{"baseVals":{"rating":0,"gammaadj":1.94,"decay":0.9,"echo_zoom":1.001,"echo_alpha":0.5,"echo_orient":1,"wave_dots":1,"modwavealphabyvolume":1,"wave_brighten":0,"wave_a":33.469,"wave_scale":6.165,"wave_smoothing":0.18,"wave_mystery":-1,"modwavealphastart":0,"modwavealphaend":0.75,"warpscale":1.331,"fshader":1,"zoom":0.99951,"warp":0.01,"wave_r":0.6,"wave_b":0.8,"ob_size":0.5,"ob_r":0.01,"ib_size":0.26,"ib_r":1,"ib_g":1,"ib_b":1,"mv_x":19.2,"mv_y":14.4,"mv_l":3,"mv_r":0.6,"mv_g":0,"mv_a":0.15},"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":"","frame_eqs_str":"a.warp=0;a.decay=.92;a.wave_r=.9;a.wave_b=0;a.wave_g=.9;","pixel_eqs_str":"a.zoom-=.55+.1*Math.sin(a.time);a.zoom+=Math.abs(Math.sin(a.rad*a.rad*a.rad*a.bass*8+5*a.time));a.zoom=sqrt(pow(a.zoom,.3*bitand(0,1.4*a.rad)));","warp":" shader_body { \n  vec4 tmpvar_1;\n  tmpvar_1.w = 1.0;\n  float tmpvar_2;\n  tmpvar_2 = dot (texsize.zw, texsize.zw);\n  vec2 tmpvar_3;\n  tmpvar_3 = (uv - 0.5);\n  tmpvar_1.xyz = ((max (\n    max (texture (sampler_main, uv).xyz, texture (sampler_main, ((tmpvar_3 * (1.0 - \n      (8.0 * sqrt(tmpvar_2))\n    )) + 0.5)).xyz)\n  , texture (sampler_main, \n    ((tmpvar_3 * (1.0 + (8.0 * \n      sqrt(tmpvar_2)\n    ))) + 0.5)\n  ).xyz) - 0.03) * 0.98);\n  ret = tmpvar_1.xyz;\n }","comp":" shader_body { \n  vec3 ret_1;\n  vec2 tmpvar_2;\n  tmpvar_2 = (texsize.zw * 8.0);\n  vec2 tmpvar_3;\n  tmpvar_3.x = (((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)).y;\n  tmpvar_3.y = (((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)).y;\n  vec2 tmpvar_4;\n  tmpvar_4 = (uv + (tmpvar_3 * 0.55));\n  vec3 tmpvar_5;\n  tmpvar_5 = mix (ret_1, (1.0 - ret_1), ((0.7 * \n    ((texture (sampler_blur1, tmpvar_4).xyz * scale1) + bias1)\n  ) + (0.2 * texture (sampler_main, uv).xyz)));\n  vec3 tmpvar_6;\n  tmpvar_6 = mix (tmpvar_5, ((\n    (tmpvar_5 - (0.1 * ((texture (sampler_blur3, tmpvar_4).xyz * scale3) + bias3)))\n   + \n    (0.1 * ((texture (sampler_blur1, (\n      (tmpvar_4 * 1.25)\n     - 0.125)).xyz * scale1) + bias1))\n  ) + (0.42 * texture (sampler_main, tmpvar_4).xyz)), vec3(0.25, 0.25, 0.25));\n  vec3 x_7;\n  x_7 = (tmpvar_6 - 0.5);\n  ret_1 = (tmpvar_6 * clamp ((\n    sqrt(dot (x_7, x_7))\n   * 5.0), 0.0, 1.0));\n  ret_1 = (vec3(dot (ret_1, vec3(0.32, 0.49, 0.29))) + 1.25);\n  ret_1 = (ret_1 * (ret_1 * 0.45));\n  ret_1 = (ret_1 * mix (ret_1, (\n    (1.3 * ret_1)\n   * \n    ((((texture (sampler_blur3, uv).xyz * scale3) + bias3) - ((texture (sampler_blur1, uv).xyz * scale1) + bias1)) - (0.25 * ((texture (sampler_blur2, tmpvar_4).xyz * scale2) + bias2)))\n  ), pow (hue_shader.zxy, \n    (1.0 - ret_1)\n  )));\n  ret_1 = (ret_1 + 0.05);\n  ret_1 = (ret_1 * (1.1 * ret_1));\n  ret_1 = (ret_1 * ((hue_shader * 4.0) - 2.75));\n  ret_1 = (ret_1 * (3.5 - (0.5 * \n    clamp (ret_1, 0.0, 1.0)\n  )));\n  vec4 tmpvar_8;\n  tmpvar_8.w = 1.0;\n  tmpvar_8.xyz = ret_1;\n  ret = tmpvar_8.xyz;\n }"}