{"baseVals":{"rating":5,"decay":0.9,"echo_zoom":1.007,"echo_alpha":0.5,"echo_orient":1,"wave_mode":1,"wrap":0,"brighten":1,"wave_a":0.001,"zoom":0.96,"rot":-18.84024,"warp":0.00052,"wave_r":0,"wave_g":0,"wave_b":0,"ob_r":1,"ob_g":1,"ob_b":0.9,"ib_r":0,"ib_g":0,"ib_b":0,"ib_a":0.6,"mv_x":64,"mv_y":48,"mv_l":4.95,"mv_g":0.1,"mv_b":0.1,"mv_a":0,"b1n":0.05},"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.basstime=0;a.stickybit=0;a.volavg2=0;a.q1=0;a.q9=0;a.sample1=0;a.difftime=0;a.diff=0;a.edge=0;a.volavg=0;a.bit2=0;a.vol=0;a.q2=0;a.q3=0;a.basssum=0;a.sample2=0;a.state=0;","frame_eqs_str":"a.basstime+=.06*a.bass;a.q1=a.basstime;a.q9=.000005*a.basstime;a.basstime=.00001<Math.abs(below(a.basstime,1E3))?1E3:a.basstime;a.vol=pow(a.bass+a.mid+a.treb,2);a.basssum=a.vol;a.stickybit=mod(a.time,2);a.volavg+=a.vol*equal(a.stickybit,1);a.sample1+=equal(a.stickybit,1);a.volavg2+=a.vol*equal(a.stickybit,0);a.sample2+=equal(a.stickybit,0);a.edge=bnot(equal(a.bit2,a.stickybit));a.volavg-=a.volavg*a.edge*a.stickybit;a.volavg2-=a.volavg2*a.edge*equal(a.stickybit,0);a.sample1-=\na.sample1*a.edge*a.stickybit;a.sample2-=a.sample2*a.edge*equal(a.stickybit,0);a.diff=.00001<Math.abs(equal(a.stickybit,1))?div(a.basssum,div(a.volavg2,a.sample2)):0;a.diff=.00001<Math.abs(equal(a.stickybit,0))?div(a.basssum,div(a.volavg,a.sample1)):a.diff;a.q3=a.diff;a.bit2=mod(a.time,2);a.difftime+=.03*a.diff;a.q2=a.difftime;a.difftime=.00001<Math.abs(above(a.difftime,2E3))?0:a.difftime;a.monitor=a.q1;a.mv_a=a.q3-2;a.ob_a=.1*above(a.q3,4);a.mv_g=.4-.3*above(a.q3,3.2);","pixel_eqs_str":"a.zoom=.98;a.rot=0;","warp":" shader_body { \n  vec2 uv_1;\n  vec3 color_2;\n  vec2 uv2_3;\n  uv2_3 = (uv + q3);\n  color_2 = ((texture (sampler_noise_lq, uv2_3) - 0.5).xyz + (texture (sampler_noise_mq, uv2_3) - 0.5).xyz);\n  color_2 = (color_2 + (texture (sampler_noise_hq, uv2_3) - 0.5).xyz);\n  uv_1 = (uv + (color_2 * 0.01).xy);\n  vec4 tmpvar_4;\n  tmpvar_4.w = 1.0;\n  tmpvar_4.xyz = texture (sampler_main, (((\n    ((uv_1 - 0.5) * (0.97 + (rad * 0.02)))\n   + 0.5) + (\n    ((texture (sampler_blur1, ((\n      (uv_1 - 0.5)\n     * 0.9) + 0.5)).xyz * scale1) + bias1)\n   * 0.1).xy) - 0.01)).xyz;\n  ret = tmpvar_4.xyz;\n }","comp":" shader_body { \n  vec3 ret_1;\n  ret_1 = (texture (sampler_main, uv.yx).xyz * 4.0);\n  ret_1 = (ret_1 - 0.1);\n  vec4 tmpvar_2;\n  tmpvar_2.w = 1.0;\n  tmpvar_2.xyz = ret_1;\n  ret = tmpvar_2.xyz;\n }"}