{"baseVals":{"rating":0,"gammaadj":1.9,"echo_zoom":1.169,"wave_mode":7,"wave_thick":1,"wave_a":0.433,"wave_scale":2.62,"wave_smoothing":0.27,"wave_mystery":-0.08,"modwavealphastart":1.03,"modwavealphaend":1.61,"warpanimspeed":1.729,"warpscale":2.108,"zoomexp":1.64463,"zoom":0.99901,"warp":0.45599,"wave_r":0.6,"wave_g":0.8,"ob_g":0.5,"ob_b":0.45,"ob_a":0.26,"mv_a":0},"shapes":[{"baseVals":{"enabled":1,"sides":30,"rad":1.08925,"r":0.8,"g":0.4,"b":0.2,"a":0.05,"border_a":0},"init_eqs_str":"","frame_eqs_str":"a.rad+=.02*Math.cos(3*a.time);"},{"baseVals":{"enabled":1,"textured":1,"x":0.66,"y":0.36,"rad":1.46815,"ang":5.78053,"tex_zoom":0.60804,"g":1,"b":1,"r2":1,"b2":1,"a2":1},"init_eqs_str":"","frame_eqs_str":"a.x+=.1*Math.cos(.712*a.time+1);a.y+=.1*Math.cos(.392*a.time+4);"},{"baseVals":{"enabled":1,"textured":1,"x":0.3,"y":0.3,"rad":1.08925,"ang":0.43982,"g":1,"b":1,"r2":1,"b2":1,"a2":1},"init_eqs_str":"","frame_eqs_str":"a.x+=.1*Math.cos(.632*a.time+3);a.y+=.1*Math.cos(.452*a.time+2);"},{"baseVals":{"enabled":0}}],"waves":[{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}}],"init_eqs_str":"a.new_warp=0;a.decay_rate=0;a.s=0;a.my_zoom=0;a.rg=0;a.q9=0;a.bass_thresh=0;a.new_s=0;a.my_s=0;a.new_cy=0;a.my_rot=0;a.prev_beat=0;a.is_beat=0;a.new_rot=0;a.q11=0;a.dx_residual=0;a.my_cx=0;a.beat=0;a.my_warp=0;a.my_cy=0;a.new_cx=0;a.new_zoom=0;a.dy_residual=0;a.q10=0;a.my_rot=0;a.my_zoom=1;a.s=.5;","frame_eqs_str":"a.wave_r+=.05*Math.sin(.437*a.time+1);a.wave_g+=.05*Math.sin(.544*a.time+2);a.wave_b+=.05*Math.sin(.751*a.time+3);a.dx+=.003*(.6*Math.sin(.234*a.time)+.4*Math.sin(.277*a.time));a.dy+=.003*(.6*Math.sin(.284*a.time)+.4*Math.sin(.247*a.time));a.decay-=.01*equal(mod(a.frame,6),0);a.dx+=a.dx_residual;a.dy+=a.dy_residual;a.bass_thresh=2*above(a.bass_att,a.bass_thresh)+(1-above(a.bass_att,a.bass_thresh))*(.96*(a.bass_thresh-1.3)+1.3);a.dx_residual=.016*equal(a.bass_thresh,2.13)*Math.sin(7*\na.time)+(1-equal(a.bass_thresh,2.13))*a.dx_residual;a.dy_residual=.012*equal(a.bass_thresh,2.13)*Math.sin(9*a.time)+(1-equal(a.bass_thresh,2.13))*a.dy_residual;a.wave_x-=7*a.dx_residual;a.wave_y-=7*a.dy_residual;a.wave_mystery=37.03*a.time;a.new_rot=a.rot+.013*(.6*Math.sin(17.381*a.time)+.4*Math.sin(11.579*a.time));a.new_zoom=a.zoom+.01*(.6*Math.sin(20.1934*a.time+3)+.4*Math.sin(16.307*a.time+9));a.new_warp=a.warp+.34*(.6*Math.sin(13.5442*a.time)+.4*Math.sin(22.543*a.time));a.new_cx=a.cx+.31*(.6*\nMath.sin(16.374*a.time)+.4*Math.sin(26.294*a.time));a.new_cy=a.cy+.31*(.6*Math.sin(18.393*a.time)+.4*Math.sin(37.223*a.time));a.new_s=.01*randint(100);a.rg=Math.max(.77*a.rg,.02+.5*Math.min(2,1.3*Math.max(0,a.mid_att-1)));a.q9=a.rg;a.beat=Math.max(div(a.bass,a.bass_att),div(a.mid,a.mid_att));a.beat=Math.max(a.beat,div(a.treb,a.treb_att));a.decay_rate=pow(.9995,a.fps);a.beat=Math.max(a.beat,a.prev_beat*a.decay_rate);a.wave_a=24*(a.beat-a.prev_beat-.07);a.is_beat=above(a.wave_a,.5);a.rot=(1-a.is_beat)*\na.my_rot+a.is_beat*a.new_rot;a.zoom=(1-a.is_beat)*a.my_zoom+a.is_beat*a.new_zoom;a.warp=(1-a.is_beat)*a.my_warp+a.is_beat*a.new_warp;a.cx=(1-a.is_beat)*a.my_cx+a.is_beat*a.new_cx;a.cy=(1-a.is_beat)*a.my_cy+a.is_beat*a.new_cy;a.s=(1-a.is_beat)*a.my_s+a.is_beat*a.new_s;a.prev_beat=a.beat;a.my_rot=a.rot;a.my_zoom=a.zoom;a.my_warp=a.warp;a.my_cx=a.cx;a.my_cy=a.cy;a.my_s=a.s;a.q11=a.s;","pixel_eqs_str":"a.zoom+=.02*Math.cos(7*a.ang);","warp":" shader_body { \n  vec3 ret_1;\n  float tmpvar_2;\n  tmpvar_2 = (0.03 + (1.5 * (q11 * q11)));\n  vec3 tmpvar_3;\n  tmpvar_3.xy = (((\n    (uv_orig * 4.0)\n   * texsize.xy) / 850.0) * tmpvar_2);\n  tmpvar_3.z = (time * 0.055);\n  vec2 tmpvar_4;\n  tmpvar_4 = (uv_orig * texsize.xy);\n  ret_1 = texture (sampler_main, (uv + ((1.53 * \n    (cos(((\n      (0.6 * tmpvar_4)\n     * tmpvar_2) + (texture (sampler_noisevol_hq, tmpvar_3).xy * 9.0))) * texsize.zw)\n  ) / tmpvar_2))).xyz;\n  ret_1 = (ret_1 * 0.99);\n  ret_1 = (ret_1 + (19.52 * (\n    (texture (sampler_noise_lq, ((tmpvar_4 * texsize_noise_lq.zw) + rand_frame.xy)).xyz - 0.5)\n   / 256.0)));\n  ret_1 = mix (ret_1, ret_1.zxy, vec3(0.05, 0.05, 0.05));\n  vec4 tmpvar_5;\n  tmpvar_5.w = 1.0;\n  tmpvar_5.xyz = ret_1;\n  ret = tmpvar_5.xyz;\n }","comp":" shader_body { \n  vec4 tmpvar_1;\n  tmpvar_1.w = 1.0;\n  tmpvar_1.xyz = ((texture (sampler_main, uv).xyz * 1.5) - 0.1);\n  ret = tmpvar_1.xyz;\n }"}