{"baseVals":{"rating":5,"gammaadj":1,"decay":1,"echo_zoom":1,"echo_alpha":1,"echo_orient":1,"wave_thick":1,"wave_a":7.015,"wave_scale":0.01,"wave_smoothing":0.27,"wave_mystery":-0.4,"warpanimspeed":5.996,"warpscale":1.331,"zoomexp":1.01,"zoom":0.99853,"rot":0.002,"warp":0.01,"wave_r":0.5,"wave_g":0.5,"wave_b":0.5,"wave_x":0.1,"wave_y":0.9,"ob_g":0.9,"ob_b":0.2,"ob_a":1,"ib_size":0,"ib_r":0.201,"ib_g":0.5,"ib_b":0.5,"ib_a":1,"mv_x":63.936,"mv_y":48,"mv_l":1,"mv_r":0.63,"mv_g":0.2,"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.beateven=0;a.xpos=0;a.yamptarg=0;a.ydir=0;a.meanbass_att=0;a.q6=0;a.q1=0;a.box=0;a.lastbeat=0;a.beatrate=0;a.mode=0;a.yaccel=0;a.peakbass_att=0;a.xamptarg=0;a.xamp=0;a.xspeed=0;a.bass_effect=0;a.beatcounter=0;a.q4=0;a.ypos=0;a.xaccel=0;a.volume=0;a.beat=0;a.q2=0;a.yamp=0;a.q7=0;a.xdir=0;a.yspeed=0;a.beatcounter=0;","frame_eqs_str":"a.ob_r=.21-.2*(.5*Math.sin(.701*a.time)+.3*Math.cos(.438*a.time));a.ob_g=.5-.46*Math.sin(1.724*a.time);a.ob_b=.65-.3*Math.cos(1.816*a.time);a.warp=0;a.ib_size=.025;a.ib_r+=.2*(.6*Math.sin(3.034*a.time)+.4*Math.cos(2.14*a.time));a.ib_g+=.5*(.6*Math.sin(3.147*a.time)+.4*Math.cos(2.015*a.time));a.ib_b-=.5*(.6*Math.sin(3.431*a.time)+.4*Math.cos(1.842*a.time));a.dx=a.dx+.001+Math.abs(.003*(.6*Math.sin(.234*a.time)+.4*Math.cos(.437*a.time)));a.dy+=Math.abs(.003*(.7*Math.sin(.213*\na.time)+.3*Math.cos(.315*a.time)));a.volume=.15*(a.bass+a.bass_att+a.treb+a.treb_att+a.mid+a.mid_att);a.xamptarg=.00001<Math.abs(equal(mod(a.frame+.5,15),0))?Math.min(.5*a.volume*a.bass_att,.5):a.xamptarg;a.xamp+=.5*(a.xamptarg-a.xamp);a.xdir=.00001<Math.abs(above(Math.abs(a.xpos),a.xamp))?-sign(a.xpos):.00001<Math.abs(below(Math.abs(a.xspeed),.1))?2*above(a.xpos,0)-1:a.xdir;a.xaccel=a.xdir*a.xamp-a.xpos-.055*a.xspeed*below(Math.abs(a.xpos),a.xamp);a.xspeed=a.xspeed+a.xdir*a.xamp-a.xpos-.055*a.xspeed*\nbelow(Math.abs(a.xpos),a.xamp);a.xpos+=.001*a.xspeed;a.q2=a.xpos;a.yamptarg=.00001<Math.abs(equal(mod(a.frame+.5,15),0))?Math.min(.3*a.volume*a.treb_att,.5):a.yamptarg;a.yamp+=.5*(a.yamptarg-a.yamp);a.ydir=.00001<Math.abs(above(Math.abs(a.ypos),a.yamp))?-sign(a.ypos):.00001<Math.abs(below(Math.abs(a.yspeed),.1))?2*above(a.ypos,0)-1:a.ydir;a.yaccel=a.ydir*a.yamp-a.ypos-.055*a.yspeed*below(Math.abs(a.ypos),a.yamp);a.yspeed=a.yspeed+a.ydir*a.yamp-a.ypos-.055*a.yspeed*below(Math.abs(a.ypos),a.yamp);a.ypos+=\n.001*a.yspeed;a.q4=a.ypos;a.bass_effect=Math.max(Math.max(a.bass,a.bass_att)-1.2,0);a.echo_zoom=1.32+.3*(.59*Math.sin(a.q4+.865*a.time)+.41*Math.cos(a.q2+1.192*a.time))+.05*a.bass_effect;a.volume=.15*(a.bass_att+a.bass+a.mid+a.mid_att);a.beatrate=.00001<Math.abs(equal(a.beatrate,0))?1:.00001<Math.abs(below(a.volume,.01))?1:a.beatrate;a.lastbeat=.00001<Math.abs(equal(a.lastbeat,0))?a.time:a.lastbeat;a.meanbass_att=.1*(9*a.meanbass_att+a.bass_att);a.peakbass_att=.00001<Math.abs(above(a.bass_att,a.peakbass_att))?\na.bass_att:a.peakbass_att;a.beat=.00001<Math.abs(above(a.volume,.8))?.00001<Math.abs(below(a.peakbass_att-a.bass_att,.05*a.peakbass_att))?.00001<Math.abs(above(a.time-a.lastbeat,.1+.5*(a.beatrate-.1)))?1:0:0:0;a.beatrate=Math.max(.00001<Math.abs(a.beat)?.00001<Math.abs(below(a.time-a.lastbeat,2*a.beatrate))?.1*(9*a.beatrate+a.time-a.lastbeat):a.beatrate:a.beatrate,.1);a.peakbass_att=.00001<Math.abs(equal(a.beat,0))?.00001<Math.abs(above(a.time-a.lastbeat,2*a.beatrate))?.95*a.peakbass_att:.995*a.peakbass_att:\na.bass_att;a.lastbeat=.00001<Math.abs(a.beat)?a.time:a.lastbeat;a.peakbass_att=Math.max(.00001<Math.abs(a.beat)?a.bass_att:a.peakbass_att,1.1*a.meanbass_att);a.beatcounter=.00001<Math.abs(above(a.beat,0))?a.beatcounter+1:a.beatcounter;a.beatcounter=.00001<Math.abs(above(a.beatcounter,7))?0:a.beatcounter;a.beateven=mod(a.beatcounter+.5,2);a.mode=.00001<Math.abs(a.beat)?mod(a.mode+(Math.floor(randint(3))+1)+.5,4):a.mode;a.echo_orient=a.mode;a.wave_a=.00001<Math.abs(a.beat)?1:0;a.wave_r=a.wave_r+.2*\nMath.sin(.7854*a.time)-.2*a.beateven;a.wave_b=a.wave_b+.1*Math.sin(.8254*a.time)+.2*a.beateven;a.wave_g=a.wave_g+.1*Math.sin(.854*a.time)+.2*a.beateven;a.q6=a.beat;a.wave_mode=.00001<Math.abs(a.beateven)?7:0;a.mv_a=.00001<Math.abs(a.beat)?.00001<Math.abs(equal(a.beatcounter,6))?1:0:0;a.mv_r=.00001<Math.abs(a.mv_a)?Math.floor(randint(2)):0;a.mv_b=.00001<Math.abs(a.mv_a)?Math.floor(randint(2)):0;a.mv_g=.00001<Math.abs(a.mv_a)?Math.floor(randint(2)):0;","pixel_eqs_str":"a.box=.5+.8*(mod(2*a.x+.5,4)+mod(2*a.y+.5,2));a.q1=8.45+.3*(Math.sin(pow(a.x,3)+.177*a.time)-Math.cos(pow(a.y,3)+.223*a.time));a.q7=above(a.box,1);a.zoom=.00001<Math.abs(a.q7)?.1*a.q1+6*a.q6:a.zoom;a.rot=.00001<Math.abs(a.q7)?.63*Math.sin(.385*a.time+.12*Math.sin(.67*a.time)+.1*a.q4+.12*a.q2+50*a.q6):a.rot;a.cx-=.15*Math.sin(2*a.q4);a.cy+=.14*Math.sin(2*a.q2);a.sx=.00001<Math.abs(a.q7)?a.sx+18*a.q6:a.sx;a.sy=.00001<Math.abs(a.q7)?a.sy+18*a.q6:a.sy;","warp":" 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.x;\n  tmpvar_5.y = tmpvar_4.x;\n  vec2 tmpvar_6;\n  tmpvar_6 = (uv + ((tmpvar_5 * texsize.zw) * 8.0));\n  vec2 tmpvar_7;\n  tmpvar_7.x = tmpvar_3.y;\n  tmpvar_7.y = tmpvar_4.y;\n  vec2 tmpvar_8;\n  tmpvar_8 = (uv + ((tmpvar_7 * texsize.zw) * 8.0));\n  vec2 tmpvar_9;\n  tmpvar_9.x = tmpvar_3.z;\n  tmpvar_9.y = tmpvar_4.z;\n  vec2 tmpvar_10;\n  tmpvar_10 = (uv + ((tmpvar_9 * texsize.zw) * 8.0));\n  ret_1.x = (texture (sampler_main, tmpvar_6).x - ((texture (sampler_main, tmpvar_6).xyz - \n    ((texture (sampler_blur3, tmpvar_6).xyz * scale3) + bias3)\n  ).x * 0.02));\n  ret_1.y = (texture (sampler_main, tmpvar_8).y - ((texture (sampler_main, tmpvar_8).xyz - \n    ((texture (sampler_blur3, tmpvar_8).xyz * scale3) + bias3)\n  ).y * 0.02));\n  ret_1.z = (texture (sampler_main, tmpvar_10).z - ((texture (sampler_main, tmpvar_10).xyz - \n    ((texture (sampler_blur3, tmpvar_10).xyz * scale3) + bias3)\n  ).z * 0.02));\n  ret_1 = (ret_1 - ((ret_1.yzx * 0.2) - 0.06));\n  vec4 tmpvar_11;\n  tmpvar_11.w = 1.0;\n  tmpvar_11.xyz = ret_1;\n  ret = tmpvar_11.xyz;\n }","comp":" shader_body { \n  vec2 uv_1;\n  vec3 ret_2;\n  uv_1 = (0.5 + ((uv - 0.5) * 0.98));\n  vec2 tmpvar_3;\n  tmpvar_3 = (texsize.zw * 4.0);\n  vec3 tmpvar_4;\n  tmpvar_4 = (((texture (sampler_blur1, \n    (uv_1 + (vec2(1.0, 0.0) * tmpvar_3))\n  ).xyz * scale1) + bias1) - ((texture (sampler_blur1, \n    (uv_1 - (vec2(1.0, 0.0) * tmpvar_3))\n  ).xyz * scale1) + bias1));\n  vec3 tmpvar_5;\n  tmpvar_5 = (((texture (sampler_blur1, \n    (uv_1 + (vec2(0.0, 1.0) * tmpvar_3))\n  ).xyz * scale1) + bias1) - ((texture (sampler_blur1, \n    (uv_1 - (vec2(0.0, 1.0) * tmpvar_3))\n  ).xyz * scale1) + bias1));\n  vec3 tmpvar_6;\n  tmpvar_6.z = 0.0;\n  tmpvar_6.x = dot (tmpvar_4, vec3(0.32, 0.49, 0.29));\n  tmpvar_6.y = dot (tmpvar_5, vec3(0.32, 0.49, 0.29));\n  vec4 tmpvar_7;\n  tmpvar_7 = texture (sampler_noisevol_hq, ((vec3(0.05, 0.05, 0.0) * (\n    ((uv_1.xyy + (tmpvar_6 * 0.5)) * texsize.xyy)\n   * texsize_noisevol_hq.zww)) + (vec3(0.0, 0.0, 0.2) * time)));\n  vec2 tmpvar_8;\n  tmpvar_8.x = dot (tmpvar_4, vec3(0.32, 0.49, 0.29));\n  tmpvar_8.y = dot (tmpvar_5, vec3(0.32, 0.49, 0.29));\n  uv_1 = (uv_1 - (tmpvar_8 * 0.04));\n  ret_2 = (abs((\n    ((texture (sampler_main, uv_1).xyz + ((texture (sampler_blur1, uv_1).xyz * scale1) + bias1)) - ((texture (sampler_blur2, uv_1).xyz * scale2) + bias2))\n   - \n    ((texture (sampler_blur3, uv_1).xyz * scale3) + bias3)\n  )) * (dot (tmpvar_7, vec4(0.32, 0.49, 0.29, 0.0)) * 3.0));\n  ret_2 = (1.0 - pow (ret_2, vec3(0.5, 0.5, 0.5)));\n  vec4 tmpvar_9;\n  tmpvar_9.w = 1.0;\n  tmpvar_9.xyz = ret_2;\n  ret = tmpvar_9.xyz;\n }"}