 1.0;\n  tmpvar_4.xyz = (1.4 * pow ((\n    clamp (((texture (sampler_blur1, uv_1).xyz * scale1) + bias1), 0.0, 1.0)\n   * \n    (texture (sampler_pc_main, uv_1).xyz - ((texture (sampler_blur3, uv_1).xyz * scale3) + bias3))\n  ), vec3(0.5, 0.5, 0.5)));\n  ret = tmpvar_4.xyz;\n }"}