{"baseVals":{"rating":3,"decay":0.92,"echo_zoom":1.007,"echo_alpha":0.5,"echo_orient":2,"wave_dots":1,"wave_thick":1,"brighten":1,"darken":1,"wave_a":3.931,"wave_scale":1.566,"wave_smoothing":0,"wave_mystery":0.54,"warpanimspeed":0.905,"warpscale":1.817,"zoom":0.9803,"rot":0.08,"warp":0.19986,"ob_a":0.5,"ib_size":0.18,"ib_r":0.3,"ib_g":0.3,"ib_b":0.3,"ib_a":0.1,"mv_a":0,"b1ed":0},"shapes":[{"baseVals":{"enabled":1,"sides":100,"textured":1,"rad":0.7843,"ang":0.25133,"tex_zoom":0.9999,"g":1,"b":1,"r2":1,"b2":1,"a2":1,"border_b":0,"border_a":0},"init_eqs_str":"","frame_eqs_str":"a.ang=3.14+1.57*Math.sin(a.time)*Math.sin(a.time);a.rad=.5+.15*a.bass_att;"},{"baseVals":{"enabled":1,"sides":100,"rad":0.17987,"r":0,"g2":0,"border_a":0},"init_eqs_str":"","frame_eqs_str":""},{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}}],"waves":[{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}}],"init_eqs_str":"a.vol=0;a.q11=0;a.q12=0;a.q29=0;a.q30=0;","frame_eqs_str":"a.wave_r=.5+.5*Math.sin(1.12*a.time);a.wave_g=.5+.5*Math.sin(1.22*a.time);a.wave_b=.25*Math.sin(1.32*a.time);a.ib_r=a.wave_b;a.ib_g=a.wave_r;a.ib_b=a.wave_g;a.rot=.1*Math.sin(a.treb)*Math.sin(a.treb);a.vol=a.bass+a.treb+a.mid;a.q11=-2+.5*Math.sin(a.time)+a.vol;a.q12=-2+.5*Math.sin(a.time)+a.vol;a.q29=1*a.vol;a.q30=1.5*a.vol;","pixel_eqs_str":"","pixel_eqs":"","warp":" shader_body { \n  vec3 rsamp_1;\n  vec3 ret_2;\n  vec4 tmpvar_3;\n  tmpvar_3 = texture (sampler_noise_lq, (((uv * texsize.xy) * texsize_noise_lq.zw) + rand_frame.xy));\n  vec4 tmpvar_4;\n  tmpvar_4 = texture (sampler_pw_main, uv);\n  ret_2 = tmpvar_4.xyz;\n  vec4 tmpvar_5;\n  tmpvar_5 = texture (sampler_pw_main, (uv + ((\n    (tmpvar_3.xy - 0.5)\n   * 12.0) * texsize.zw)));\n  vec3 tmpvar_6;\n  tmpvar_6 = tmpvar_5.xyz;\n  rsamp_1 = tmpvar_6;\n  float tmpvar_7;\n  vec2 x_8;\n  x_8 = (tmpvar_4.xy - uv);\n  tmpvar_7 = sqrt(dot (x_8, x_8));\n  float tmpvar_9;\n  vec2 x_10;\n  x_10 = (tmpvar_5.xy - uv);\n  tmpvar_9 = sqrt(dot (x_10, x_10));\n  if ((tmpvar_7 > tmpvar_9)) {\n    ret_2.xy = tmpvar_6.xy;\n  };\n  vec4 tmpvar_11;\n  tmpvar_11 = texture (sampler_pw_main, (uv + ((\n    (tmpvar_3.zw - 0.5)\n   * 48.0) * texsize.zw)));\n  rsamp_1 = tmpvar_11.xyz;\n  float tmpvar_12;\n  vec2 x_13;\n  x_13 = (ret_2.xy - uv);\n  tmpvar_12 = sqrt(dot (x_13, x_13));\n  float tmpvar_14;\n  vec2 x_15;\n  x_15 = (tmpvar_11.xy - uv);\n  tmpvar_14 = sqrt(dot (x_15, x_15));\n  if ((tmpvar_12 > tmpvar_14)) {\n    ret_2.xy = rsamp_1.xy;\n  };\n  ret_2.z = texture (sampler_fw_main, ret_2.xy).z;\n  ret_2.z = (ret_2.z + (q29 * 0.005));\n  if ((((ret_2.z + ret_2.y) + ret_2.x) < 0.9)) {\n    ret_2 = (ret_2 * 0.1);\n  };\n  vec4 tmpvar_16;\n  tmpvar_16.w = 1.0;\n  tmpvar_16.xyz = ret_2;\n  ret = tmpvar_16.xyz;\n }","comp":" shader_body { \n  vec3 plastic_1;\n  vec2 tmpvar_2;\n  tmpvar_2 = (texsize.zw * 8.0);\n  vec3 tmpvar_3;\n  tmpvar_3 = (((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));\n  vec3 tmpvar_4;\n  tmpvar_4 = (((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));\n  vec2 tmpvar_5;\n  tmpvar_5.x = q11;\n  tmpvar_5.y = q12;\n  vec2 tmpvar_6;\n  tmpvar_6.x = tmpvar_3.x;\n  tmpvar_6.y = tmpvar_4.x;\n  vec2 x_7;\n  x_7 = ((uv - (tmpvar_6 * 4.0)) - tmpvar_5);\n  plastic_1.x = (4.0 / (1.0 + (16.0 * \n    pow (sqrt(dot (x_7, x_7)), 0.5)\n  )));\n  vec2 tmpvar_8;\n  tmpvar_8.x = tmpvar_3.y;\n  tmpvar_8.y = tmpvar_4.y;\n  vec2 x_9;\n  x_9 = ((uv - (tmpvar_8 * 4.0)) - tmpvar_5);\n  plastic_1.y = (4.0 / (1.0 + (16.0 * \n    pow (sqrt(dot (x_9, x_9)), 0.5)\n  )));\n  vec2 tmpvar_10;\n  tmpvar_10.x = tmpvar_3.z;\n  tmpvar_10.y = tmpvar_4.z;\n  vec2 x_11;\n  x_11 = ((uv - (tmpvar_10 * 4.0)) - tmpvar_5);\n  plastic_1.z = (4.0 / (1.0 + (16.0 * \n    pow (sqrt(dot (x_11, x_11)), 0.5)\n  )));\n  vec4 tmpvar_12;\n  tmpvar_12.w = 1.0;\n  tmpvar_12.xyz = ((plastic_1 * texture (sampler_main, uv).xyz) * 1.5);\n  ret = tmpvar_12.xyz;\n }"}