{"baseVals":{"rating":5,"gammaadj":1,"decay":1,"wave_mode":6,"additivewave":1,"wave_thick":1,"modwavealphabyvolume":1,"wave_brighten":0,"wave_a":0.004,"wave_scale":1.666,"wave_smoothing":0.81,"modwavealphastart":1.4,"modwavealphaend":1.4,"zoomexp":3.04777,"zoom":1.0173,"warp":0.01605,"ob_size":0.005,"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":3,"x":0.48,"rad":0.01,"tex_zoom":4.36077,"g":1,"b":1,"r2":1,"b2":1,"a2":1,"border_a":0},"init_eqs_str":"","frame_eqs_str":"a.x=div(randint(1E3),1E3);a.y=div(randint(1E3),1E3);a.r=div(randint(1200),1E3);a.g=div(randint(1200),1E3);a.b=div(randint(1200),1E3);a.r2=a.r;a.g2=a.g;a.b2=a.b;"},{"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.res=0;a.d_x=0;a.gg=0;a.diff=0;a.b=0;a.r=0;a.mx=0;a.g=0;a.mn=0;a.beat=0;a.vol=0;a.d_y=0;a.bb=0;a.m=0;a.rr=0;","frame_eqs_str":"a.vol=8*a.bass+5*a.mid+3*a.treb;a.m=.97*a.m+.08*a.vol;a.monitor=a.vol;a.beat=above(a.vol,a.res)*above(a.vol,a.m)*above(a.vol,16);a.diff=(1-a.beat)*a.diff+a.beat*(a.vol-a.res);a.res=a.beat*(a.vol+.1*a.m)+(1-a.beat)*(a.res-div(60*(.1+.02*a.diff),a.fps));a.res=Math.max(0,a.res);a.d_x=.00001<Math.abs(a.beat)?.001*(randint(2E3)-1E3):a.d_x;a.d_y=.00001<Math.abs(a.beat)?.001*(randint(2E3)-1E3):a.d_y;a.r=.00001<Math.abs(a.beat)?.001*(randint(2E3)-1E3):a.r;a.z=.00001<Math.abs(a.beat)?\n.001*randint(1E3):a.z;a.zoom=1.01+.03*a.z;a.rot=.04*a.r;a.dx=.01*a.d_x;a.dy=.01*a.d_y;a.wave_a=a.beat;a.rr+=div(randint(100)-50,1E3);a.gg+=div(randint(100)-50,1E3);a.bb+=div(randint(100)-50,1E3);a.rr=Math.max(0,Math.min(1,a.rr));a.gg=Math.max(0,Math.min(1,a.gg));a.bb=Math.max(0,Math.min(1,a.bb));a.mx=Math.max(Math.max(a.rr,a.gg),a.bb);a.mn=Math.min(Math.min(a.rr,a.gg),a.bb);a.r=div(a.rr-a.mn,a.mx-a.mn);a.g=div(a.gg-a.mn,a.mx-a.mn);a.b=div(a.bb-a.mn,a.mx-a.mn);a.wave_r=a.r;a.wave_g=a.g;a.wave_b=a.b;\n","pixel_eqs_str":"","pixel_eqs":"","warp":" shader_body { \n  vec2 tmpvar_1;\n  tmpvar_1 = mix (uv_orig, uv, vec2(0.2, 0.2));\n  vec2 tmpvar_2;\n  tmpvar_2 = (texsize.zw * 4.0);\n  vec2 tmpvar_3;\n  tmpvar_3.x = dot (((\n    (texture (sampler_blur1, (tmpvar_1 + (vec2(1.0, 0.0) * tmpvar_2))).xyz * scale1)\n   + bias1) - (\n    (texture (sampler_blur1, (tmpvar_1 - (vec2(1.0, 0.0) * tmpvar_2))).xyz * scale1)\n   + bias1)), vec3(0.32, 0.49, 0.29));\n  tmpvar_3.y = dot (((\n    (texture (sampler_blur1, (tmpvar_1 + (vec2(0.0, 1.0) * tmpvar_2))).xyz * scale1)\n   + bias1) - (\n    (texture (sampler_blur1, (tmpvar_1 - (vec2(0.0, 1.0) * tmpvar_2))).xyz * scale1)\n   + bias1)), vec3(0.32, 0.49, 0.29));\n  vec4 tmpvar_4;\n  tmpvar_4.w = 1.0;\n  tmpvar_4.xyz = (texture (sampler_fc_main, (tmpvar_1 + (\n    (tmpvar_3 * texsize.zw)\n   * 4.0))) - 0.01).xyz;\n  ret = tmpvar_4.xyz;\n }","comp":" shader_body { \n  vec3 ret_1;\n  vec2 tmpvar_2;\n  tmpvar_2 = (texsize.zw * 6.0);\n  vec3 tmpvar_3;\n  tmpvar_3 = (((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));\n  vec3 tmpvar_4;\n  tmpvar_4 = (((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));\n  vec2 tmpvar_5;\n  tmpvar_5.x = dot (tmpvar_3, vec3(0.32, 0.49, 0.29));\n  tmpvar_5.y = dot (tmpvar_4, vec3(0.32, 0.49, 0.29));\n  vec2 tmpvar_6;\n  tmpvar_6 = (uv - (0.25 * tmpvar_5));\n  vec2 tmpvar_7;\n  tmpvar_7.x = dot (tmpvar_3, vec3(0.32, 0.49, 0.29));\n  tmpvar_7.y = dot (tmpvar_4, vec3(0.32, 0.49, 0.29));\n  vec2 tmpvar_8;\n  tmpvar_8 = (uv + (0.25 * tmpvar_7));\n  ret_1 = ((0.8 * (\n    (texture (sampler_blur3, tmpvar_6).xyz * scale3)\n   + bias3)) - ((texture (sampler_blur1, tmpvar_6).xyz * scale1) + bias1));\n  ret_1 = (ret_1 + (0.6 * (\n    (texture (sampler_blur1, uv).xyz * scale1)\n   + bias1)));\n  ret_1 = (ret_1 - ((\n    (texture (sampler_blur2, tmpvar_8).xyz * scale2)\n   + bias2) - (\n    (texture (sampler_blur1, tmpvar_8).xyz * scale1)\n   + bias1)));\n  ret_1 = (ret_1 + ((1.2 * texture (sampler_main, tmpvar_8).xyz) + (0.15 * \n    ((texture (sampler_blur1, tmpvar_8).xyz * scale1) + bias1)\n  )));\n  ret_1 = (ret_1 + 1.0);\n  float tmpvar_9;\n  tmpvar_9 = dot (ret_1, vec3(0.32, 0.49, 0.29));\n  ret_1 = (mix (vec3(tmpvar_9), (\n    (0.75 * vec3(tmpvar_9))\n   * \n    dot ((((0.6 * \n      ((texture (sampler_blur3, tmpvar_6).xyz * scale3) + bias3)\n    ) - (0.7 * texture (sampler_main, uv).xyz)) - (0.3 * (\n      (texture (sampler_blur1, tmpvar_8).xyz * scale1)\n     + bias1))), vec3(0.32, 0.49, 0.29))\n  ), pow (hue_shader, vec3(tmpvar_9))) * 0.9);\n  ret_1 = (ret_1 * ret_1);\n  vec3 tmpvar_10;\n  tmpvar_10 = sqrt(ret_1);\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 }"}