{"baseVals":{"rating":0,"gammaadj":1,"decay":1,"echo_zoom":0.999609,"wave_mode":7,"wave_a":0.001,"wave_scale":0.6401,"wave_smoothing":0.27,"warpanimspeed":0.01,"warpscale":1.793986,"zoomexp":1.01,"zoom":0.998531,"rot":0.002,"warp":1.599183,"wave_r":0.5,"wave_g":0.5,"wave_b":0.5,"wave_y":0.96,"ob_g":0.9,"ob_b":0.2,"ob_a":1,"ib_size":0,"ib_r":0.5,"ib_g":0.5,"ib_b":0.5,"ib_a":1,"mv_x":31.199999,"mv_y":2.280001,"mv_l":2.5,"mv_b":0.8,"mv_a":0},"shapes":[{"baseVals":{"enabled":1,"textured":1,"y":1.8},"init_eqs_str":"","frame_eqs_str":""},{"baseVals":{"enabled":1,"textured":1,"y":1.8},"init_eqs_str":"","frame_eqs_str":""},{"baseVals":{"enabled":1,"textured":1,"y":1.8},"init_eqs_str":"","frame_eqs_str":""},{"baseVals":{"enabled":0}}],"waves":[{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}}],"init_eqs_str":"a.oldq4=0;a.ratio=0;a.meanbass_att=0;a.q6=0;a.oldq2=0;a.q5=0;a.mybeat2=0;a.mybeat=0;a.oldq8=0;a.lastbeat=0;a.beatrate=0;a.peakbass_att=0;a.ry=0;a.q4=0;a.oldflag=0;a.oldq6=0;a.oldq7=0;a.rx=0;a.oldq3=0;a.oldq5=0;a.volume=0;a.beat=0;a.oldratio=0;a.q2=0;a.q3=0;a.q7=0;a.flag=0;a.q8=0;a.q8=0;","frame_eqs_str":"a.q8=a.oldq8+.001*div(pow(1.2*a.bass+.4*a.bass_att+.2*a.treb+.2*a.treb_att+.2*a.mid+.2*a.mid_att,6),a.fps)+div(.1,a.fps);a.oldq8=a.q8;a.ob_r=.3-.3*(.5*Math.sin(.3701*a.time)+.3*Math.cos(.438*a.q8));a.ob_g=.6-.4*Math.sin(.24*a.time);a.ob_b=.35-.3*Math.cos(.4816*a.time);a.warp=0;a.ib_size=.02;a.ib_r+=.5*Math.sin(.234*a.time);a.ib_g+=.5*Math.sin(.547*a.time);a.ib_b-=.5*Math.sin(1.431*a.time);a.cx+=.315*(.6*Math.sin(.23874*a.time)+.14*Math.sin(.194*a.time));a.cy+=.476*(.6*Math.sin(.1274*\na.time)+.1*Math.sin(.394*a.time));a.volume=.15*(a.bass_att+a.bass+a.mid+a.mid_att);a.beatrate=.00001<Math.abs(equal(a.beatrate,0))?1:.00001<Math.abs(below(a.volume,.01))?1:a.beatrate;a.lastbeat=.00001<Math.abs(equal(a.lastbeat,0))?a.time:a.lastbeat;a.meanbass_att=.1*(9*a.meanbass_att+a.bass_att);a.peakbass_att=.00001<Math.abs(above(a.bass_att,a.peakbass_att))?a.bass_att:a.peakbass_att;a.beat=.00001<Math.abs(above(a.volume,.8))?.00001<Math.abs(below(a.peakbass_att-a.bass_att,.05*a.peakbass_att))?.00001<\nMath.abs(above(a.time-a.lastbeat,.1+.5*(a.beatrate-.1)))?1:0:0:0;a.beatrate=Math.max(.00001<Math.abs(a.beat)?.00001<Math.abs(below(a.time-a.lastbeat,2*a.beatrate))?.1*(9*a.beatrate+a.time-a.lastbeat):a.beatrate:a.beatrate,.1);a.peakbass_att=.00001<Math.abs(equal(a.beat,0))?.00001<Math.abs(above(a.time-a.lastbeat,2*a.beatrate))?.95*a.peakbass_att:.995*a.peakbass_att:a.bass_att;a.lastbeat=.00001<Math.abs(a.beat)?a.time:a.lastbeat;a.mybeat=.00001<Math.abs(a.beat)?a.mybeat+1:a.mybeat;a.mybeat=.00001<\nMath.abs(above(a.mybeat,7))?0:a.mybeat;a.mybeat2=.00001<Math.abs(equal(a.mybeat,1))?1:0;a.q7=.00001<Math.abs(a.beat*a.mybeat2)?.001+.0001*randint(40):a.oldq7;a.oldq7=a.q7;a.q6=.00001<Math.abs(a.beat*a.mybeat2)?.001+.0001*randint(40):a.oldq6;a.oldq6=a.q6;a.q5=.00001<Math.abs(a.beat*a.mybeat2)?.001+.0001*randint(40):a.oldq5;a.oldq5=a.q5;a.q4=.00001<Math.abs(a.beat*a.mybeat2)?.001+.0001*randint(40):a.oldq4;a.oldq4=a.q4;a.flag=.00001<Math.abs(a.beat*a.mybeat2)?.00001<Math.abs(randint(2)-1)?1:0:a.oldflag;\na.oldflag=a.flag;a.ratio=.00001<Math.abs(a.beat*a.mybeat2)?100+randint(60):a.oldratio;a.oldratio=a.ratio;a.q3=.00001<Math.abs(a.beat*a.mybeat2)?.00001<Math.abs(a.flag)?a.ratio:.75*a.ratio:a.oldq3;a.oldq3=a.q3;a.q2=.00001<Math.abs(a.beat*a.mybeat2)?.00001<Math.abs(a.flag)?.75*a.ratio:a.ratio:a.oldq2;a.oldq2=a.q2;","pixel_eqs_str":"a.rx=a.x;a.ry=a.y;a.dx=div(Math.sin(Math.floor(1+2.864*a.ry+Math.sin(div(a.time,17)))*(8446669+667777*Math.sin(div(a.time,71774898)+div(a.treb,55559599)))),2)+.5;a.dy=div(Math.sin(Math.floor(1+2.654*a.rx+Math.sin(div(a.time,13)))*(4747833+754166*Math.sin(div(a.time,86666825)+div(a.mid,59555599)))),2)+.5;a.dx=div(Math.sin(sqr(a.y)*a.y*88+2*Math.sin(div(a.time,9.3))),499);a.dy=div(Math.sin(sqr(a.x)*a.x*888+2*Math.sin(div(a.time,11))),496)-.004141*(1-a.rad);a.dx=a.dx;a.dy=a.dy;\n","warp":" shader_body { \n  vec2 my_uv_1;\n  vec3 ret_2;\n  float tmpvar_3;\n  vec2 tmpvar_4;\n  tmpvar_4 = (uv + vec2(0.005, 0.0));\n  vec2 tmpvar_5;\n  tmpvar_5 = (uv - vec2(0.005, 0.0));\n  tmpvar_3 = (((texture (sampler_blur2, tmpvar_4).xyz * scale2) + bias2) - ((texture (sampler_blur2, tmpvar_5).xyz * scale2) + bias2)).x;\n  float tmpvar_6;\n  vec2 tmpvar_7;\n  tmpvar_7 = (uv + vec2(0.0, 0.005));\n  vec2 tmpvar_8;\n  tmpvar_8 = (uv - vec2(0.0, 0.005));\n  tmpvar_6 = (((texture (sampler_blur2, tmpvar_7).xyz * scale2) + bias2) - ((texture (sampler_blur2, tmpvar_8).xyz * scale2) + bias2)).x;\n  vec2 tmpvar_9;\n  tmpvar_9.x = tmpvar_3;\n  tmpvar_9.y = tmpvar_6;\n  vec2 tmpvar_10;\n  tmpvar_10.x = (((texture (sampler_blur2, tmpvar_4).xyz * scale2) + bias2) - ((texture (sampler_blur2, tmpvar_5).xyz * scale2) + bias2)).x;\n  tmpvar_10.y = (((texture (sampler_blur2, tmpvar_7).xyz * scale2) + bias2) - ((texture (sampler_blur2, tmpvar_8).xyz * scale2) + bias2)).x;\n  ret_2.x = texture (sampler_fc_main, ((uv - (tmpvar_9 * 0.005)) + (tmpvar_10 * 0.002))).x;\n  vec4 tmpvar_11;\n  tmpvar_11 = texture (sampler_blur3, uv);\n  ret_2.x = (ret_2.x + ((ret_2.x - \n    ((tmpvar_11.xyz * scale3) + bias3)\n  .x) * 0.1));\n  ret_2.x = (ret_2.x + 0.006);\n  ret_2.x = ret_2.x;\n  vec2 tmpvar_12;\n  tmpvar_12.x = tmpvar_6;\n  tmpvar_12.y = -(tmpvar_3);\n  my_uv_1 = (uv + ((tmpvar_12 * 0.05) * (1.2 - \n    ((tmpvar_11.xyz * scale3) + bias3)\n  .y)));\n  ret_2.z = texture (sampler_fw_main, my_uv_1).z;\n  vec2 x_13;\n  x_13 = (my_uv_1 - uv);\n  ret_2.z = (ret_2.z + ((\n    (ret_2.z - ((texture (sampler_blur1, uv).xyz * scale1) + bias1).z)\n   * \n    sqrt(dot (x_13, x_13))\n  ) * 120.0));\n  ret_2.z = (ret_2.z * 0.85);\n  ret_2.z = (ret_2.z + 0.008);\n  vec2 tmpvar_14;\n  tmpvar_14.x = -(tmpvar_6);\n  tmpvar_14.y = tmpvar_3;\n  my_uv_1 = (tmpvar_14 * 0.05);\n  vec2 tmpvar_15;\n  tmpvar_15.x = (((texture (sampler_blur2, \n    (uv + vec2(0.01, 0.0))\n  ).xyz * scale2) + bias2) - ((texture (sampler_blur2, \n    (uv - vec2(0.01, 0.0))\n  ).xyz * scale2) + bias2)).y;\n  tmpvar_15.y = (((texture (sampler_blur2, \n    (uv + vec2(0.0, 0.01))\n  ).xyz * scale2) + bias2) - ((texture (sampler_blur2, \n    (uv - vec2(0.0, 0.01))\n  ).xyz * scale2) + bias2)).y;\n  my_uv_1 = (my_uv_1 + (uv - (tmpvar_15 * 0.03)));\n  ret_2.y = texture (sampler_fw_main, my_uv_1).y;\n  ret_2.y = (ret_2.y + ((\n    (ret_2.y - ((texture (sampler_blur3, my_uv_1).xyz * scale3) + bias3).y)\n   * 0.1) + 0.03));\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  vec4 tmpvar_1;\n  tmpvar_1.w = 1.0;\n  tmpvar_1.xyz = texture (sampler_main, uv).xyz;\n  ret = tmpvar_1.xyz;\n }"}