{"baseVals":{"rating":5,"decay":0.973,"echo_zoom":1.047,"wave_mode":3,"wave_dots":1,"wrap":0,"darken_center":1,"darken":1,"wave_a":0.9,"wave_scale":2.905,"wave_smoothing":0.627,"wave_mystery":-0.3,"warpscale":2.853,"zoomexp":1.23219,"zoom":1.08017,"warp":0.01678,"wave_r":0.6,"wave_g":0.6,"wave_b":0.6,"ob_size":0,"mv_x":64,"mv_y":48,"mv_l":0,"mv_r":0.35,"mv_g":0.35,"mv_b":0.35,"b1n":0.67},"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.q1=0;a.q2=0;a.oldq2=0;","frame_eqs_str":"a.wave_r+=.4*(.6*Math.sin(.933*a.time)+.4*Math.sin(1.045*a.time));a.wave_g+=.1*(.6*Math.sin(.9*a.time)+.4*Math.sin(.956*a.time));a.wave_b+=.1*(.6*Math.sin(.91*a.time)+.4*Math.sin(.92*a.time));a.mv_r=a.wave_r;a.mv_b=a.wave_b;a.mv_g=a.wave_g;a.q1=.05*div(pow(1+1.2*a.bass+.4*a.bass_att+.1*a.treb+.1*a.treb_att+.1*a.mid+.1*a.mid_att,6),a.fps);a.mv_a=.00001<Math.abs(above(a.bass-1.2,1))?1:a.bass-1.2;a.q2=a.oldq2+.05*div(pow(1+1.2*a.treb+.4*a.treb_att+.1*a.treb+.1*a.treb_att+.1*a.mid+\n.1*a.mid_att,6),a.fps);a.oldq2=a.q2;a.monitor=a.q2;","pixel_eqs_str":"a.zoom+=.1*a.rad*a.q1;","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)) * 0.97)).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  )) * 0.9)).xyz;\n  ret_1 = (max (tmpvar_6, (texture (sampler_main, \n    (uv - (tmpvar_2 * 2.0))\n  ) * 0.9)).xyz * 0.95);\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 tmpvar_1;\n  tmpvar_1 = clamp (((texture (sampler_main, uv).xyz * 1.2) - 0.1), 0.0, 1.0);\n  float tmpvar_2;\n  tmpvar_2 = dot (tmpvar_1, vec3(0.32, 0.49, 0.29));\n  vec4 tmpvar_3;\n  tmpvar_3.w = 1.0;\n  tmpvar_3.xyz = mix (tmpvar_1, mix ((vec3(1.1, 0.4, 0.42) * tmpvar_2), vec3(tmpvar_2), vec3(clamp (\n    ((tmpvar_2 * 1.5) - 0.5)\n  , 0.0, 1.0))), vec3(rad));\n  ret = tmpvar_3.xyz;\n }"}