{"baseVals":{"rating":3,"decay":0.973,"echo_zoom":1.047,"wave_mode":7,"additivewave":1,"wave_thick":1,"wave_brighten":0,"darken":1,"wave_a":1,"wave_scale":0.439,"wave_smoothing":0.5,"modwavealphastart":0.5,"modwavealphaend":1,"warpscale":1.331,"zoom":0.99951,"warp":0.01,"wave_y":0.976,"ob_size":0.5,"ob_r":0.01,"ib_size":0.26,"mv_x":0,"mv_y":0,"mv_l":1,"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":"","frame_eqs_str":"a.wave_g=.45+.3*Math.sin(1.33*a.time)+.25*Math.sin(a.treb);a.wave_b=.45+.3*Math.sin(1.13*a.time)+.0825*(a.bass+a.treb+a.mid);a.wave_r=.45+.3*Math.sin(1.23*a.time)+.25*Math.sin(a.bass);","pixel_eqs_str":"a.dy=.00001<Math.abs(above(a.y,.5))?div(Math.sin(.5-a.y),10):div(log10(div(1,a.y)),35);","warp":" shader_body { \n  vec2 v_1;\n  vec3 ret_2;\n  v_1 = (normalize((uv - 0.5)) * texsize.zw);\n  ret_2 = (0.2 * ((\n    ((texture (sampler_main, uv).xyz + texture (sampler_main, (uv - (v_1 * 2.5))).xyz) + texture (sampler_main, (uv - (v_1 * 5.5))).xyz)\n   + texture (sampler_main, \n    (uv - (v_1 * 9.0))\n  ).xyz) + texture (sampler_main, (uv - \n    (v_1 * 13.0)\n  )).xyz));\n  ret_2 = ((ret_2 - 0.01) * 0.975);\n  vec4 tmpvar_3;\n  tmpvar_3.w = 1.0;\n  tmpvar_3.xyz = ret_2;\n  ret = tmpvar_3.xyz;\n }","comp":" shader_body { \n  vec2 uv_1;\n  vec3 ret_2;\n  uv_1 = (uv * 2.0);\n  vec2 tmpvar_3;\n  tmpvar_3 = floor((fract(\n    (uv_1 * 0.5)\n  ) * 2.0));\n  uv_1 = ((fract(uv_1) * (1.0 - tmpvar_3)) + (tmpvar_3 * fract(\n    (1.0 - uv_1)\n  )));\n  vec2 tmpvar_4;\n  tmpvar_4.x = rad;\n  tmpvar_4.y = uv_1.y;\n  uv_1 = tmpvar_4;\n  vec2 tmpvar_5;\n  tmpvar_5 = (((tmpvar_4.yx - 0.5) * vec2(-1.0, 1.0)) + 0.5);\n  ret_2 = (texture (sampler_main, tmpvar_4).xyz * clamp ((\n    (((texture (sampler_blur2, tmpvar_4).xyz * scale2) + bias2) * 2.8)\n   - 0.13), 0.0, 1.0));\n  vec3 tmpvar_6;\n  tmpvar_6 = abs(((0.1 + ret_2) - (0.1 + \n    (texture (sampler_main, tmpvar_5).xyz * clamp (((\n      ((texture (sampler_blur2, tmpvar_5).xyz * scale2) + bias2)\n     * 2.8) - 0.13), 0.0, 1.0))\n  )));\n  ret_2 = (tmpvar_6 * tmpvar_6);\n  ret_2 = (ret_2 * vec3(0.9, 1.6, 2.3));\n  ret_2 = (ret_2 * (4.0 + bass_att));\n  vec3 tmpvar_7;\n  tmpvar_7 = pow (ret_2, (1.0 - ret_2));\n  ret_2 = tmpvar_7;\n  vec4 tmpvar_8;\n  tmpvar_8.w = 1.0;\n  tmpvar_8.xyz = tmpvar_7;\n  ret = tmpvar_8.xyz;\n }"}