{"baseVals":{"rating":5,"gammaadj":1.9,"echo_zoom":1.16936,"wave_mode":2,"modwavealphabyvolume":1,"darken_center":1,"wave_a":0.220342,"wave_scale":1.141157,"wave_smoothing":0.522,"wave_mystery":0.4,"modwavealphastart":0.83,"modwavealphaend":1.31,"warpscale":3.138,"zoom":1.023,"warp":0.000536,"wave_r":0.1,"wave_g":0.1,"wave_b":0.1,"mv_a":0},"shapes":[{"baseVals":{"enabled":1,"sides":34,"rad":0.360955,"r":0,"g2":0,"border_r":0,"border_g":0,"border_b":0},"init_eqs_str":"","frame_eqs_str":""},{"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.dx_residual=0;a.dy_residual=0;a.bass_thresh=0;","frame_eqs_str":"a.wave_r+=1.5*Math.sin(a.bass_att);a.wave_b=a.wave_r+1.5*Math.sin(a.mid_att);a.wave_g=a.wave_r+1.5*Math.sin(a.treb_att);a.wave_a+=a.mid_att+a.bass_att;a.rot+=.01*(.6*Math.sin(.381*a.time)+.4*Math.sin(.579*a.time));a.cx+=.21*(.6*Math.sin(.374*a.time)+.4*Math.sin(.294*a.time));a.cy+=.21*(.6*Math.sin(.393*a.time)+.4*Math.sin(.223*a.time));a.dx+=.003*(.6*Math.sin(.234*a.time)+.4*Math.sin(.277*a.time));a.dy+=.003*(.6*Math.sin(.284*a.time)+.4*Math.sin(.247*a.time));a.decay-=.01*equal(mod(a.frame,\n6),0);a.dx+=a.dx_residual;a.dy+=a.dy_residual;a.bass_thresh=2*above(a.bass_att,a.bass_thresh)+(1-above(a.bass_att,a.bass_thresh))*(.96*(a.bass_thresh-1.3)+1.3);a.dx_residual=.016*equal(a.bass_thresh,2.13)*Math.sin(7*a.time)+(1-equal(a.bass_thresh,2.13))*a.dx_residual;a.dy_residual=.012*equal(a.bass_thresh,2.13)*Math.sin(9*a.time)+(1-equal(a.bass_thresh,2.13))*a.dy_residual;a.wave_x-=7*a.dx_residual;a.wave_y-=7*a.dy_residual;a.wave_mystery=.03*a.time;","pixel_eqs_str":"","pixel_eqs":"","warp":" shader_body { \n  vec3 ret_1;\n  vec2 tmpvar_2;\n  tmpvar_2 = (uv - 0.5);\n  ret_1.x = texture (sampler_main, (tmpvar_2 + 0.5)).x;\n  ret_1.y = texture (sampler_main, ((tmpvar_2 * 0.97) + 0.5)).y;\n  ret_1.z = texture (sampler_main, ((tmpvar_2 * 0.93) + 0.5)).z;\n  ret_1 = (ret_1 + ((\n    (texture (sampler_noise_lq, (((uv_orig * texsize.xy) * texsize_noise_lq.zw) + rand_frame.xy)).xyz - 0.5)\n   / 256.0) * 3.0));\n  ret_1 = (ret_1 - 0.004);\n  vec4 tmpvar_3;\n  tmpvar_3.w = 1.0;\n  tmpvar_3.xyz = ret_1;\n  ret = tmpvar_3.xyz;\n }","comp":" shader_body { \n  vec2 uv_1;\n  vec3 ret_2;\n  uv_1 = (0.05 + (0.9 * uv));\n  ret_2 = (abs((\n    ((texture (sampler_blur1, uv_1).xyz * scale1) + bias1)\n   - texture (sampler_main, uv_1).xyz)) * 6.0);\n  ret_2 = (ret_2 * 1.333);\n  vec4 tmpvar_3;\n  tmpvar_3.w = 1.0;\n  tmpvar_3.xyz = ret_2;\n  ret = tmpvar_3.xyz;\n }"}