{"baseVals":{"rating":3,"echo_zoom":1,"wave_mode":1,"wave_thick":1,"wrap":0,"invert":1,"wave_scale":0.5,"wave_smoothing":0.45,"warpanimspeed":2.217,"warpscale":100,"zoomexp":100,"zoom":1.01,"warp":1.25946,"wave_r":0,"wave_g":0,"wave_b":0,"ob_r":1,"ob_g":1,"ob_b":1,"ob_a":1,"ib_r":1,"ib_g":1,"ib_b":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":"a.q1=0;","frame_eqs_str":"a.q1=.0003*pow(1.2+1*a.bass+.4*a.bass_att+.1*a.treb+.1*a.treb_att+.1*a.mid+.1*a.mid_att,6);a.monitor=a.q1;a.wave_r+=.5*Math.sin(1.13*a.time);a.wave_g+=.5*Math.sin(1.23*a.time);a.wave_b+=.5*Math.sin(1.33*a.time);a.ob_r+=Math.sin(2.26*a.time);a.ob_g+=Math.sin(2.46*a.time);a.ob_b+=Math.sin(2.66*a.time);","pixel_eqs_str":"a.zoom+=.125*Math.sin(a.q1);a.rot+=div(.25*Math.sin(100*a.fps)*a.q1,2);a.zoom-=.05*Math.sin(a.rad);a.rot+=.05*Math.sin(5*a.fps);","warp":" shader_body { \n  vec3 ret_1;\n  vec2 tmpvar_2;\n  tmpvar_2 = fract(uv);\n  vec2 tmpvar_3;\n  tmpvar_3 = (((uv_orig * texsize.xy) * texsize_noise_lq.zw) + rand_frame.xy);\n  vec2 tmpvar_4;\n  tmpvar_4 = (texsize.zw * 12.0);\n  vec3 tmpvar_5;\n  tmpvar_5 = (((2.0 * \n    ((texture (sampler_blur3, (uv_orig + (vec2(1.0, 0.0) * tmpvar_4))).xyz * scale3) + bias3)\n  ) - (2.0 * \n    ((texture (sampler_blur3, (uv_orig - (vec2(1.0, 0.0) * tmpvar_4))).xyz * scale3) + bias3)\n  )) * 0.5);\n  vec3 tmpvar_6;\n  tmpvar_6 = (((2.0 * \n    ((texture (sampler_blur3, (uv_orig + (vec2(0.0, 1.0) * tmpvar_4))).xyz * scale3) + bias3)\n  ) - (2.0 * \n    ((texture (sampler_blur3, (uv_orig - (vec2(0.0, 1.0) * tmpvar_4))).xyz * scale3) + bias3)\n  )) * 0.5);\n  ret_1.x = ((texture (sampler_fc_main, tmpvar_2).x - (\n    (((texture (sampler_blur3, tmpvar_2).xyz * scale3) + bias3) - texture (sampler_fc_main, tmpvar_2).xyz)\n  .x * 0.1)) - 0.035);\n  vec2 tmpvar_7;\n  tmpvar_7.x = tmpvar_5.x;\n  tmpvar_7.y = tmpvar_6.x;\n  vec2 tmpvar_8;\n  tmpvar_8.x = tmpvar_5.y;\n  tmpvar_8.y = tmpvar_6.y;\n  ret_1.y = (((texture (sampler_fc_main, \n    (((uv_orig + (\n      ((texture (sampler_noise_lq, tmpvar_3).xy - 0.5) * texsize.zw)\n     * 4.0)) - ((tmpvar_7 * texsize.zw) * 4.0)) + ((tmpvar_8 * texsize.zw) * 8.0))\n  ).y + \n    ((texture (sampler_noise_lq, tmpvar_3).xyz - 0.5) * 0.1)\n  ) - 0.012) + (texture (sampler_pc_main, uv_orig).z * 0.2)).x;\n  vec2 tmpvar_9;\n  tmpvar_9.x = tmpvar_6.x;\n  tmpvar_9.y = -(tmpvar_5.x);\n  vec2 tmpvar_10;\n  tmpvar_10 = ((uv_orig + (\n    ((texture (sampler_noise_lq, tmpvar_3).xy - 0.5) * texsize.zw)\n   * 2.0)) + ((tmpvar_9 * texsize.zw) * 64.0));\n  ret_1.z = (((\n    (texture (sampler_fc_main, tmpvar_10).z + ((texture (sampler_fc_main, tmpvar_10).z - (\n      (texture (sampler_blur2, tmpvar_10).xyz * scale2)\n     + bias2).z) * 0.2))\n   + \n    (texture (sampler_noise_lq, tmpvar_3).xyz * 0.1)\n  ) - (\n    (texture (sampler_blur3, uv_orig).xyz * scale3)\n   + bias3).x) - (clamp (\n    (1.0 - ((texture (sampler_blur2, uv_orig).xyz * scale2) + bias2).x)\n  , 0.0, 1.0) * 0.04)).x;\n  vec4 tmpvar_11;\n  tmpvar_11.w = 1.0;\n  tmpvar_11.xyz = ret_1;\n  ret = tmpvar_11.xyz;\n }","comp":"vec2 xlat_mutabled;\nvec3 xlat_mutabledx;\nvec3 xlat_mutabledy;\n shader_body { \n  vec3 ret_1;\n  xlat_mutabled = (texsize.zw * 1.5);\n  xlat_mutabledx = (texture (sampler_main, (uv_orig + (vec2(1.0, 0.0) * xlat_mutabled))).xyz - texture (sampler_main, (uv_orig - (vec2(1.0, 0.0) * xlat_mutabled))).xyz);\n  xlat_mutabledy = (texture (sampler_main, (uv_orig + (vec2(0.0, 1.0) * xlat_mutabled))).xyz - texture (sampler_main, (uv_orig - (vec2(0.0, 1.0) * xlat_mutabled))).xyz);\n  vec2 tmpvar_2;\n  tmpvar_2.x = xlat_mutabledx.y;\n  tmpvar_2.y = xlat_mutabledy.y;\n  vec2 x_3;\n  x_3 = (tmpvar_2 * 8.0);\n  ret_1 = (((texture (sampler_main, uv).x * \n    (1.0 - sqrt(dot (x_3, x_3)))\n  ) * pow (hue_shader, vec3(6.0, 6.0, 6.0))) * 1.4);\n  vec2 tmpvar_4;\n  tmpvar_4.x = xlat_mutabledx.z;\n  tmpvar_4.y = xlat_mutabledy.z;\n  vec2 x_5;\n  x_5 = (tmpvar_4 * 4.0);\n  vec3 tmpvar_6;\n  tmpvar_6 = mix (ret_1, vec3(1.0, 1.0, 1.0), vec3(sqrt(dot (x_5, x_5))));\n  ret_1 = tmpvar_6;\n  vec4 tmpvar_7;\n  tmpvar_7.w = 1.0;\n  tmpvar_7.xyz = tmpvar_6;\n  ret = tmpvar_7.xyz;\n }"}