{"baseVals":{"rating":4,"gammaadj":2.7,"wave_dots":1,"wave_a":8.2,"wave_scale":0.759,"wave_smoothing":0.54,"wave_mystery":0.08,"modwavealphastart":1.05,"modwavealphaend":1.65,"zoom":0.9999,"rot":0.1,"wave_r":0.7,"wave_g":0.65,"wave_b":0.7,"ob_size":0,"ob_a":0.5,"ib_size":0.005,"ib_r":0.5,"ib_g":0.5,"ib_b":0.5,"ib_a":0.3,"mv_x":31.2,"mv_y":2.28,"mv_l":2.5,"mv_b":0.8,"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.xpos=0;a.yamptarg=0;a.ydir=0;a.meanbass_att=0;a.q6=0;a.old_eff_size=0;a.q1=0;a.q5=0;a.lastbeat=0;a.beatrate=0;a.peakbass_att=0;a.xamptarg=0;a.xamp=0;a.xspeed=0;a.q4=0;a.eff_test=0;a.ypos=0;a.volume=0;a.beat=0;a.vol=0;a.q2=0;a.yamp=0;a.q3=0;a.eff_size=0;a.q7=0;a.xdir=0;a.q8=0;a.yspeed=0;a.eff_test=1;a.eff_size=400;","frame_eqs_str":"a.warp=0;a.vol=.167*(a.bass+a.mid);a.xamptarg=.00001<Math.abs(equal(mod(a.frame,15),0))?Math.min(.5*a.vol*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.xspeed=a.xspeed+a.xdir*a.xamp-a.xpos-.055*a.xspeed*below(Math.abs(a.xpos),a.xamp);a.xpos+=.001*a.xspeed;a.yamptarg=.00001<Math.abs(equal(mod(a.frame,15),0))?Math.min(.3*a.vol*\na.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.yspeed=a.yspeed+a.ydir*a.yamp-a.ypos-.055*a.yspeed*below(Math.abs(a.ypos),a.yamp);a.ypos+=.001*a.yspeed;a.ib_r+=2*Math.sin(4.132*a.time)*a.xpos;a.ib_b+=2*Math.sin(4.042*a.time)*a.ypos;a.ib_g+=.3*Math.sin(.631*a.time);a.ob_g=a.beat*a.treb*.5;a.ob_a=.5+.5*a.beat;a.ob_size+=.01*a.beat;a.mv_dx=.15*a.xpos;\na.mv_dy=.15*a.ypos;a.mv_l=.15;a.mv_r=1-a.ib_r;a.mv_b=1-a.ib_g;a.mv_g=1-a.ib_b;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))?a.bass_att:a.peakbass_att;a.beat=.00001<Math.abs(above(a.volume,.8))?.00001<Math.abs(below(a.peakbass_att-\na.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:a.bass_att;a.lastbeat=.00001<Math.abs(a.beat)?a.time:a.lastbeat;a.peakbass_att=Math.max(.00001<\nMath.abs(a.beat)?a.bass_att:a.peakbass_att,1.1*a.meanbass_att);a.eff_test=.00001<Math.abs(below(200*a.eff_size,500))?1:0;a.eff_size=.00001<Math.abs(a.beat)?2.5*a.eff_test+.0025*Math.floor(randint(500)):a.old_eff_size;a.old_eff_size=a.eff_size;a.q5=a.eff_size;a.mv_l=.00001<Math.abs(a.eff_test)?3*a.q5:a.mv_l;a.q6=3*a.xpos;a.q4=3*a.ypos;a.decay+=.00001<Math.abs(a.eff_test)?0:.04;a.wave_r=1-a.ib_g;a.wave_g=1-a.ib_b;a.wave_b=1-a.ib_b;","pixel_eqs_str":"a.q1=.4*a.rad;a.q2=.3*a.rad;a.q3=below(a.rad,.1*a.q5+.3);a.q7=.00001<Math.abs(a.q3)?0:10+Math.floor(1*a.rad);a.q8=.00001<Math.abs(a.q3)?0:10+Math.floor(1*a.rad);a.cx=.00001<Math.abs(a.q3)?.5:bitand(0,a.x*a.q7-a.q1)*div(1,a.q7)+.1*a.q1;a.cy=.00001<Math.abs(a.q3)?.5:bitand(0,a.y*a.q8-a.q2)*div(1,a.q8)+.1*a.q2;a.rot=.00001<Math.abs(a.q3)?2*a.q6*a.rad:.1*a.rad+.1*a.bass+0*a.cx*a.cy;a.zoom=.00001<Math.abs(a.q3)?.3+.1*a.q5+.5*a.q4:a.zoom;","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 * 0.9) + 0.5)).y;\n  ret_1.z = texture (sampler_main, ((tmpvar_2 * 1.15) + 0.5)).z;\n  ret_1 = (ret_1 * 0.75);\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 = (texture (sampler_main, uv_1).xyz * 4.0);\n  ret_2 = (ret_2 - ((\n    (texture (sampler_blur1, uv_1).xyz * scale1)\n   + bias1) * 4.0));\n  ret_2 = -(ret_2);\n  ret_2 = ((pow (ret_2, vec3(0.5, 0.5, 0.7)) - 0.1) * 1.1);\n  vec4 tmpvar_3;\n  tmpvar_3.w = 1.0;\n  tmpvar_3.xyz = ret_2;\n  ret = tmpvar_3.xyz;\n }"}