{"baseVals":{"rating":0,"gammaadj":1.14,"decay":1,"echo_zoom":1,"wave_mode":6,"wave_thick":1,"wave_brighten":0,"wrap":0,"darken":1,"wave_a":1.17,"wave_scale":0.797,"wave_smoothing":0,"modwavealphastart":0.71,"modwavealphaend":1.3,"warpscale":1.331,"zoomexp":0.9995,"zoom":0.9998,"rot":0.02,"dy":-0.008,"warp":0.01,"sx":1.0098,"wave_r":0.5,"wave_g":0.5,"wave_b":0.5,"wave_x":0.9,"ob_size":0.005,"ob_a":0.8,"ib_size":0,"ib_r":0,"ib_g":0,"ib_b":0,"ib_a":1,"mv_x":44.8,"mv_y":38.4,"mv_l":5,"mv_g":0.91,"mv_b":0.71,"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.q12=0;a.q18=0;a.q6=0;a.bass_thresh=0;a.wg=0;a.q11=0;a.q10=0;a.t=0;a.wb=0;a.q17=0;a.vol=0;a.q2=0;a.q3=0;a.wr=0;a.q7=0;a.q8=0;a.q1=div(1,Math.asin(1));","frame_eqs_str":"a.wave_r+=.3*Math.sin(50*a.vol);a.wave_b+=.3*Math.sin(20*a.vol);a.wave_g+=.5*Math.sin(35*a.vol);a.q8=a.wave_r;a.q7=a.wave_b;a.q6=a.wave_g;a.wr=.5+.4*(.6*Math.sin(1.1*a.time)+.4*Math.sin(.8*a.time));a.wb=.5+.4*(.6*Math.sin(1.6*a.time)+.4*Math.sin(.5*a.time));a.wg=.5+.4*(.6*Math.sin(1.34*a.time)+.4*Math.sin(.4*a.time));a.monitor=a.wg;a.q10=a.wr;a.q11=a.wb;a.q12=a.wg;a.q18=.007*Math.sin(.1*a.time);a.q17=-.007*Math.sin(.254*a.time);a.q2=a.bass_thresh;a.vol=.25*(a.bass+a.mid+a.treb);\na.vol*=a.vol;a.q3=a.vol;a.warp=0;a.t-=div(1,a.fps);a.t=.00001<Math.abs(above(a.t,2))?a.t-2:a.t;a.q2=a.t;","pixel_eqs_str":"","pixel_eqs":"","warp":" shader_body { \n  vec3 noise3_1;\n  vec3 tmpvar_2;\n  tmpvar_2 = (texture (sampler_main, uv).xyz + ((texture (sampler_blur1, uv).xyz * scale1) + bias1));\n  vec2 tmpvar_3;\n  tmpvar_3 = (0.5 + ((\n    (uv - vec2(0.0, 1.0))\n   - 0.5) * (1.0 + \n    (tmpvar_2.y * 0.03)\n  )));\n  vec2 tmpvar_4;\n  tmpvar_4.x = (tmpvar_3.x + pow (tmpvar_2.x, 0.0));\n  tmpvar_4.y = (tmpvar_3.y + pow (tmpvar_2.x, 0.005));\n  noise3_1 = (texture (sampler_noise_lq, ((\n    (uv_orig * texsize.xy)\n   * texsize_noise_lq.zw) + rand_frame.xy)).xyz * fract(q15));\n  vec3 tmpvar_5;\n  tmpvar_5 = (noise3_1 * (vec3(1.0, 1.0, 1.0) - vec3(fract(\n    (q3 * 0.5)\n  ))));\n  noise3_1 = tmpvar_5;\n  vec4 tmpvar_6;\n  tmpvar_6 = texture (sampler_main, fract(tmpvar_4));\n  vec3 tmpvar_7;\n  tmpvar_7.x = q10;\n  tmpvar_7.y = q11;\n  tmpvar_7.z = q12;\n  vec3 tmpvar_8;\n  tmpvar_8 = mix (tmpvar_5, tmpvar_7, tmpvar_6.xxx);\n  vec4 tmpvar_9;\n  tmpvar_9.w = 1.0;\n  tmpvar_9.xyz = (tmpvar_6.xyz + clamp ((\n    (tmpvar_6.yzx * tmpvar_8.zxy)\n   - \n    (tmpvar_6.zxy * tmpvar_8.yzx)\n  ), 0.0, 1.0));\n  ret = tmpvar_9.xyz;\n }","comp":" shader_body { \n  vec2 uv6_1;\n  vec2 d_2;\n  vec2 tmpvar_3;\n  tmpvar_3 = (texsize.zw * 4.0);\n  vec2 tmpvar_4;\n  tmpvar_4 = (((uv - 0.5) * aspect.xy) * 2.4);\n  vec2 tmpvar_5;\n  tmpvar_5.x = ((q12 * tmpvar_4.x) - (q11 * tmpvar_4.y));\n  tmpvar_5.y = ((q11 * tmpvar_4.x) + (q12 * tmpvar_4.y));\n  vec2 tmpvar_6;\n  tmpvar_6.x = q13;\n  tmpvar_6.y = q14;\n  uv6_1 = ((0.5 + (tmpvar_5 * aspect.zw)) + tmpvar_6);\n  uv6_1 = (1.0 - abs((\n    (fract((uv6_1 * 0.5)) * 2.0)\n   - 1.0)));\n  vec2 tmpvar_7;\n  tmpvar_7.x = (((texture (sampler_blur1, \n    (uv + (vec2(1.0, 0.0) * tmpvar_3))\n  ).xyz * scale1) + bias1) - ((texture (sampler_blur1, \n    (uv - (vec2(1.0, 0.0) * tmpvar_3))\n  ).xyz * scale1) + bias1)).z;\n  tmpvar_7.y = (((texture (sampler_blur1, \n    (uv + (vec2(0.0, 1.0) * tmpvar_3))\n  ).xyz * scale1) + bias1) - ((texture (sampler_blur1, \n    (uv - (vec2(0.0, 1.0) * tmpvar_3))\n  ).xyz * scale1) + bias1)).z;\n  uv6_1 = (uv6_1 - (tmpvar_7 * 0.1));\n  vec2 tmpvar_8;\n  tmpvar_8 = (0.5 + ((uv6_1 - 0.5) * 0.9));\n  vec2 tmpvar_9;\n  tmpvar_9.x = q13;\n  tmpvar_9.y = q14;\n  d_2 = (texsize.zw * 12.0);\n  vec2 tmpvar_10;\n  tmpvar_10.x = (((texture (sampler_blur1, \n    (tmpvar_8 + (vec2(1.0, 0.0) * d_2))\n  ).xyz * scale1) + bias1) - ((texture (sampler_blur1, \n    (tmpvar_8 - (vec2(1.0, 0.0) * d_2))\n  ).xyz * scale1) + bias1)).x;\n  tmpvar_10.y = (((texture (sampler_blur1, \n    (tmpvar_8 + (vec2(0.0, 1.0) * d_2))\n  ).xyz * scale1) + bias1) - ((texture (sampler_blur1, \n    (tmpvar_8 - (vec2(0.0, 1.0) * d_2))\n  ).xyz * scale1) + bias1)).x;\n  vec4 tmpvar_11;\n  tmpvar_11.w = 1.0;\n  tmpvar_11.xyz = mix (mix (mix (\n    (texture (sampler_main, tmpvar_8).x * vec3(1.0, 0.0, 0.0))\n  , vec3(-0.1, -1.0, -1.0), texture (sampler_main, \n    (uv6_1 - tmpvar_9)\n  ).yyy), vec3(1.0, 1.0, 0.0), vec3(sqrt(\n    dot (tmpvar_10, tmpvar_10)\n  ))), vec3(-0.5, 2.0, 3.0), vec3((texture (sampler_main, uv).z * 0.4)));\n  ret = tmpvar_11.xyz;\n }"}