{"baseVals":{"rating":0,"gammaadj":1.72,"decay":1,"echo_zoom":1.006,"echo_alpha":0.5,"echo_orient":3,"wave_mode":1,"additivewave":1,"wrap":0,"wave_a":2.782,"wave_scale":0.59,"wave_smoothing":0.36,"zoomexp":7.5239,"zoom":1.0099,"wave_r":0.5,"wave_g":0.5,"wave_b":0.5,"ob_a":1,"ib_size":0,"ib_a":1,"mv_x":64,"mv_y":48,"mv_l":0,"mv_r":0.35,"mv_g":0.35,"mv_b":0.35,"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.beatfreq=0;a.pulsefreq=0;a.grid=0;a.bt=0;a.q1=0;a.q5=0;a.q9=0;a.oldq8=0;a.lastbeat=0;a.pulse=0;a.beatcounter=0;a.q4=0;a.le=0;a.btblock=0;a.state=0;a.minorccl=0;a.beat=0;a.hccp=0;a.ccl=0;a.lastpulse=0;a.q3=0;a.th=0;a.q8=0;","frame_eqs_str":"a.warp=0;a.state=.00001<Math.abs(above(a.bass_att,1.3))?3:.00001<Math.abs(above(a.treb_att,1.3))?2:1;a.wave_b=.00001<Math.abs(equal(a.state,2))?.2+.2*Math.sin(a.time):.00001<Math.abs(equal(a.state,3))?.9+.1*Math.sin(a.time):.6+.08*Math.sin(a.time);a.wave_g=.00001<Math.abs(equal(a.state,2))?0:.00001<Math.abs(equal(a.state,3))?0:.49;a.wave_r=.00001<Math.abs(equal(a.state,2))?.7+.1*Math.sin(.888*a.time):0;a.q1=a.state;a.wave_mystery+=10*(1-a.zoom);a.le=1.4*a.bass_att+.1*a.bass+\n.5*a.treb;a.pulse=above(a.le,a.th);a.pulsefreq=.00001<Math.abs(equal(a.pulsefreq,0))?2:.00001<Math.abs(a.pulse)?.8*a.pulsefreq+.2*(a.time-a.lastpulse):a.pulsefreq;a.lastpulse=.00001<Math.abs(a.pulse)?a.time:a.lastpulse;a.bt=div(a.time-a.lastbeat,.5*a.beatfreq+.5*a.pulsefreq);a.hccp=div(.03,a.bt+.2)+.5*(.00001<Math.abs(band(above(a.bt,.8),below(a.bt,1.2)))?pow(Math.sin(7.854*(a.bt-1)),4)-1:0);a.beat=band(above(a.le,a.th+a.hccp),a.btblock);a.btblock=1-above(a.le,a.th+a.hccp);a.lastbeat=.00001<Math.abs(a.beat)?\na.time:a.lastbeat;a.beatfreq=.00001<Math.abs(equal(a.beatfreq,0))?2:.00001<Math.abs(a.beat)?.8*a.beatfreq+.2*(a.time-a.lastbeat):a.beatfreq;a.th=.00001<Math.abs(above(a.le,a.th))?a.le+div(114,a.le+10)-7.407:a.th+div(.07*a.th,a.th-12)+.1*below(a.th,2.7)*(2.7-a.th);a.th=.00001<Math.abs(above(a.th,6))?6:a.th;a.q3=div(30,a.fps);a.ccl+=a.beat;a.minorccl+=.01*a.le;a.q4=a.beat;a.beatcounter=.00001<Math.abs(a.beat)?a.beatcounter+1:a.beatcounter;a.beatcounter=.00001<Math.abs(above(a.beatcounter,7))?0:a.beatcounter;\na.beateven=mod(a.beatcounter,2);a.q5=a.beateven;a.q8=a.oldq8+.005*div(pow(1.2*a.bass+.4*a.bass_att+.1*a.treb+.1*a.treb_att+.1*a.mid+.1*a.mid_att,6),a.fps);a.oldq8=a.q8;a.q9=.0125*(a.q8+a.time);","pixel_eqs_str":"a.grid=mod(Math.abs(18*a.x+3*a.q5),2)+mod(Math.abs(18*a.y+3*a.q5),2);a.cx=a.grid;a.cy=a.grid;a.zoom=1+.5*(.00001<Math.abs(bnot(a.grid))?.07*Math.cos(10*a.rad*Math.sin(a.q8)):.07*Math.cos(10*a.x*Math.sin(a.q8)));a.rot=.01*(1-a.rad);a.dx=.4*a.grid*(.008*Math.sin(48*(2*a.y-1))+.008*Math.sin(64*(2*a.y-1)));a.dy=.4*a.grid*(.008*Math.cos(64*(2*a.x-1))+.008*Math.cos(48*(2*a.x-1)));","warp":"uniform sampler2D sampler_cells;\n shader_body { \n  vec3 ret_1;\n  ret_1 = (texture (sampler_main, uv).xyz + ((texture (sampler_noise_lq, \n    (((uv_orig * texsize.xy) * texsize_noise_lq.zw) + rand_frame.xy)\n  ).xyz - 0.5) / 256.0));\n  vec4 tmpvar_2;\n  tmpvar_2 = texture (sampler_cells, (uv_orig * aspect.xy));\n  vec2 x_3;\n  x_3 = (uv - uv_orig);\n  ret_1 = (mix (ret_1, tmpvar_2.xyz, vec3(clamp (\n    ((1.0 - (abs(\n      (((dot (tmpvar_2.xyz, vec3(0.32, 0.49, 0.29)) * 0.8) + 0.1) - (0.5 + (roam_cos.y * 0.25)))\n    ) * (3.0 + \n      (9.0 * rand_preset.x)\n    ))) - ((texture (sampler_noise_lq, (\n      (uv * 0.1)\n     + \n      (time * 0.01)\n    )).x * 6.0) - 2.0))\n  , 0.0, 1.0))) * (0.97 + (0.03 * \n    clamp ((sqrt(dot (x_3, x_3)) * 200.0), 0.0, 1.0)\n  )));\n  vec4 tmpvar_4;\n  tmpvar_4.w = 1.0;\n  tmpvar_4.xyz = ret_1;\n  ret = tmpvar_4.xyz;\n }","comp":" shader_body { \n  float ang2_1;\n  ang2_1 = ((ang * 0.1591549) + q9);\n  float tmpvar_2;\n  tmpvar_2 = (3.0 + floor((rand_preset.z * 2.95)));\n  ang2_1 = (fract((ang2_1 * tmpvar_2)) / tmpvar_2);\n  ang2_1 = (abs((ang2_1 - \n    (0.5 / tmpvar_2)\n  )) * 6.283185);\n  vec2 tmpvar_3;\n  tmpvar_3.x = cos(ang2_1);\n  tmpvar_3.y = sin(ang2_1);\n  vec4 tmpvar_4;\n  tmpvar_4.w = 1.0;\n  tmpvar_4.xyz = (texture (sampler_main, (0.5 + (\n    ((0.4 * (rad * sqrt(\n      dot (texsize.xy, texsize.xy)\n    ))) * tmpvar_3)\n   * texsize.zw))).xyz * 1.2);\n  ret = tmpvar_4.xyz;\n }"}