{"baseVals":{"rating":5,"gammaadj":1.9,"echo_zoom":1.169,"wave_mode":7,"modwavealphabyvolume":1,"wave_a":0,"wave_scale":1.015,"wave_smoothing":0.522,"modwavealphastart":0.83,"modwavealphaend":1.31,"warpanimspeed":30.965,"warpscale":2.572,"zoom":1.00901,"warp":0.00054,"wave_r":0.5,"wave_g":0.5,"wave_b":0.5,"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.dx_residual=0;a.dy_residual=0;a.bass_thresh=0;a.rg=0;a.q9=0;","frame_eqs_str":"a.wave_r=.85+.25*Math.sin(.437*a.time+1);a.wave_g=.85+.25*Math.sin(.544*a.time+2);a.wave_b=.85+.25*Math.sin(.751*a.time+3);a.rot+=.01*(.6*Math.sin(.381*a.time)+.4*Math.sin(.579*a.time));a.cx+=.21*(.6*Math.sin(.374*a.time)+.4*Math.sin(.294*a.time));a.cy+=.21*(.6*Math.sin(.393*a.time)+.4*Math.sin(.223*a.time));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+=\na.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*a.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=.03*a.time;a.rg=Math.max(.77*a.rg,.02+.5*Math.min(2,1.3*Math.max(0,a.mid_att-\n1)));a.q9=a.rg;a.zoom+=.1*a.q9;","pixel_eqs_str":"","pixel_eqs":"","warp":" shader_body { \n  vec3 z_1;\n  vec3 tmpvar_2;\n  vec2 tmpvar_3;\n  tmpvar_3 = (0.1 * texsize.zw);\n  tmpvar_2 = (0.25 * ((\n    (texture (sampler_main, (uv + tmpvar_3)).xyz + texture (sampler_main, (uv + (tmpvar_3 * vec2(-1.0, 1.0)))).xyz)\n   + texture (sampler_main, \n    (uv + (tmpvar_3 * vec2(1.0, -1.0)))\n  ).xyz) + texture (sampler_main, (uv - tmpvar_3)).xyz));\n  float tmpvar_4;\n  tmpvar_4 = ((tmpvar_2.x * tmpvar_2.y) * tmpvar_2.y);\n  z_1.x = (tmpvar_2.x + ((\n    -(tmpvar_4)\n   + \n    (0.035 * (1.0 - tmpvar_2.x))\n  ) * 4.0));\n  z_1.y = (tmpvar_2.y + ((tmpvar_4 - \n    (0.095 * tmpvar_2.y)\n  ) * 4.0));\n  z_1.z = tmpvar_2.z;\n  z_1.x = (z_1.x + (0.4 * (\n    ((texture (sampler_blur2, uv).xyz * scale2) + bias2)\n   - texture (sampler_main, uv).xyz)).x);\n  vec4 tmpvar_5;\n  tmpvar_5.w = 1.0;\n  tmpvar_5.xyz = (z_1 + (0.09 * (\n    (texture (sampler_noise_lq, (((uv * texsize.xy) * texsize_noise_lq.zw) + rand_frame.xy)).xyz * 2.0)\n   - 1.0)));\n  ret = tmpvar_5.xyz;\n }","comp":" shader_body { \n  vec3 N_1;\n  vec3 ret_2;\n  vec2 tmpvar_3;\n  tmpvar_3 = (vec2(1.0, 0.0) * texsize.zw);\n  N_1.x = ((texture (sampler_main, (uv + tmpvar_3)).xyz - texture (sampler_main, (uv - tmpvar_3)).xyz).x * 0.3);\n  vec2 tmpvar_4;\n  tmpvar_4 = (vec2(0.0, 1.0) * texsize.zw);\n  N_1.y = ((texture (sampler_main, (uv + tmpvar_4)).xyz - texture (sampler_main, (uv - tmpvar_4)).xyz).x * 0.3);\n  N_1.x = (N_1.x + ((\n    ((texture (sampler_blur1, (uv + tmpvar_3)).xyz * scale1) + bias1)\n   - \n    ((texture (sampler_blur1, (uv - tmpvar_3)).xyz * scale1) + bias1)\n  ).x * 0.7));\n  N_1.y = (N_1.y + ((\n    ((texture (sampler_blur1, (uv + tmpvar_4)).xyz * scale1) + bias1)\n   - \n    ((texture (sampler_blur1, (uv - tmpvar_4)).xyz * scale1) + bias1)\n  ).x * 0.7));\n  N_1.z = -0.12;\n  vec3 tmpvar_5;\n  tmpvar_5 = normalize(N_1);\n  N_1 = tmpvar_5;\n  vec3 tmpvar_6;\n  tmpvar_6.z = -0.8;\n  tmpvar_6.x = q6;\n  tmpvar_6.y = q7;\n  vec3 tmpvar_7;\n  tmpvar_7.z = 0.0;\n  tmpvar_7.xy = ((uv_orig * 2.0) - 1.0);\n  vec3 tmpvar_8;\n  tmpvar_8 = normalize((tmpvar_6 - tmpvar_7));\n  vec3 tmpvar_9;\n  tmpvar_9 = normalize((tmpvar_7 - vec3(0.0, 0.0, 1.0)));\n  ret_2 = (vec3(clamp (dot (tmpvar_5, tmpvar_8), 0.0, 1.0)) * normalize((\n    ((texture (sampler_blur3, uv_orig).xyz * scale3) + bias3)\n  .yzx + 0.05)));\n  ret_2 = (ret_2 + (pow (\n    clamp (dot (normalize((tmpvar_9 + \n      ((2.0 * tmpvar_5) * dot (tmpvar_9, tmpvar_5))\n    )), tmpvar_8), 0.0, 1.0)\n  , 32.0) * 0.5));\n  vec4 tmpvar_10;\n  tmpvar_10.w = 1.0;\n  tmpvar_10.xyz = ret_2;\n  ret = tmpvar_10.xyz;\n }"}