{"baseVals":{"rating":5,"gammaadj":1,"decay":1,"additivewave":1,"wave_thick":1,"modwavealphabyvolume":1,"wave_a":0.106,"wave_scale":0.51,"wave_smoothing":0,"modwavealphastart":0.82,"modwavealphaend":1.1,"zoomexp":3.04777,"zoom":1.0173,"warp":0.01605,"wave_r":0,"wave_g":0.93,"ob_size":0,"ob_a":1,"mv_x":64,"mv_y":48,"mv_l":0.85,"mv_r":0.5,"mv_g":0.5,"mv_b":0.5,"mv_a":0,"b1ed":0},"shapes":[{"baseVals":{"enabled":1,"sides":24,"additive":1,"num_inst":5,"x":0.48,"rad":0.0261,"tex_zoom":4.36077,"r2":1,"g2":0,"a2":1,"border_a":0},"init_eqs_str":"","frame_eqs_str":"a.x=div(randint(1E3),1E3);a.y=div(randint(1E3),1E3);a.ang=div(randint(150),100);"},{"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.z=0;a.d_x=0;a.index=0;a.dec_med=0;a.is_beat=0;a.dec_slow=0;a.avg=0;a.r=0;a.beat=0;a.d_y=0;a.peak=0;a.t0=0;","frame_eqs_str":"a.dec_med=pow(.9,div(30,a.fps));a.dec_slow=pow(.99,div(30,a.fps));a.beat=Math.max(Math.max(a.bass,a.mid),a.treb);a.avg=a.avg*a.dec_slow+a.beat*(1-a.dec_slow);a.is_beat=above(a.beat,.5+a.avg+a.peak)*above(a.time,a.t0+.2);a.t0=a.is_beat*a.time+(1-a.is_beat)*a.t0;a.peak=a.is_beat*a.beat+(1-a.is_beat)*a.peak*a.dec_med;a.index=mod(a.index+a.is_beat,2);a.d_x=.00001<Math.abs(a.is_beat)?.001*(randint(2E3)-1E3):a.d_x;a.d_y=.00001<Math.abs(a.is_beat)?.001*(randint(2E3)-1E3):a.d_y;a.r=\n.00001<Math.abs(a.is_beat)?.001*(randint(2E3)-1E3):a.r;a.z=.00001<Math.abs(a.is_beat)?.001*randint(1E3):a.z;a.zoom=1.03+.03*a.z;a.rot=.04*a.r;a.dx=.01*a.d_x;a.dy=.01*a.d_y;","pixel_eqs_str":"","pixel_eqs":"","warp":" shader_body { \n  vec3 ret_1;\n  vec2 tmpvar_2;\n  tmpvar_2 = (texsize.zw * 10.0);\n  vec2 tmpvar_3;\n  tmpvar_3.x = (((texture (sampler_blur1, \n    (uv + (vec2(1.0, 0.0) * tmpvar_2))\n  ).xyz * scale1) + bias1) - ((texture (sampler_blur1, \n    (uv - (vec2(1.0, 0.0) * tmpvar_2))\n  ).xyz * scale1) + bias1)).x;\n  tmpvar_3.y = (((texture (sampler_blur1, \n    (uv + (vec2(0.0, 1.0) * tmpvar_2))\n  ).xyz * scale1) + bias1) - ((texture (sampler_blur1, \n    (uv - (vec2(0.0, 1.0) * tmpvar_2))\n  ).xyz * scale1) + bias1)).x;\n  vec2 tmpvar_4;\n  tmpvar_4 = (mix (uv_orig, uv, vec2(0.4, 0.4)) + ((tmpvar_3 * texsize.zw) * 2.0));\n  ret_1.x = ((texture (sampler_main, tmpvar_4).x - (\n    (texture (sampler_main, tmpvar_4).x - ((texture (sampler_blur3, tmpvar_4).xyz * scale3) + bias3).x)\n   * 0.02)) - 0.008);\n  ret_1.y = texture (sampler_main, uv).y;\n  ret_1.y = (ret_1.y + ((\n    (ret_1.y - ((texture (sampler_blur1, uv).xyz * scale1) + bias1).y)\n   * 0.2) - 0.004));\n  ret_1.z = (texture (sampler_main, ((uv_orig - \n    ((uv_orig - uv) * 2.0)\n  ) + (\n    (texture (sampler_noise_lq, (((uv_orig * texsize.xy) * texsize_noise_lq.zw) + rand_frame.xy)).xyz - 0.5)\n  .xy * texsize.zw))).z - 0.004);\n  vec4 tmpvar_5;\n  tmpvar_5.w = 1.0;\n  tmpvar_5.xyz = ret_1;\n  ret = tmpvar_5.xyz;\n }","comp":" shader_body { \n  vec3 ret2_1;\n  vec3 ret_2;\n  vec2 tmpvar_3;\n  tmpvar_3 = (texsize.zw * 6.0);\n  vec2 tmpvar_4;\n  tmpvar_4.x = dot (((\n    (texture (sampler_blur1, (uv + (vec2(1.0, 0.0) * tmpvar_3))).xyz * scale1)\n   + bias1) - (\n    (texture (sampler_blur1, (uv - (vec2(1.0, 0.0) * tmpvar_3))).xyz * scale1)\n   + bias1)), vec3(0.32, 0.49, 0.29));\n  tmpvar_4.y = dot (((\n    (texture (sampler_blur1, (uv + (vec2(0.0, 1.0) * tmpvar_3))).xyz * scale1)\n   + bias1) - (\n    (texture (sampler_blur1, (uv - (vec2(0.0, 1.0) * tmpvar_3))).xyz * scale1)\n   + bias1)), vec3(0.32, 0.49, 0.29));\n  vec2 tmpvar_5;\n  tmpvar_5 = (uv - (0.25 * tmpvar_4));\n  vec4 tmpvar_6;\n  tmpvar_6 = texture (sampler_blur3, uv);\n  ret_2 = (0.3 * ((tmpvar_6.xyz * scale3) + bias3));\n  ret_2 = (ret_2 - ((\n    (texture (sampler_blur2, uv).xyz * scale2)\n   + bias2) - 0.01));\n  vec4 tmpvar_7;\n  tmpvar_7 = texture (sampler_blur1, uv);\n  ret_2 = (ret_2 + ((texture (sampler_main, uv).xyz + \n    (((tmpvar_7.xyz * scale1) + bias1) * 0.15)\n  ) - 0.01));\n  ret_2 = (ret_2 + 0.75);\n  float tmpvar_8;\n  tmpvar_8 = dot (ret_2, vec3(0.32, 0.49, 0.29));\n  vec3 tmpvar_9;\n  tmpvar_9 = mix (vec3(tmpvar_8), (vec3(tmpvar_8) * dot (\n    ((0.8 * ((texture (sampler_blur3, tmpvar_5).xyz * scale3) + bias3)) - ((texture (sampler_blur1, tmpvar_5).xyz * scale1) + bias1))\n  , vec3(0.32, 0.49, 0.29))), pow (hue_shader, vec3(tmpvar_8)));\n  ret2_1 = ((-0.3 * (\n    (texture (sampler_blur3, tmpvar_5).xyz * scale3)\n   + bias3)) + ((texture (sampler_blur1, tmpvar_5).xyz * scale1) + bias1));\n  ret2_1 = (ret2_1 - texture (sampler_main, tmpvar_5).xyz);\n  ret2_1 = (ret2_1 - 0.75);\n  float tmpvar_10;\n  tmpvar_10 = dot (ret2_1, vec3(0.32, 0.49, 0.29));\n  vec3 tmpvar_11;\n  tmpvar_11 = mix (vec3(tmpvar_10), (vec3(tmpvar_10) * dot (\n    ((0.8 * ((tmpvar_6.xyz * scale3) + bias3)) - ((tmpvar_7.xyz * scale1) + bias1))\n  , vec3(0.32, 0.49, 0.29))), pow (hue_shader.zxy, tmpvar_9));\n  ret2_1 = tmpvar_11;\n  vec3 tmpvar_12;\n  tmpvar_12 = abs((tmpvar_9 - (2.0 * tmpvar_11)));\n  ret_2 = (tmpvar_12 - (0.175 * sqrt(tmpvar_12)));\n  ret_2 = (ret_2 * ret_2);\n  vec4 tmpvar_13;\n  tmpvar_13.w = 1.0;\n  tmpvar_13.xyz = ret_2;\n  ret = tmpvar_13.xyz;\n }"}