{"baseVals":{"rating":5,"gammaadj":1,"decay":1,"echo_zoom":0.999997,"wave_mode":5,"modwavealphabyvolume":1,"wave_a":11.202061,"wave_scale":1.772913,"wave_smoothing":0.9,"wave_mystery":-0.5,"warpanimspeed":24.831774,"warpscale":0.419995,"zoom":0.999514,"warp":55.044964,"wave_r":0.5,"wave_g":0.5,"wave_b":0.5,"ib_r":0,"ib_g":0,"ib_b":0,"ib_a":1,"mv_a":0},"shapes":[{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}}],"waves":[{"baseVals":{"enabled":1,"smoothing":0.8,"r":0.5,"g":0,"b":0,"a":0.5},"init_eqs_str":"","frame_eqs_str":"","point_eqs_str":""},{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}}],"init_eqs_str":"a.near=0;a.q1=0;a.q2=0;a.notnear=0;","frame_eqs_str":"a.warp=0;a.wave_b=.00001<Math.abs(below(a.treb,1.8))?1-.025*randint(10):0;a.wave_g*=sqr(.01*randint(100));a.decay=1+0*(.00001<Math.abs(equal(mod(a.frame,10),0))?.95:1);a.monitor=a.wave_g;a.cx=.5+.3*Math.cos(.21*a.time);a.cy=.5+.3*Math.sin(.1*a.time);a.cx+=.1*(a.bass-1.2);a.cy+=.1*(a.treb_att-1);a.mv_r=.4*a.bass_att;a.wave_x=a.cx;a.wave_y=1-a.cy;a.q1=a.cx;a.q2=a.cy;","pixel_eqs_str":"a.near=below(sqr(a.q1-a.x)+sqr(a.q2-a.y),.04);a.notnear=1-a.near;a.sy=Math.max(.3,pow(a.bass_att,.2))*a.near+a.notnear;a.sx=div(1,a.sy)*a.near+a.notnear;a.rot=.02*Math.sin(5*a.x+a.time)*a.notnear-.03;a.zoom=1+.001*a.notnear*(.5+Math.sin(5*a.ang+a.time));","warp":" shader_body { \n  vec3 ret_1;\n  ret_1 = texture (sampler_main, uv).xyz;\n  vec2 tmpvar_2;\n  tmpvar_2 = (normalize((uv - uv_orig)) * texsize.zw);\n  vec4 tmpvar_3;\n  tmpvar_3.w = 0.0;\n  tmpvar_3.xyz = ret_1;\n  vec4 tmpvar_4;\n  tmpvar_4.w = 0.0;\n  tmpvar_4.xyz = max (tmpvar_3, (texture (sampler_main, (uv - tmpvar_2)) * 0.9)).xyz;\n  vec4 tmpvar_5;\n  tmpvar_5.w = 0.0;\n  tmpvar_5.xyz = max (tmpvar_4, (texture (sampler_main, (uv + tmpvar_2)) * 0.97)).xyz;\n  vec4 tmpvar_6;\n  tmpvar_6.w = 0.0;\n  tmpvar_6.xyz = max (tmpvar_5, (texture (sampler_main, (uv + \n    (tmpvar_2 * 2.0)\n  )) * 0.97)).xyz;\n  ret_1 = (max (tmpvar_6, (texture (sampler_main, \n    (uv + (tmpvar_2 * 3.0))\n  ) * 0.9)).xyz * 0.92);\n  vec4 tmpvar_7;\n  tmpvar_7.w = 1.0;\n  tmpvar_7.xyz = ret_1;\n  ret = tmpvar_7.xyz;\n }","comp":" shader_body { \n  vec3 ret_1;\n  ret_1 = (abs((\n    ((texture (sampler_blur1, uv).xyz * scale1) + bias1)\n   - texture (sampler_main, uv).xyz)) * 6.0);\n  ret_1 = (ret_1 * 1.333);\n  vec4 tmpvar_2;\n  tmpvar_2.w = 1.0;\n  tmpvar_2.xyz = ret_1;\n  ret = tmpvar_2.xyz;\n }"}