{"baseVals":{"rating":0,"gammaadj":1.14,"decay":1,"echo_zoom":1,"wave_mode":5,"wave_thick":1,"wave_brighten":0,"wrap":0,"darken":1,"wave_a":0.001,"wave_scale":1.599,"wave_smoothing":0,"modwavealphastart":0.71,"modwavealphaend":1.3,"warpscale":1.331,"zoom":1.0002,"dy":-0.004,"warp":0.01,"wave_x":0.2,"wave_y":0.88,"ob_size":0,"ob_a":0.8,"ib_size":0.045,"ib_r":0.3,"ib_g":0.3,"ib_b":0.3,"ib_a":1,"mv_x":0,"mv_y":0,"mv_l":1,"mv_g":0.91,"mv_b":0.71,"mv_a":0},"shapes":[{"baseVals":{"enabled":0}},{"baseVals":{"enabled":1,"sides":34,"y":0,"rad":0.11046,"r":0.7,"g":0.6,"b":0.7,"r2":0.6,"g2":0.6,"b2":0.6,"a2":1,"border_a":0},"init_eqs_str":"a.q4=0;","frame_eqs_str":"a.r+=.3*(.6*Math.sin(2.4*a.time)+.4*Math.sin(.34*a.time));a.b+=.3*(.6*Math.sin(1.65*a.time)+.4*Math.sin(.976*a.time));a.g+=.3*(.6*Math.sin(2.05*a.time)+.4*Math.sin(.577*a.time));a.r=a.q4;a.b=1-a.r;a.g=1-a.r;a.r2=a.r;a.b2=a.b;a.g2=a.g;"},{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}}],"waves":[{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}}],"init_eqs_str":"a.dx1=0;a.q3=0;a.q1=0;a.bass_thresh=0;a.q2=0;a.vol=0;a.q4=0;a.q9=0;a.q11=div(.5,Math.asin(1));","frame_eqs_str":"a.bass_thresh=2*above(a.bass_att,a.bass_thresh)+(1-above(a.bass_att,a.bass_thresh))*(.91*(a.bass_thresh-1.3)+1.3);a.q2=a.bass_thresh;a.vol=.25*(a.bass+a.mid+a.treb);a.vol*=a.vol;a.q3=a.vol;a.q4=Math.min(.5*a.vol,1);a.dy=-.005;a.warp=0;a.q9=.5+.5*Math.sin(.1*a.time);","pixel_eqs_str":"a.dx1=.132*Math.cos(a.y*a.q3*30);a.dx=.00001<Math.abs(above(a.y,.8))?.00001<Math.abs(below(a.y,.83))?.00001<Math.abs(above(a.x,.05))?.00001<Math.abs(below(a.x,.93))?a.dx1*(1-a.rad+.1)*1.5:0:0:0:0;a.q1=a.dx;","warp":" shader_body { \n  vec2 tmpvar_1;\n  tmpvar_1.x = uv.x;\n  tmpvar_1.y = (uv.y - pow (pow (\n    (((texture (sampler_blur1, uv).xyz * scale1) + bias1) - 0.05)\n  , \n    (texture (sampler_main, uv).xyz - 0.9)\n  ).x, 0.007));\n  vec4 tmpvar_2;\n  tmpvar_2.w = 1.0;\n  tmpvar_2.xyz = (texture (sampler_main, fract(tmpvar_1)).xyz + 0.001);\n  ret = tmpvar_2.xyz;\n }","comp":"vec2 xlat_mutabled;\nvec3 xlat_mutabledx;\nvec3 xlat_mutabledy;\n shader_body { \n  vec3 ret_1;\n  vec2 tmpvar_2;\n  tmpvar_2.x = 0.5;\n  tmpvar_2.y = (1.0 - q9);\n  vec2 tmpvar_3;\n  tmpvar_3 = (uv_orig - tmpvar_2);\n  float tmpvar_4;\n  tmpvar_4 = (3.0 / tmpvar_3.y);\n  vec2 tmpvar_5;\n  tmpvar_5.x = ((tmpvar_3.x * tmpvar_4) * q9);\n  tmpvar_5.y = (tmpvar_4 * q9);\n  xlat_mutabled = (texsize.zw * 1.5);\n  xlat_mutabledx = (texture (sampler_main, (uv_orig + (vec2(1.0, 0.0) * xlat_mutabled))).xyz - texture (sampler_main, (uv_orig - (vec2(1.0, 0.0) * xlat_mutabled))).xyz);\n  xlat_mutabledy = (texture (sampler_main, (uv_orig + (vec2(0.0, 1.0) * xlat_mutabled))).xyz - texture (sampler_main, (uv_orig - (vec2(0.0, 1.0) * xlat_mutabled))).xyz);\n  vec2 tmpvar_6;\n  tmpvar_6.x = xlat_mutabledx.y;\n  tmpvar_6.y = xlat_mutabledy.y;\n  vec2 x_7;\n  x_7 = (tmpvar_6 * 8.0);\n  ret_1 = (((texture (sampler_main, \n    ((0.5 + ((\n      fract(((1.0 - abs(\n        ((fract((\n          (tmpvar_3 + vec2(0.5, 1.0))\n         * 0.5)) * 2.0) - 1.0)\n      )) - ((\n        (texture (sampler_noise_hq, ((tmpvar_5 * 0.05) + (vec2(0.1, -0.05) * time))) - 0.5)\n       * \n        float(int((tmpvar_3.y > 0.0)))\n      ).xy * 0.025)))\n     - 0.5) * 0.85)) - vec2(0.0, 0.04))\n  ).x * \n    (1.0 - sqrt(dot (x_7, x_7)))\n  ) * (\n    (hue_shader * 6.0)\n   - 4.0)) * 0.8);\n  vec2 tmpvar_8;\n  tmpvar_8.x = xlat_mutabledx.z;\n  tmpvar_8.y = xlat_mutabledy.z;\n  vec2 x_9;\n  x_9 = (tmpvar_8 * 4.0);\n  vec3 tmpvar_10;\n  tmpvar_10 = mix (ret_1, vec3(1.0, 1.0, 1.0), vec3(sqrt(dot (x_9, x_9))));\n  ret_1 = tmpvar_10;\n  vec4 tmpvar_11;\n  tmpvar_11.w = 1.0;\n  tmpvar_11.xyz = tmpvar_10;\n  ret = tmpvar_11.xyz;\n }"}