{"baseVals":{"rating":4,"decay":0.99,"wave_thick":1,"wave_brighten":0,"wrap":0,"darken_center":1,"wave_a":4.1,"wave_scale":0.972,"wave_smoothing":0.9,"wave_mystery":0.094,"modwavealphastart":1,"modwavealphaend":1.3,"zoomexp":1.0741,"wave_x":1,"mv_a":0},"shapes":[{"baseVals":{"enabled":1,"sides":40,"thickoutline":1,"textured":1,"rad":0.59957,"tex_zoom":1.3345,"g":1,"b":1,"r2":1,"b2":1,"border_b":0,"border_a":0},"init_eqs_str":"a.vol=0;a.bob=0;a.bob=0;a.bob=0;a.bob=0;a.bob=0;a.bob=0;a.bob=0;a.vol=0;a.bob=0;a.border_1=0;a.ro=0;a.ro=0;a.ro=0;a.sp=0;a.red=0;a.spi=0;a.sp=0;a.tm=0;a.sp=0;a.tm=0;a.spi=0;a.tm=0;a.sp=0;a.tm=0;a.spi=0;a.tm=0;a.sp=0;a.tm=0;a.spi=0;a.tm=0;a.bob=1.5;a.ro=0;a.red=randint(20);","frame_eqs_str":"a.vol=1+.2*div(a.bass_att+a.treb_att+a.mid_att,3);a.bob=a.bob*above(a.bob,.01)-.01+(1-above(a.bob,.01));a.bob=.4+.4*Math.sin(.8*a.time);a.bob*=a.vol;a.rad=a.bob;a.border_1=.4;a.sides=30;a.ro+=.02;a.ang=a.ro;a.rad=.6;a.sp=.025*a.red;a.spi=.5-a.sp;a.tm=.1*a.time;a.border_r=.5+a.sp*Math.sin(.6*a.tm)+a.spi*Math.cos(1.46*a.tm);a.border_g=.5+a.sp*Math.sin(1.294*a.tm)+a.spi*Math.cos(.87*a.tm);a.border_b=.5+a.sp*Math.sin(1.418*a.tm)+a.spi*Math.cos(.76*a.tm);"},{"baseVals":{"enabled":1,"sides":40,"additive":1,"g":1,"b":1,"g2":0,"border_a":0},"init_eqs_str":"","frame_eqs_str":"a.x=.5+.5*(.3*Math.sin(1.1*a.time)+.7*Math.sin(.5*a.time));a.x=.5+.225*Math.sin(a.time);a.y=.5+.3*Math.cos(a.time);a.rad*=a.mid_att;a.r=.5+.5*Math.sin(.5*a.frame);a.b=.5+.5*Math.sin(.5*a.frame+2.094);a.g=.5+.5*Math.sin(.5*a.frame+4.188);"},{"baseVals":{"enabled":1,"sides":40,"additive":1,"g":1,"b":1,"g2":0,"border_a":0},"init_eqs_str":"","frame_eqs_str":"a.x=.5+.5*(.3*Math.sin(1.1*a.time)+.7*Math.sin(.5*a.time));a.x=.5+.225*Math.sin(a.time+2.09);a.y=.5+.3*Math.cos(a.time+2.09);a.rad*=a.bass_att;a.r=.5+.5*Math.sin(.5*a.frame);a.b=.5+.5*Math.sin(.5*a.frame+2.094);a.g=.5+.5*Math.sin(.5*a.frame+4.188);"},{"baseVals":{"enabled":1,"sides":40,"additive":1,"g":1,"b":1,"g2":0,"border_a":0},"init_eqs_str":"","frame_eqs_str":"a.x=.5+.5*(.3*Math.sin(1.1*a.time)+.7*Math.sin(.5*a.time));a.x=.5+.225*Math.sin(a.time+4.19);a.y=.5+.3*Math.cos(a.time+4.19);a.rad*=a.treb_att;a.r=.5+.5*Math.sin(.5*a.frame);a.b=.5+.5*Math.sin(.5*a.frame+2.094);a.g=.5+.5*Math.sin(.5*a.frame+4.188);"}],"waves":[{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}}],"init_eqs_str":"a.ray=0;","frame_eqs_str":"a.warp=0;a.wave_r=a.wave_r+.5*Math.sin(333*a.time)+.3*a.bass;a.wave_g=a.wave_g+.5*Math.sin(222*a.time)+.3*a.treb;a.wave_b=a.wave_b+.5*Math.sin(111*a.time)+.3*a.mid;a.rot=.4*Math.sin(.05*a.mid_att);","pixel_eqs_str":"a.ray=pow(a.rad,1.8)+.05;a.zoom=1.4*div(a.ray,a.rad)+.3*Math.sin(5*a.ang*a.bass)+.2*a.bass;","warp":" shader_body { \n  vec3 z_1;\n  vec3 ret_2;\n  vec2 tmpvar_3;\n  tmpvar_3 = mix (uv_orig, uv, vec2(0.2, 0.2));\n  vec4 tmpvar_4;\n  tmpvar_4 = texture (sampler_main, tmpvar_3);\n  float tmpvar_5;\n  tmpvar_5 = ((tmpvar_4.x * tmpvar_4.y) * tmpvar_4.y);\n  z_1.x = (tmpvar_4.x + ((\n    (-(tmpvar_5) + (0.035 * (1.0 - tmpvar_4.x)))\n   + 0.0007) * 9.0));\n  z_1.y = (tmpvar_4.y + ((tmpvar_5 - \n    (0.095 * tmpvar_4.y)\n  ) * 9.0));\n  z_1.z = (tmpvar_4.z - 0.02);\n  vec2 tmpvar_6;\n  tmpvar_6 = (0.3 * texsize.zw);\n  z_1.x = (z_1.x + (1.8 * (\n    (0.25 * (((texture (sampler_main, \n      (tmpvar_3 + tmpvar_6)\n    ).xyz + texture (sampler_main, \n      (tmpvar_3 + (tmpvar_6 * vec2(-1.0, 1.0)))\n    ).xyz) + texture (sampler_main, (tmpvar_3 + \n      (tmpvar_6 * vec2(1.0, -1.0))\n    )).xyz) + texture (sampler_main, (tmpvar_3 - tmpvar_6)).xyz))\n   - texture (sampler_main, tmpvar_3).xyz)).x);\n  ret_2.yz = z_1.yz;\n  ret_2.x = (z_1.x + (0.09 * (\n    (texture (sampler_noise_lq, (((uv * texsize.xy) * texsize_noise_lq.zw) + rand_frame.xy)).xyz * 2.0)\n   - 1.0)).x);\n  vec4 tmpvar_7;\n  tmpvar_7.w = 1.0;\n  tmpvar_7.xyz = ret_2;\n  ret = tmpvar_7.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 }"}