{"baseVals":{"rating":0,"gammaadj":1.49,"decay":1,"echo_zoom":1,"echo_alpha":0.5,"wave_mode":1,"wave_thick":1,"wave_brighten":0,"brighten":1,"darken":1,"wave_a":1.06,"wave_scale":0.43,"wave_smoothing":0.9,"wave_mystery":-1,"modwavealphastart":0.71,"modwavealphaend":1.3,"warpscale":0.403,"zoomexp":1.0016,"zoom":1.0298,"warp":0.01,"sx":0.9901,"sy":0.97078,"wave_r":0.5,"wave_g":0.5,"wave_b":0.5,"ob_size":0.005,"ob_a":0.05,"ib_size":0,"ib_r":0,"ib_g":0,"ib_b":0,"ib_a":1,"mv_x":64,"mv_y":48,"mv_l":0.05,"mv_r":0,"mv_g":0,"mv_b":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.q12=0;a.q6=0;a.q1=0;a.wg=0;a.q11=0;a.q10=0;a.wb=0;a.vol=0;a.q2=0;a.wr=0;a.q7=0;a.mtime=0;a.q8=0;","frame_eqs_str":"a.wave_r+=.5*(.6*Math.sin(1.3*a.time)+.4*Math.sin(.98*a.time));a.wave_b+=.5*(.6*Math.sin(1.1*a.time)+.4*Math.sin(.78*a.time));a.wave_g+=.5*(.6*Math.sin(1.2*a.time)+.4*Math.sin(.6*a.time));a.q8=a.wave_r;a.q7=a.wave_b;a.q6=a.wave_g;a.wr=.5+.3*(.6*Math.sin(1.8*a.time)+.4*Math.sin(.8*a.time));a.wb=.5+.3*(.6*Math.sin(1.67*a.time)+.4*Math.sin(.5*a.time));a.wg=.5+.3*(.6*Math.sin(1.92*a.time)+.4*Math.sin(.4*a.time));a.q10=a.wr;a.q11=a.wb;a.q12=a.wg;a.vol=.1*(9*a.vol+.333333*(a.bass_att+\na.mid_att+a.treb_att));a.q1=a.vol;a.monitor=a.vol;a.mtime+=.01*a.vol;a.q2=.25*a.mtime;a.wave_mystery+=.6*a.vol;a.sy+=.02*a.vol;a.sx=a.sy;a.cx+=.2*Math.sin(a.mtime);a.cy-=.2*Math.sin(1.2*a.mtime);","pixel_eqs_str":"a.rot=Math.log(a.x+.1)*(a.x+.1);a.rot*=.1;","warp":" shader_body { \n  vec2 tmpvar_1;\n  tmpvar_1 = (((uv_orig * texsize.xy) * (texsize_noise_lq.zw * 1.5)) + rand_frame.xy);\n  vec4 tmpvar_2;\n  tmpvar_2.zw = vec2(0.0, 0.0);\n  tmpvar_2.xy = uv;\n  vec4 tmpvar_3;\n  tmpvar_3.zw = vec2(0.0, 0.0);\n  tmpvar_3.xy = uv_orig;\n  vec4 tmpvar_4;\n  tmpvar_4 = mix (tmpvar_2, tmpvar_3, ((1.3 - rad) + (\n    (texture (sampler_noise_lq, tmpvar_1) - 0.5)\n   * 0.15)));\n  vec4 tmpvar_5;\n  tmpvar_5.w = 1.0;\n  tmpvar_5.xyz = ((texture (sampler_main, clamp (\n    (tmpvar_4.xy - (((vec2(0.0, 64.0) * texsize.zw) * dot (\n      (texture (sampler_main, clamp (tmpvar_4.xy, 0.0, 1.0)).xyz - 0.35)\n    , vec3(0.32, 0.49, 0.29))) * (dot (texture (sampler_main, \n      clamp (tmpvar_4.xy, 0.0, 1.0)\n    ).xyz, vec3(0.32, 0.49, 0.29)) - 0.4)))\n  , 0.0, 1.0)).xyz - 0.0011) + ((texture (sampler_noise_lq, tmpvar_1) - 0.5) * 0.0038).xyz);\n  ret = tmpvar_5.xyz;\n }","comp":" shader_body { \n  vec2 uv1_1;\n  vec2 tmpvar_2;\n  tmpvar_2.y = 0.0;\n  tmpvar_2.x = texsize.z;\n  vec2 tmpvar_3;\n  tmpvar_3.x = 0.0;\n  tmpvar_3.y = texsize.w;\n  vec2 tmpvar_4;\n  tmpvar_4.x = (texture (sampler_main, (uv - tmpvar_2)).xyz - texture (sampler_main, (uv + tmpvar_2)).xyz).x;\n  tmpvar_4.y = (texture (sampler_main, (uv - tmpvar_3)).xyz - texture (sampler_main, (uv + tmpvar_3)).xyz).x;\n  uv1_1 = ((0.3 * cos(\n    ((uv - 0.5) * 2.0)\n  )) - tmpvar_4);\n  float tmpvar_5;\n  tmpvar_5 = clamp ((0.04 / sqrt(\n    dot (uv1_1, uv1_1)\n  )), 0.0, 1.0);\n  uv1_1 = ((0.3 * cos(\n    (uv1_1 * 12.0)\n  )) - (9.0 * tmpvar_4));\n  vec4 tmpvar_6;\n  tmpvar_6.w = 1.0;\n  tmpvar_6.xyz = (tmpvar_5 + ((texture (sampler_main, uv).xyz * 12.0) * vec3(clamp (\n    (0.04 / sqrt(dot (uv1_1, uv1_1)))\n  , 0.0, 1.0))));\n  ret = tmpvar_6.xyz;\n }"}