{"baseVals":{"rating":3,"gammaadj":1.3,"decay":1,"echo_zoom":1.75,"echo_alpha":0.15,"echo_orient":3,"wave_mode":1,"wave_dots":1,"darken":1,"wave_scale":0.5,"wave_smoothing":0.9,"warp":0.01,"mv_l":5},"shapes":[{"baseVals":{"enabled":1,"sides":100,"border_a":0},"init_eqs_str":"a.q1=0;","frame_eqs_str":"a.r+=Math.sin(.339*a.time);a.g+=Math.sin(.369*a.time);a.b+=Math.sin(.399*a.time);a.r2+=Math.sin(.113*a.time);a.g2+=Math.sin(.123*a.time);a.b2+=Math.sin(.133*a.time);a.rad=div(a.q1,3);"},{"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+1.2*a.bass+.4*a.bass_att+.1*a.treb+.1*a.treb_att+.1*a.mid+.1*a.mid_att,6);a.mv_a=a.q1;a.mv_x+=Math.sin(a.time);a.mv_y+=Math.cos(a.time);a.mv_dx+=1.25*Math.sin(8*a.fps);a.mv_dy+=1.35*Math.sin(8*a.fps);a.mv_r+=Math.sin(.565*a.time);a.mv_g+=Math.sin(.615*a.time);a.mv_b+=Math.sin(.665*a.time);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);","pixel_eqs_str":"a.zoom+=.0125*a.q1;a.rot+=.025*Math.sin(10*a.fps)*a.q1;a.warp=0;","warp":" shader_body { \n  vec3 ret_1;\n  vec2 tmpvar_2;\n  tmpvar_2.x = ((640.0 * texsize.z) * ((2.0 * \n    ((texture (sampler_blur2, (uv + vec2(0.02, 0.0))).xyz * scale2) + bias2)\n  ) - (2.0 * \n    ((texture (sampler_blur2, (uv - vec2(0.02, 0.0))).xyz * scale2) + bias2)\n  )).y);\n  tmpvar_2.y = ((512.0 * texsize.w) * ((2.0 * \n    ((texture (sampler_blur2, (uv + vec2(0.0, 0.02))).xyz * scale2) + bias2)\n  ) - (2.0 * \n    ((texture (sampler_blur2, (uv - vec2(0.0, 0.02))).xyz * scale2) + bias2)\n  )).y);\n  ret_1.y = texture (sampler_pc_main, (uv - (tmpvar_2 * 0.004))).y;\n  ret_1.y = (ret_1.y + ((\n    (((2.0 * ret_1.y) - (2.0 * (\n      (texture (sampler_blur1, uv).xyz * scale1)\n     + bias1).y)) - 0.1)\n   * 0.05) + 0.02));\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 dz_1;\n  vec3 dy_2;\n  vec3 dx_3;\n  vec2 d_4;\n  vec3 ret_5;\n  vec2 tmpvar_6;\n  vec2 tmpvar_7;\n  tmpvar_7 = (vec2(1.0, 0.0) * texsize.zw);\n  tmpvar_6.x = (texture (sampler_main, (uv + tmpvar_7)).xyz - texture (sampler_main, (uv - tmpvar_7)).xyz).y;\n  vec2 tmpvar_8;\n  tmpvar_8 = (vec2(0.0, 1.0) * texsize.zw);\n  tmpvar_6.y = (texture (sampler_main, (uv + tmpvar_8)).xyz - texture (sampler_main, (uv - tmpvar_8)).xyz).y;\n  d_4 = (texsize.zw * 2.0);\n  dx_3 = (((texture (sampler_blur1, \n    (uv + (vec2(1.0, 0.0) * d_4))\n  ).xyz * scale1) + bias1) - ((texture (sampler_blur1, \n    (uv - (vec2(1.0, 0.0) * d_4))\n  ).xyz * scale1) + bias1));\n  dy_2 = (((texture (sampler_blur1, \n    (uv + (vec2(0.0, 1.0) * d_4))\n  ).xyz * scale1) + bias1) - ((texture (sampler_blur1, \n    (uv - (vec2(0.0, 1.0) * d_4))\n  ).xyz * scale1) + bias1));\n  vec2 tmpvar_9;\n  tmpvar_9.x = dx_3.y;\n  tmpvar_9.y = dy_2.y;\n  dz_1 = ((tmpvar_6 * 3.0) + tmpvar_9);\n  ret_5 = (vec3(((\n    pow ((sqrt(dot (dz_1, dz_1)) * 0.8), 0.7)\n   * 2.0) + (\n    ((texture (sampler_blur1, uv).xyz * scale1) + bias1)\n  .y * 2.0))) * vec3(0.2, 0.3, 0.6));\n  vec2 tmpvar_10;\n  tmpvar_10.x = q19;\n  tmpvar_10.y = q20;\n  vec2 tmpvar_11;\n  tmpvar_11 = fract(((0.5 + \n    (uv - 0.5)\n  ) + (tmpvar_10 * vec2(-1.0, 1.0))));\n  vec2 tmpvar_12;\n  tmpvar_12.x = dx_3.y;\n  tmpvar_12.y = dy_2.y;\n  vec3 tmpvar_13;\n  tmpvar_13 = ((mix (ret_5, vec3(3.0, 2.0, 1.0), \n    ((texture (sampler_blur3, (tmpvar_11 - tmpvar_12)).xyz * scale3) + bias3)\n  .xxx) * (vec3(1.0, 1.0, 1.0) - \n    ((texture (sampler_blur2, (tmpvar_11 - dz_1)).xyz * scale2) + bias2)\n  .xxx)) * (vec3(1.0, 1.0, 1.0) - vec3((1.5 * texture (sampler_main, tmpvar_11).x))));\n  ret_5 = tmpvar_13;\n  vec4 tmpvar_14;\n  tmpvar_14.w = 1.0;\n  tmpvar_14.xyz = tmpvar_13;\n  ret = tmpvar_14.xyz;\n }"}