{"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  vec2 my_uv_1;\n  vec3 ret_2;\n  vec3 tmpvar_3;\n  tmpvar_3 = ((640.0 * texsize.z) * ((2.0 * \n    ((texture (sampler_blur2, (uv + vec2(0.01, 0.0))).xyz * scale2) + bias2)\n  ) - (2.0 * \n    ((texture (sampler_blur2, (uv - vec2(0.01, 0.0))).xyz * scale2) + bias2)\n  )));\n  vec3 tmpvar_4;\n  tmpvar_4 = ((512.0 * texsize.w) * ((2.0 * \n    ((texture (sampler_blur2, (uv + vec2(0.0, 0.01))).xyz * scale2) + bias2)\n  ) - (2.0 * \n    ((texture (sampler_blur2, (uv - vec2(0.0, 0.01))).xyz * scale2) + bias2)\n  )));\n  vec2 tmpvar_5;\n  tmpvar_5.x = tmpvar_3.y;\n  tmpvar_5.y = tmpvar_4.y;\n  vec2 tmpvar_6;\n  tmpvar_6.x = tmpvar_3.x;\n  tmpvar_6.y = tmpvar_4.x;\n  vec2 tmpvar_7;\n  tmpvar_7.x = tmpvar_4.y;\n  tmpvar_7.y = -(tmpvar_3.y);\n  vec2 tmpvar_8;\n  tmpvar_8 = (uv - ((\n    ((tmpvar_5 * 0.3) + (tmpvar_6 * 0.1))\n   + \n    (tmpvar_7 * 0.01)\n  ) * 0.01));\n  ret_2.x = texture (sampler_fw_main, (tmpvar_8 - floor(tmpvar_8))).x;\n  ret_2.x = (ret_2.x + ((\n    (2.0 * ret_2.x)\n   - \n    (2.0 * ((texture (sampler_blur1, tmpvar_8).xyz * scale1) + bias1).x)\n  ) * 0.25));\n  vec2 tmpvar_9;\n  tmpvar_9.x = tmpvar_3.y;\n  tmpvar_9.y = tmpvar_4.y;\n  vec2 tmpvar_10;\n  tmpvar_10.x = tmpvar_4.x;\n  tmpvar_10.y = -(tmpvar_3.y);\n  my_uv_1 = ((uv - (tmpvar_9 * 0.01)) + (tmpvar_10 * 0.001));\n  ret_2.y = texture (sampler_fw_main, (my_uv_1 - floor(my_uv_1))).y;\n  ret_2.y = (ret_2.y + ((\n    ((2.0 * ret_2.y) - (2.0 * ((texture (sampler_blur3, my_uv_1).xyz * scale3) + bias3).y))\n   * 0.025) + 0.01));\n  vec4 tmpvar_11;\n  tmpvar_11.w = 1.0;\n  tmpvar_11.xyz = ret_2;\n  ret = tmpvar_11.xyz;\n }","comp":"vec2 xlat_mutablefactorA;\n shader_body { \n  vec2 uv_1;\n  vec2 dz_2;\n  vec3 dy_3;\n  vec3 dx_4;\n  vec2 d_5;\n  vec3 ret_6;\n  xlat_mutablefactorA = (uv - vec2(0.5, 0.5));\n  vec2 tmpvar_7;\n  tmpvar_7.x = -((xlat_mutablefactorA.y * -1024.0));\n  tmpvar_7.y = (xlat_mutablefactorA.x * -1024.0);\n  vec2 tmpvar_8;\n  tmpvar_8.x = tmpvar_7.x;\n  tmpvar_8.y = -(tmpvar_7.y);\n  uv_1 = (vec2(-100.0, 100.0) * (tmpvar_8 / (\n    (tmpvar_7.x * tmpvar_7.x)\n   + \n    (tmpvar_7.y * tmpvar_7.y)\n  )).yx);\n  uv_1 = (0.5 + ((\n    (1.0 - abs(((\n      fract((mix ((0.5 + \n        (((0.5 + (\n          (uv - 0.5)\n         * vec2(1.1, 0.81))) - 0.5) * 2.0)\n      ), (uv_1 + 0.5), vec2(0.5, 0.5)) * 0.5))\n     * 2.0) - 1.0)))\n   - 0.5) * 0.98));\n  vec2 tmpvar_9;\n  vec2 tmpvar_10;\n  tmpvar_10 = (vec2(1.0, 0.0) * texsize.zw);\n  tmpvar_9.x = (texture (sampler_main, (uv_1 + tmpvar_10)).xyz - texture (sampler_main, (uv_1 - tmpvar_10)).xyz).y;\n  vec2 tmpvar_11;\n  tmpvar_11 = (vec2(0.0, 1.0) * texsize.zw);\n  tmpvar_9.y = (texture (sampler_main, (uv_1 + tmpvar_11)).xyz - texture (sampler_main, (uv_1 - tmpvar_11)).xyz).y;\n  d_5 = (texsize.zw * 2.0);\n  dx_4 = (((2.0 * \n    ((texture (sampler_blur1, (uv_1 + (vec2(1.0, 0.0) * d_5))).xyz * scale1) + bias1)\n  ) - (2.0 * \n    ((texture (sampler_blur1, (uv_1 - (vec2(1.0, 0.0) * d_5))).xyz * scale1) + bias1)\n  )) * 0.5);\n  dy_3 = (((2.0 * \n    ((texture (sampler_blur1, (uv_1 + (vec2(0.0, 1.0) * d_5))).xyz * scale1) + bias1)\n  ) - (2.0 * \n    ((texture (sampler_blur1, (uv_1 - (vec2(0.0, 1.0) * d_5))).xyz * scale1) + bias1)\n  )) * 0.5);\n  vec2 tmpvar_12;\n  tmpvar_12.x = dx_4.y;\n  tmpvar_12.y = dy_3.y;\n  dz_2 = ((tmpvar_9 * 3.0) + tmpvar_12);\n  ret_6 = (vec3(((\n    pow ((sqrt(dot (dz_2, dz_2)) * 0.8), 0.7)\n   + \n    (((texture (sampler_blur2, uv_1).xyz * scale2) + bias2).y * 0.4)\n  ) - 0.1)) * vec3(0.3, 0.5, 0.7));\n  vec2 tmpvar_13;\n  tmpvar_13.x = dx_4.x;\n  tmpvar_13.y = dy_3.x;\n  vec3 tmpvar_14;\n  tmpvar_14 = mix (mix (ret_6, vec3(0.2, 0.1, 0.0), vec3((texture (sampler_main, \n    (uv_1 + ((tmpvar_13 * texsize.zw) * 18.0))\n  ).x * 6.0))), vec3(1.0, 1.0, 1.0), texture (sampler_main, uv_1).zzz);\n  ret_6 = tmpvar_14;\n  vec4 tmpvar_15;\n  tmpvar_15.w = 1.0;\n  tmpvar_15.xyz = tmpvar_14;\n  ret = tmpvar_15.xyz;\n }"}