{"baseVals":{"rating":0,"decay":0.942,"echo_zoom":1.0065,"echo_alpha":0.5,"echo_orient":1,"wave_mode":7,"wave_thick":1,"modwavealphabyvolume":1,"wrap":0,"wave_a":0.302958,"wave_scale":1.718927,"wave_smoothing":0.522,"modwavealphastart":0.95,"modwavealphaend":1.47,"zoomexp":0.94032,"dx":0.00001,"dy":0.00001,"warp":0.01,"wave_r":0.6,"wave_g":0.7,"ob_size":0.005,"ob_a":1,"ib_size":0,"ib_r":0.8,"ib_a":1,"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.turn=0;a.dx_r=0;a.dy_r=0;","frame_eqs_str":"a.wave_r+=div(1.56*Math.sin(12*a.treb)*a.time,5);a.wave_b+=div(1.585*Math.sin(12*a.bass)*a.time,5);a.wave_g+=div(1.61*Math.sin(12*a.mid)*a.time,5);a.wave_x+=0*Math.sin(.8*a.time);a.wave_y+=0*Math.sin(.5*a.time);a.turn=2*above(a.bass_att,a.turn)+(1-above(a.bass_att,a.turn))*(.96*(a.turn-1.3)+1.3);a.dx_r=.016*equal(a.turn,2)*Math.sin(7*a.time)+(1-equal(a.turn,2))*a.dx_r;a.dy_r=.013*equal(a.turn,2)*Math.sin(8*a.time)+(1-equal(a.turn,2))*a.dy_r;a.dx+=.25*a.dx_r;a.dy+=.25*a.dy_r;\n","pixel_eqs_str":"a.zoom-=.00001<Math.abs(below(a.rad,.61))?.05:.01;","warp":" shader_body { \n  vec2 v_1;\n  vec3 ret_2;\n  v_1 = ((normalize(\n    (uv - 0.5)\n  ) * aspect.xy) * (texsize.zw * 3.0));\n  ret_2 = (0.25 * ((\n    (texture (sampler_main, uv).xyz + texture (sampler_main, (uv + (v_1 * 2.5))).xyz)\n   + texture (sampler_main, \n    (uv + (v_1 * 5.5))\n  ).xyz) + texture (sampler_main, (uv + \n    (v_1 * -4.0)\n  )).xyz));\n  ret_2 = (ret_2 - 0.01);\n  vec4 tmpvar_3;\n  tmpvar_3.w = 1.0;\n  tmpvar_3.xyz = ret_2;\n  ret = tmpvar_3.xyz;\n }","comp":" shader_body { \n  float ang2_1;\n  ang2_1 = ((ang * 0.1591549) + (time * 0.025));\n  float tmpvar_2;\n  tmpvar_2 = (3.0 + floor((rand_preset.z * 5.95)));\n  ang2_1 = (fract((ang2_1 * tmpvar_2)) / tmpvar_2);\n  ang2_1 = (abs((ang2_1 - \n    (0.5 / tmpvar_2)\n  )) * 6.283185);\n  vec2 tmpvar_3;\n  tmpvar_3.x = cos(ang2_1);\n  tmpvar_3.y = sin(ang2_1);\n  vec4 tmpvar_4;\n  tmpvar_4.w = 1.0;\n  tmpvar_4.xyz = (texture (sampler_main, (0.5 + (\n    ((0.4 * (rad * sqrt(\n      dot (texsize.xy, texsize.xy)\n    ))) * tmpvar_3)\n   * texsize.zw))).xyz * 1.333);\n  ret = tmpvar_4.xyz;\n }"}