{"baseVals":{"rating":5,"decay":0.9,"echo_zoom":1.006596,"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":0.000521,"wave_r":0,"wave_g":0,"wave_b":0,"ob_r":0.9,"ob_g":0.5,"ib_r":0,"ib_g":0,"ib_b":0,"ib_a":0.3,"mv_x":64,"mv_y":48,"mv_l":4.95,"mv_r":0.5,"mv_g":0.4,"mv_b":0.3,"mv_a":0},"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.mv_r=.5+.5*Math.sin(.389*a.basstime);a.mv_g=.5+.5*Math.sin(.478*a.basstime);a.mv_b=\n.5+.5*Math.sin(.535*a.basstime);","pixel_eqs_str":"a.zoom=.98;a.rot=0;","warp":" shader_body { \n  vec4 tmpvar_1;\n  tmpvar_1.w = 1.0;\n  vec2 tmpvar_2;\n  tmpvar_2 = (uv - 0.5);\n  tmpvar_1.xyz = (texture (sampler_main, ((\n    ((tmpvar_2 * (0.97 + (rad * 0.02))) + 0.5)\n   + \n    (((texture (sampler_blur1, (\n      (tmpvar_2 * 0.9)\n     + 0.5)).xyz * scale1) + bias1) * 0.1)\n  .xy) - 0.01)).xyz - 0.001);\n  ret = tmpvar_1.xyz;\n }","comp":" shader_body { \n  vec4 tmpvar_1;\n  tmpvar_1.w = 1.0;\n  tmpvar_1.xyz = (texture (sampler_main, uv).xyz * 2.0);\n  ret = tmpvar_1.xyz;\n }"}