{"baseVals":{"gammaadj":1,"decay":0.995,"echo_zoom":1.007,"echo_orient":3,"wave_thick":1,"wave_brighten":0,"wrap":0,"wave_a":0.004,"wave_scale":0.01,"wave_smoothing":0,"wave_mystery":-0.44,"modwavealphastart":1,"modwavealphaend":1,"warpanimspeed":1.459,"warpscale":2.007,"zoom":0.9999,"warp":0.01,"sx":0.9999,"wave_y":0.04,"ob_size":0.05,"ob_g":0.1,"ob_b":1,"ob_a":1,"ib_size":0,"ib_r":0,"ib_g":0,"ib_b":0,"mv_x":64,"mv_y":48,"mv_l":0,"mv_b":0,"mv_a":0,"b1ed":0},"shapes":[{"baseVals":{"enabled":1,"sides":100,"thickoutline":1,"rad":0.02015,"tex_ang":0.12566,"tex_zoom":1.51878,"r":0,"a":0.1,"g2":0,"border_a":0},"init_eqs_str":"","frame_eqs_str":""},{"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.look=0;a.n=0;a.reg26=0;a.w=0;a.uvx0=0;a.reg34=0;a.reg28=0;a.reg23=0;a.q25=0;a.angchg=0;a.reg20=0;a.reg15=0;a.reg10=0;a.h3=0;a.q12=0;a.v3=0;a.q18=0;a.q22=0;a.q21=0;a.diry=0;a.q13=0;a.q6=0;a.posx=0;a.fps_=0;a.reg25=0;a.bt=0;a.uvx=0;a.q1=0;a.travel=0;a.posz=0;a.q5=0;a.q9=0;a.dirz=0;a.dec_s=0;a.reg16=0;a.v=0;a.slow=0;a.reg36=0;a.mm=0;a.h2=0;a.reg22=0;a.tt=0;a.uvy=0;a.rotz=0;a.bm=0;a.ly=0;a.dist_=0;a.q23=0;a.q24=0;a.reg24=0;a.cran0=0;a.ran2=0;a.q11=0;a.q10=0;a.reg14=0;a.posy=0;\na.reg31=0;a.dirx=0;a.q4=0;a.start=0;a.reg12=0;a.reg13=0;a.c2=0;a.reg37=0;a.s3=0;a.yslope=0;a.lampy=0;a.q16=0;a.xslope=0;a.q26=0;a.reg38=0;a.reg35=0;a.reg11=0;a.mt=0;a.tx=0;a.avg=0;a.uvz=0;a.c3=0;a.uvy0=0;a.mx=0;a.reg27=0;a.mn=0;a.q19=0;a.beat=0;a.q17=0;a.reg32=0;a.lx=0;a.reg21=0;a.uvz0=0;a.len=0;a.reg18=0;a.reg30=0;a.bb=0;a.q2=0;a.q27=0;a.slen=0;a.q14=0;a.dist=0;a.h1=0;a.reg17=0;a.v1=0;a.speed=0;a.q3=0;a.s1=0;a.t0=0;a.s2=0;a.ran1=0;a.reg33=0;a.q7=0;a.ds=0;a.q28=0;a.lampx=0;a.ty=0;a.c1=0;a.v2=0;a.q20=\n0;a.q8=0;a.avg=.01;a.q7=.25;a.q8=randint(2)-1;a.q16=1+randint(2);a.q18=randint(.8)+.1;a.q30=1;a.q31=128;a.start=1;a.travel=0;a.rotz=0;a.look=0;a.slow=0;a.t0=a.time+3;a.lampx=.5;a.lampy=.5;a.cran0=randint(1);for(var b=a.n=0;1E4>b;b++)a.gmegabuf[Math.floor(a.n)]=0,a.n+=1;for(b=a.n=0;1E4>b;b++)a.megabuf[Math.floor(a.n)]=0,a.n+=1;a.trelx=0;a.trely=0;a.trelz=0;a.reg20=1;a.reg21=0;a.reg22=0;a.reg23=0;a.reg24=1;a.reg25=0;a.reg26=0;a.reg27=0;a.reg28=1;b=0;do{b+=1;var c;a.ran1=div(randint(800),100);a.ran2=\ndiv(randint(800),100);a.ran3=div(randint(800),100);a.posx=randint(5)-2;a.posy=randint(5)-2;a.posz=randint(5)-2;a.c1=Math.cos(a.ran1);a.c2=Math.cos(a.ran2);a.c3=Math.cos(a.ran3);a.s1=Math.sin(a.ran1);a.s2=Math.sin(a.ran2);a.s3=Math.sin(a.ran3);a.reg20=a.c2*a.c1;a.reg21=a.c2*a.s1;a.reg22=-a.s2;a.reg23=a.s3*a.s2*a.c1-a.c3*a.s1;a.reg24=a.s3*a.s2*a.s1+a.c3*a.c1;a.reg25=a.s3*a.c2;a.reg26=a.c3*a.s2*a.c1+a.s3*a.s1;a.reg27=a.c3*a.s2*a.s1-a.s3*a.c1;a.reg28=a.c3*a.c2;a.dist=.001;var d=0;do{d+=1;a.uvx=div(a.reg26*\na.dist,a.q7);a.uvy=div(a.reg27*a.dist,a.q7);a.uvz=div(a.reg28*a.dist,a.q7);a.uvx+=a.posx;a.uvy+=a.posy;a.uvz+=a.posz;a.uvx=8*(div(a.uvx,8)+30.5-Math.floor(div(a.uvx,8)+30.5)-.5);a.uvy=8*(div(a.uvy,8)+30.5-Math.floor(div(a.uvy,8)+30.5)-.5);a.uvz=8*(div(a.uvz,8)+30.5-Math.floor(div(a.uvz,8)+30.5)-.5);a.uvx0=a.uvx+a.q8;a.uvy0=a.uvy+a.q8;a.uvz0=a.uvz+a.q8;for(c=0;8>c;c++)a.uvx=.00001<Math.abs(1<a.uvx?1:0)?2-a.uvx:.00001<Math.abs(-1>a.uvx?1:0)?-2-a.uvx:a.uvx,a.uvy=.00001<Math.abs(1<a.uvy?1:0)?2-a.uvy:\n.00001<Math.abs(-1>a.uvy?1:0)?-2-a.uvy:a.uvy,a.uvz=.00001<Math.abs(1<a.uvz?1:0)?2-a.uvz:.00001<Math.abs(-1>a.uvz?1:0)?-2-a.uvz:a.uvz,a.slen=a.uvx*a.uvx+a.uvy*a.uvy+a.uvz*a.uvz,a.uvx=2.6*(.00001<Math.abs(.25>a.slen?1:0)?4*a.uvx:.00001<Math.abs(1>a.slen?1:0)?div(a.uvx,a.slen):a.uvx)+a.uvx0,a.uvy=2.6*(.00001<Math.abs(.25>a.slen?1:0)?4*a.uvy:.00001<Math.abs(1>a.slen?1:0)?div(a.uvy,a.slen):a.uvy)+a.uvy0,a.uvz=2.6*(.00001<Math.abs(.25>a.slen?1:0)?4*a.uvz:.00001<Math.abs(1>a.slen?1:0)?div(a.uvz,a.slen):\na.uvz)+a.uvz0;a.len=sqrt(a.uvx*a.uvx+a.uvy*a.uvy+a.uvz*a.uvz);a.dist*=1.05;c=(.6>a.dist?1:0)*(30<a.len?1:0)}while(.00001<Math.abs(c)&&1048576>d);d=.06>a.dist?1:0}while(.00001<Math.abs(d)&&1048576>b);","frame_eqs_str":"a.fps_=0*a.fps_+1*(.00001<Math.abs(25>=a.fps?1:0)?a.fps:25+.5*(a.fps-25));a.dec_s=1-div(.06*30,a.fps_);a.beat=a.time>a.t0+3?1:0;a.t0=.00001<Math.abs(a.beat)?a.time:a.t0;a.speed=div(Math.min(.2,a.dist_-.02)*(1+2*a.avg)*(1-0*a.slow)*.7,a.q7);a.ds=a.ds*a.dec_s+div((1-a.dec_s)*a.speed*.25,a.fps_);a.rotz=.00001<Math.abs(.00001>Math.abs(a.rotz-0)?1:0)?a.beat*(randint(100)<20*a.travel?1:0)*(div(randint(10),10)-.3):bnot(a.beat*(30>randint(100)?1:0))*a.rotz;a.slow=.00001<Math.abs(bnot(a.slow))?\na.beat*(6>randint(1E3*a.avg)?1:0):bnot(a.beat*(50>randint(100)?1:0));a.look=.00001<Math.abs(bnot(a.look))?a.beat*(12>randint(1E3*a.speed)?1:0):bnot(a.beat*(50>randint(100)?1:0));a.lx=.00001<Math.abs(a.beat)?div(randint(150),200)+.15:a.lx;a.ly=.00001<Math.abs(a.beat)?div(randint(150),200)+.15:a.ly;a.lampx=a.lampx*a.dec_s+(1-a.dec_s)*(.00001<Math.abs(a.look)?a.lx:.5);a.lampy=a.lampy*a.dec_s+(1-a.dec_s)*(.00001<Math.abs(a.look)?a.ly:.5);a.q1=a.lampx;a.q2=a.lampy;a.dirx=a.reg26;a.diry=a.reg27;a.dirz=\na.reg28;a.posx+=a.ds*a.dirx;a.posy+=a.ds*a.diry;a.posz+=a.ds*a.dirz;a.q4=a.posx;a.q5=a.posy;a.q6=a.posz;a.angchg=(.2-a.dist_)*(.2>a.dist_?1:0)*2;a.travel=.00001<Math.abs(0<a.angchg?1:0)?0:a.travel+a.ds;a.v1=a.v1*a.dec_s+(1-a.dec_s)*a.rotz*a.ds;a.v2=a.v2*a.dec_s+div((1-a.dec_s)*a.angchg*a.xslope,a.fps_);a.v3=a.v3*a.dec_s+(1-a.dec_s)*(div(a.angchg*a.yslope,a.fps_)+2*a.v1*Math.sin(.1*a.time));a.reg30=a.reg20;a.reg31=a.reg21;a.reg32=a.reg22;a.reg33=a.reg23;a.reg34=a.reg24;a.reg35=a.reg25;a.reg36=a.reg26;\na.reg37=a.reg27;a.reg38=a.reg28;a.n=0;for(var b=a.avg=0;5>b;b++){a.n+=1;a.ran1=div(randint(100),100);a.ran2=div(randint(100),200)-.25;a.tx=Math.cos(1.57*a.n+a.ran2)*(4>=a.n?1:0)*a.ran1;a.ty=Math.sin(1.57*a.n+a.ran2)*(4>=a.n?1:0)*a.ran1;a.c1=Math.cos(a.v1);a.c2=Math.cos(a.v2+a.ty);a.c3=Math.cos(a.v3+a.tx);a.s1=Math.sin(a.v1);a.s2=Math.sin(a.v2+a.ty);a.s3=Math.sin(a.v3+a.tx);a.reg10=a.c2*a.c1;a.reg11=a.c2*a.s1;a.reg12=-a.s2;a.reg13=a.s3*a.s2*a.c1-a.c3*a.s1;a.reg14=a.s3*a.s2*a.s1+a.c3*a.c1;a.reg15=a.s3*\na.c2;a.reg16=a.c3*a.s2*a.c1+a.s3*a.s1;a.reg17=a.c3*a.s2*a.s1-a.s3*a.c1;a.reg18=a.c3*a.c2;a.reg20=a.reg30;a.reg21=a.reg31;a.reg22=a.reg32;a.reg23=a.reg33;a.reg24=a.reg34;a.reg25=a.reg35;a.reg26=a.reg36;a.reg27=a.reg37;a.reg28=a.reg38;a.q20=a.reg10*a.reg20+a.reg11*a.reg23+a.reg12*a.reg26;a.q21=a.reg10*a.reg21+a.reg11*a.reg24+a.reg12*a.reg27;a.q22=a.reg10*a.reg22+a.reg11*a.reg25+a.reg12*a.reg28;a.q23=a.reg13*a.reg20+a.reg14*a.reg23+a.reg15*a.reg26;a.q24=a.reg13*a.reg21+a.reg14*a.reg24+a.reg15*a.reg27;\na.q25=a.reg13*a.reg22+a.reg14*a.reg25+a.reg15*a.reg28;a.q26=a.reg16*a.reg20+a.reg17*a.reg23+a.reg18*a.reg26;a.q27=a.reg16*a.reg21+a.reg17*a.reg24+a.reg18*a.reg27;a.q28=a.reg16*a.reg22+a.reg17*a.reg25+a.reg18*a.reg28;a.reg20=a.q20;a.reg21=a.q21;a.reg22=a.q22;a.reg23=a.q23;a.reg24=a.q24;a.reg25=a.q25;a.reg26=a.q26;a.reg27=a.q27;a.reg28=a.q28;a.dist=.002;var c,d=0;do{d+=1;a.uvx=div(a.reg26*a.dist,a.q7);a.uvy=div(a.reg27*a.dist,a.q7);a.uvz=div(a.reg28*a.dist,a.q7);a.uvx+=a.posx;a.uvy+=a.posy;a.uvz+=a.posz;\na.uvx=8*(div(a.uvx,8)+30.5-Math.floor(div(a.uvx,8)+30.5)-.5);a.uvy=8*(div(a.uvy,8)+30.5-Math.floor(div(a.uvy,8)+30.5)-.5);a.uvz=8*(div(a.uvz,8)+30.5-Math.floor(div(a.uvz,8)+30.5)-.5);a.uvx0=a.uvx+a.q8;a.uvy0=a.uvy+a.q8;a.uvz0=a.uvz+a.q8;for(c=0;8>c;c++)a.uvx=.00001<Math.abs(1<a.uvx?1:0)?2-a.uvx:.00001<Math.abs(-1>a.uvx?1:0)?-2-a.uvx:a.uvx,a.uvy=.00001<Math.abs(1<a.uvy?1:0)?2-a.uvy:.00001<Math.abs(-1>a.uvy?1:0)?-2-a.uvy:a.uvy,a.uvz=.00001<Math.abs(1<a.uvz?1:0)?2-a.uvz:.00001<Math.abs(-1>a.uvz?1:0)?\n-2-a.uvz:a.uvz,a.slen=a.uvx*a.uvx+a.uvy*a.uvy+a.uvz*a.uvz,a.uvx=2.6*(.00001<Math.abs(.25>a.slen?1:0)?4*a.uvx:.00001<Math.abs(1>a.slen?1:0)?div(a.uvx,a.slen):a.uvx)+a.uvx0,a.uvy=2.6*(.00001<Math.abs(.25>a.slen?1:0)?4*a.uvy:.00001<Math.abs(1>a.slen?1:0)?div(a.uvy,a.slen):a.uvy)+a.uvy0,a.uvz=2.6*(.00001<Math.abs(.25>a.slen?1:0)?4*a.uvz:.00001<Math.abs(1>a.slen?1:0)?div(a.uvz,a.slen):a.uvz)+a.uvz0;a.len=sqrt(a.uvx*a.uvx+a.uvy*a.uvy+a.uvz*a.uvz);a.dist*=1.1;c=(.6>a.dist?1:0)*(30<a.len?1:0)}while(.00001<\nMath.abs(c)&&1048576>d);a.megabuf[Math.floor(a.n)]=a.megabuf[Math.floor(a.n)]*a.dec_s+(1-a.dec_s)*a.dist;a.avg+=Math.abs(div(a.megabuf[Math.floor(a.n)],5))}a.n=0;for(b=a.avg=0;5>b;b++)a.n+=1,a.avg+=Math.abs(div(a.megabuf[Math.floor(a.n)],5));a.xslope=Math.min(Math.max(div(2,a.avg)*(a.megabuf[1]-a.megabuf[3]),-3),3);a.yslope=Math.min(Math.max(div(2,a.avg)*(a.megabuf[4]-a.megabuf[2]),-3),3);a.monitor=a.avg;a.dist_=a.dist_*a.dec_s+(1-a.dec_s)*a.dist;a.q10=a.ds*a.q7;a.q14=Math.abs(a.ds)+2*(Math.abs(a.v1)+\nMath.abs(a.v2)+Math.abs(a.v3))+div(1,255)+.05*a.start;a.q19=.6+.4*Math.sin(.02*a.time+6*a.cran0);a.start*=.9;a.q11=a.v1;a.q12=a.v2;a.q13=a.v3;a.monitor=a.q16;a.bb=.99*a.bb+.02*a.bass;a.mm=.99*a.mm+.02*a.mid;a.tt=.99*a.tt+.02*a.treb;a.mx=Math.max(Math.max(a.bb,a.mm),a.tt);a.mn=Math.min(Math.min(a.bb,a.mm),a.tt);a.h1=div(a.bb-a.mn,a.mx-a.mn);a.h2=div(a.mm-a.mn,a.mx-a.mn);a.h3=div(a.tt-a.mn,a.mx-a.mn);a.v=div(.1333,a.fps);a.bm+=(a.h1-a.h2)*a.v;a.mt+=(a.h2-a.h3)*a.v;a.bt+=(a.h1-a.h3)*a.v;a.w=2*a.bm;a.q3=\nMath.sin(a.w);a.q9=Math.cos(a.w);a.q17=a.bm;a.q18=a.mt;a.q19=a.bt;","pixel_eqs_str":"a.warp=0;a.zoom=1;a.dx=div(-a.q12,a.q16)*(1+0*pow(a.x-.5,2));a.dy=div(a.q13,a.q16)*(1+0*pow(a.y-.5,2));a.rot=a.q11;","warp":"float sustain;\nfloat xlat_mutabledist;\nfloat xlat_mutablestruc;\nvec2 xlat_mutableuv1;\nvec3 xlat_mutableuv2;\n shader_body { \n  mat3 tmpvar_1;\n  tmpvar_1[uint(0)].x = q20;\n  tmpvar_1[uint(0)].y = q23;\n  tmpvar_1[uint(0)].z = q26;\n  tmpvar_1[1u].x = q21;\n  tmpvar_1[1u].y = q24;\n  tmpvar_1[1u].z = q27;\n  tmpvar_1[2u].x = q22;\n  tmpvar_1[2u].y = q25;\n  tmpvar_1[2u].z = q28;\n  vec3 tmpvar_2;\n  tmpvar_2.x = q4;\n  tmpvar_2.y = q5;\n  tmpvar_2.z = q6;\n  sustain = (1.0123 - q14);\n  vec2 uv_3;\n  vec3 ret_4;\n  vec2 tmpvar_5;\n  tmpvar_5 = (uv - 0.5);\n  xlat_mutableuv1 = ((tmpvar_5 * aspect.xy) * q16);\n  vec4 tmpvar_6;\n  tmpvar_6 = texture (sampler_pc_main, uv);\n  uv_3 = ((tmpvar_5 * (1.0 - \n    (q10 / (1.0 - ((tmpvar_6.z + \n      (0.003921569 * tmpvar_6.y)\n    ) + (q10 * 0.7))))\n  )) + 0.5);\n  vec4 tmpvar_7;\n  tmpvar_7 = fract((8.0 * texture (sampler_noise_lq, (uv_3 + rand_frame.yz))));\n  xlat_mutabledist = tmpvar_7.x;\n  if ((tmpvar_7.y > 0.2)) {\n    vec3 tmpvar_8;\n    tmpvar_8 = (tmpvar_7.xyz - vec3(0.4, 0.5, 0.5));\n    vec2 uvi_9;\n    uvi_9 = ((tmpvar_8.zy * 0.003) + uv_3);\n    vec2 pix_10;\n    vec4 nb2_11;\n    vec4 nb_12;\n    vec2 x_13;\n    x_13 = (uvi_9 - 0.5);\n    pix_10 = (texsize.zw * (1.0 + (\n      sqrt(dot (x_13, x_13))\n     * 8.0)));\n    float tmpvar_14;\n    tmpvar_14 = (q10 * 0.7);\n    vec4 tmpvar_15;\n    tmpvar_15 = texture (sampler_pc_main, (uvi_9 - pix_10));\n    nb_12.x = (1.0 - ((tmpvar_15.z + \n      (0.003921569 * tmpvar_15.y)\n    ) + tmpvar_14));\n    vec4 tmpvar_16;\n    tmpvar_16 = texture (sampler_pc_main, (uvi_9 + (pix_10 * vec2(1.0, -1.0))));\n    nb_12.y = (1.0 - ((tmpvar_16.z + \n      (0.003921569 * tmpvar_16.y)\n    ) + tmpvar_14));\n    vec4 tmpvar_17;\n    tmpvar_17 = texture (sampler_pc_main, (uvi_9 + pix_10));\n    nb_12.z = (1.0 - ((tmpvar_17.z + \n      (0.003921569 * tmpvar_17.y)\n    ) + tmpvar_14));\n    vec4 tmpvar_18;\n    tmpvar_18 = texture (sampler_pc_main, (uvi_9 + (pix_10 * vec2(-1.0, 1.0))));\n    nb_12.w = (1.0 - ((tmpvar_18.z + \n      (0.003921569 * tmpvar_18.y)\n    ) + tmpvar_14));\n    vec4 tmpvar_19;\n    tmpvar_19 = texture (sampler_pc_main, (uvi_9 + (pix_10 * vec2(0.0, -1.0))));\n    nb2_11.x = (1.0 - ((tmpvar_19.z + \n      (0.003921569 * tmpvar_19.y)\n    ) + tmpvar_14));\n    vec4 tmpvar_20;\n    tmpvar_20 = texture (sampler_pc_main, (uvi_9 + (pix_10 * vec2(1.0, 0.0))));\n    nb2_11.y = (1.0 - ((tmpvar_20.z + \n      (0.003921569 * tmpvar_20.y)\n    ) + tmpvar_14));\n    vec4 tmpvar_21;\n    tmpvar_21 = texture (sampler_pc_main, (uvi_9 + (pix_10 * vec2(0.0, 1.0))));\n    nb2_11.z = (1.0 - ((tmpvar_21.z + \n      (0.003921569 * tmpvar_21.y)\n    ) + tmpvar_14));\n    vec4 tmpvar_22;\n    tmpvar_22 = texture (sampler_pc_main, (uvi_9 + (pix_10 * vec2(-1.0, 0.0))));\n    nb2_11.w = (1.0 - ((tmpvar_22.z + \n      (0.003921569 * tmpvar_22.y)\n    ) + tmpvar_14));\n    vec4 tmpvar_23;\n    tmpvar_23 = min (nb_12, nb2_11);\n    nb_12.zw = tmpvar_23.zw;\n    nb_12.xy = min (tmpvar_23.xy, tmpvar_23.zw);\n    xlat_mutabledist = (min (nb_12.x, nb_12.y) + ((0.008 * tmpvar_8.x) * abs(tmpvar_8.y)));\n  };\n  vec4 tmpvar_24;\n  tmpvar_24 = texture (sampler_pc_main, uv_3);\n  float tmpvar_25;\n  tmpvar_25 = min (xlat_mutabledist, (1.0 - (\n    (tmpvar_24.z + (0.003921569 * tmpvar_24.y))\n   + \n    (q10 * 0.7)\n  )));\n  xlat_mutabledist = tmpvar_25;\n  float tmpvar_26;\n  tmpvar_26 = (tmpvar_25 + pow (tmpvar_25, 3.0));\n  vec3 tmpvar_27;\n  tmpvar_27.xy = (xlat_mutableuv1 * tmpvar_26);\n  tmpvar_27.z = tmpvar_26;\n  xlat_mutableuv2 = (((tmpvar_27 / q7) * tmpvar_1) + tmpvar_2);\n  xlat_mutableuv2 = ((fract(\n    ((xlat_mutableuv2 / 8.0) + 0.5)\n  ) - 0.5) * 8.0);\n  float li_28;\n  vec3 zz0_29;\n  vec3 zz_30;\n  zz0_29 = (xlat_mutableuv2 + q8);\n  li_28 = 0.0;\n  zz_30 = ((2.0 * clamp (xlat_mutableuv2, vec3(-1.0, -1.0, -1.0), vec3(1.0, 1.0, 1.0))) - xlat_mutableuv2);\n  float tmpvar_31;\n  tmpvar_31 = dot (zz_30, zz_30);\n  if ((tmpvar_31 <= 0.25)) {\n    zz_30 = (zz_30 * 4.0);\n    li_28 = 24.0;\n  } else {\n    if ((tmpvar_31 <= 1.0)) {\n      zz_30 = (zz_30 / tmpvar_31);\n    };\n  };\n  zz_30 = ((2.6 * zz_30) + zz0_29);\n  zz_30 = ((2.0 * clamp (zz_30, vec3(-1.0, -1.0, -1.0), vec3(1.0, 1.0, 1.0))) - zz_30);\n  float tmpvar_32;\n  tmpvar_32 = dot (zz_30, zz_30);\n  if ((tmpvar_32 <= 0.25)) {\n    zz_30 = (zz_30 * 4.0);\n    li_28 = 24.0;\n  } else {\n    if ((tmpvar_32 <= 1.0)) {\n      zz_30 = (zz_30 / tmpvar_32);\n    };\n  };\n  zz_30 = ((2.6 * zz_30) + zz0_29);\n  zz_30 = ((2.0 * clamp (zz_30, vec3(-1.0, -1.0, -1.0), vec3(1.0, 1.0, 1.0))) - zz_30);\n  float tmpvar_33;\n  tmpvar_33 = dot (zz_30, zz_30);\n  if ((tmpvar_33 <= 0.25)) {\n    zz_30 = (zz_30 * 4.0);\n    li_28 = 24.0;\n  } else {\n    if ((tmpvar_33 <= 1.0)) {\n      zz_30 = (zz_30 / tmpvar_33);\n    };\n  };\n  zz_30 = ((2.6 * zz_30) + zz0_29);\n  zz_30 = ((2.0 * clamp (zz_30, vec3(-1.0, -1.0, -1.0), vec3(1.0, 1.0, 1.0))) - zz_30);\n  float tmpvar_34;\n  tmpvar_34 = dot (zz_30, zz_30);\n  if ((tmpvar_34 <= 0.25)) {\n    zz_30 = (zz_30 * 4.0);\n    li_28 = 24.0;\n  } else {\n    if ((tmpvar_34 <= 1.0)) {\n      zz_30 = (zz_30 / tmpvar_34);\n    };\n  };\n  zz_30 = ((2.6 * zz_30) + zz0_29);\n  zz_30 = ((2.0 * clamp (zz_30, vec3(-1.0, -1.0, -1.0), vec3(1.0, 1.0, 1.0))) - zz_30);\n  float tmpvar_35;\n  tmpvar_35 = dot (zz_30, zz_30);\n  if ((tmpvar_35 <= 0.25)) {\n    zz_30 = (zz_30 * 4.0);\n    li_28 = 24.0;\n  } else {\n    if ((tmpvar_35 <= 1.0)) {\n      zz_30 = (zz_30 / tmpvar_35);\n    };\n  };\n  zz_30 = ((2.6 * zz_30) + zz0_29);\n  zz_30 = ((2.0 * clamp (zz_30, vec3(-1.0, -1.0, -1.0), vec3(1.0, 1.0, 1.0))) - zz_30);\n  float tmpvar_36;\n  tmpvar_36 = dot (zz_30, zz_30);\n  if ((tmpvar_36 <= 0.25)) {\n    zz_30 = (zz_30 * 4.0);\n    li_28 = 24.0;\n  } else {\n    if ((tmpvar_36 <= 1.0)) {\n      zz_30 = (zz_30 / tmpvar_36);\n    };\n  };\n  zz_30 = ((2.6 * zz_30) + zz0_29);\n  zz_30 = ((2.0 * clamp (zz_30, vec3(-1.0, -1.0, -1.0), vec3(1.0, 1.0, 1.0))) - zz_30);\n  float tmpvar_37;\n  tmpvar_37 = dot (zz_30, zz_30);\n  if ((tmpvar_37 <= 0.25)) {\n    zz_30 = (zz_30 * 4.0);\n    li_28 = 24.0;\n  } else {\n    if ((tmpvar_37 <= 1.0)) {\n      zz_30 = (zz_30 / tmpvar_37);\n    };\n  };\n  zz_30 = ((2.6 * zz_30) + zz0_29);\n  zz_30 = ((2.0 * clamp (zz_30, vec3(-1.0, -1.0, -1.0), vec3(1.0, 1.0, 1.0))) - zz_30);\n  float tmpvar_38;\n  tmpvar_38 = dot (zz_30, zz_30);\n  if ((tmpvar_38 <= 0.25)) {\n    zz_30 = (zz_30 * 4.0);\n    li_28 = 24.0;\n  } else {\n    if ((tmpvar_38 <= 1.0)) {\n      zz_30 = (zz_30 / tmpvar_38);\n    };\n  };\n  zz_30 = ((2.6 * zz_30) + zz0_29);\n  vec4 tmpvar_39;\n  tmpvar_39.xyz = zz_30;\n  tmpvar_39.w = li_28;\n  float tmpvar_40;\n  tmpvar_40 = sqrt(dot (zz_30, zz_30));\n  xlat_mutablestruc = (sqrt(dot (tmpvar_39.xyw, tmpvar_39.xyw)) / 24.0);\n  vec4 tmpvar_41;\n  tmpvar_41 = texture (sampler_pc_main, uv_3);\n  float tmpvar_42;\n  float tmpvar_43;\n  tmpvar_43 = (q10 * 0.7);\n  tmpvar_42 = ((log(\n    (1.0 + (tmpvar_40 / 24.0))\n  ) * 0.02) * (1.0 - (1.0 - \n    ((tmpvar_41.z + (0.003921569 * tmpvar_41.y)) + tmpvar_43)\n  )));\n  float tmpvar_44;\n  vec4 tmpvar_45;\n  tmpvar_45 = texture (sampler_pc_main, uv_3);\n  tmpvar_44 = (1.0 - ((tmpvar_45.z + \n    (0.003921569 * tmpvar_45.y)\n  ) + tmpvar_43));\n  if ((((tmpvar_25 <= tmpvar_44) && (tmpvar_40 < 24.0)) && (tmpvar_25 > 0.005))) {\n    ret_4.x = (((1.0 - sustain) * xlat_mutablestruc) + (sustain * mix (texture (sampler_main, uv_3).xyz, \n      ((texture (sampler_blur1, uv_3).xyz * scale1) + bias1)\n    , vec3(\n      (q14 * 4.0)\n    )).x));\n    float x_46;\n    x_46 = ((1.0 - tmpvar_25) * 255.0);\n    float ip_47;\n    ip_47 = float(int(x_46));\n    vec2 tmpvar_48;\n    tmpvar_48.x = (x_46 - ip_47);\n    tmpvar_48.y = (ip_47 / 255.0);\n    ret_4.yz = tmpvar_48;\n  } else {\n    vec3 tmpvar_49;\n    tmpvar_49.y = 0.0;\n    tmpvar_49.x = sustain;\n    tmpvar_49.z = (1.0 - tmpvar_42);\n    vec3 tmpvar_50;\n    tmpvar_50.xy = vec2(0.003921569, 0.0);\n    tmpvar_50.z = (q14 / 6.0);\n    ret_4 = ((texture (sampler_fc_main, uv_3).xyz * tmpvar_49) - tmpvar_50);\n  };\n  vec4 tmpvar_51;\n  tmpvar_51.w = 1.0;\n  tmpvar_51.xyz = ret_4;\n  ret = tmpvar_51.xyz;\n }","comp":"vec2 xlat_mutabled;\nvec3 xlat_mutabledx;\nvec3 xlat_mutabledy;\n shader_body { \n  vec3 ret_1;\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_2;\n  tmpvar_2.x = xlat_mutabledx.y;\n  tmpvar_2.y = xlat_mutabledy.y;\n  vec2 x_3;\n  x_3 = (tmpvar_2 * 8.0);\n  ret_1 = (((texture (sampler_main, uv).x * \n    (1.0 - sqrt(dot (x_3, x_3)))\n  ) * pow (hue_shader, vec3(6.0, 6.0, 6.0))) * 1.4);\n  vec2 tmpvar_4;\n  tmpvar_4.x = xlat_mutabledx.z;\n  tmpvar_4.y = xlat_mutabledy.z;\n  vec2 x_5;\n  x_5 = (tmpvar_4 * 4.0);\n  vec3 tmpvar_6;\n  tmpvar_6 = mix (ret_1, vec3(1.0, 1.0, 1.0), vec3(sqrt(dot (x_5, x_5))));\n  ret_1 = tmpvar_6;\n  float tmpvar_7;\n  tmpvar_7 = ((tmpvar_6.x + tmpvar_6.y) + tmpvar_6.z);\n  if ((tmpvar_7 > 2.5)) {\n    ret_1 = (hue_shader * (hue_shader * vol));\n  };\n  vec4 tmpvar_8;\n  tmpvar_8.w = 1.0;\n  tmpvar_8.xyz = ret_1;\n  ret = tmpvar_8.xyz;\n }"}