{"baseVals":{"rating":0,"gammaadj":1.42,"decay":1,"echo_zoom":1.22,"echo_alpha":0.3,"wave_mode":5,"wrap":0,"darken":1,"wave_a":0.691,"wave_scale":4.778,"wave_smoothing":0,"modwavealphastart":0.71,"modwavealphaend":1.3,"warpscale":1.331,"fshader":1,"zoom":0.99951,"warp":0.0101,"wave_r":0.65,"wave_g":0.65,"wave_b":0.65,"ob_size":0.005,"ob_a":0.1,"ib_size":0,"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.thresh=0;a.dx_r=0;a.dy_r=0;","frame_eqs_str":"a.wave_r+=.5*Math.sin(1.13*a.time);a.wave_g+=.5*Math.sin(1.23*a.time);a.wave_b+=.5*Math.sin(1.33*a.time);a.wave_x+=.2*Math.sin(.32*a.time);a.wave_y+=.2*Math.cos(.32*a.time);a.ob_r=a.wave_r;a.ob_g=a.wave_g;a.ob_b=a.wave_b;","pixel_eqs_str":"a.thresh=2*above(a.bass_att,a.thresh)+(1-above(a.bass_att,a.thresh))*(.96*(a.thresh-1.3)+1.3);a.dx_r=.015*equal(a.thresh,2)*Math.sin(5*a.time)+(1-equal(a.thresh,2))*a.dx_r;a.dy_r=.015*equal(a.thresh,2)*Math.sin(6*a.time)+(1-equal(a.thresh,2))*a.dy_r;a.zoom+=.0095*(Math.sin(50+25*Math.cos(.2*a.time)*a.rad)+.3*Math.sin(Math.sin(2*a.time*Math.sin(a.time)*a.rad))-.1*Math.cos(a.rad));a.rot+=.08*Math.abs(.746-a.rad)*Math.sin(2.2*(.5-a.rad)+5.7*Math.sin(.1*a.time));a.sx+=.01*(.99-\na.rad)*Math.sin(.733*a.time)*below(Math.sin(a.time),0);a.sy+=.01*(.99-a.rad)*Math.cos(.953*a.time)*above(Math.sin(a.time),0);a.zoom-=.015*(1.5-a.rad)*below(a.rad,1.5);","warp":" shader_body { \n  vec3 rsamp_1;\n  vec3 ret_2;\n  vec4 tmpvar_3;\n  tmpvar_3 = texture (sampler_noise_lq, (((uv_orig * texsize.xy) * texsize_noise_lq.zw) + rand_frame.xy));\n  vec4 tmpvar_4;\n  tmpvar_4 = texture (sampler_pw_main, uv_orig);\n  ret_2 = tmpvar_4.xyz;\n  vec4 tmpvar_5;\n  tmpvar_5 = texture (sampler_pw_main, (uv_orig + ((\n    (tmpvar_3.xy - 0.5)\n   * 12.0) * texsize.zw)));\n  vec3 tmpvar_6;\n  tmpvar_6 = tmpvar_5.xyz;\n  rsamp_1 = tmpvar_6;\n  float tmpvar_7;\n  vec2 x_8;\n  x_8 = (tmpvar_4.xy - uv_orig);\n  tmpvar_7 = sqrt(dot (x_8, x_8));\n  float tmpvar_9;\n  vec2 x_10;\n  x_10 = (tmpvar_5.xy - uv_orig);\n  tmpvar_9 = sqrt(dot (x_10, x_10));\n  if ((tmpvar_7 > tmpvar_9)) {\n    ret_2.xy = tmpvar_6.xy;\n  };\n  vec4 tmpvar_11;\n  tmpvar_11 = texture (sampler_pw_main, (uv_orig + ((\n    (tmpvar_3.zw - 0.5)\n   * 48.0) * texsize.zw)));\n  rsamp_1 = tmpvar_11.xyz;\n  float tmpvar_12;\n  vec2 x_13;\n  x_13 = (ret_2.xy - uv_orig);\n  tmpvar_12 = sqrt(dot (x_13, x_13));\n  float tmpvar_14;\n  vec2 x_15;\n  x_15 = (tmpvar_11.xy - uv_orig);\n  tmpvar_14 = sqrt(dot (x_15, x_15));\n  if ((tmpvar_12 > tmpvar_14)) {\n    ret_2.xy = rsamp_1.xy;\n  };\n  ret_2.z = texture (sampler_fw_main, ret_2.xy).z;\n  ret_2.z = (ret_2.z - (q1 * 0.005));\n  if ((ret_2.z < 0.09)) {\n    ret_2 = vec3(0.0, 0.0, 0.0);\n  };\n  vec4 tmpvar_16;\n  tmpvar_16.w = 1.0;\n  tmpvar_16.xyz = ret_2;\n  ret = tmpvar_16.xyz;\n }","comp":""}