{"baseVals":{"rating":0,"gammaadj":1.9,"echo_zoom":1.169,"echo_orient":1,"wave_mode":5,"additivewave":1,"wave_a":0,"wave_scale":0.9,"wave_smoothing":0.63,"wave_mystery":1,"modwavealphastart":2,"modwavealphaend":2,"warpscale":2.853,"rot":0.006,"warp":0,"wave_r":0.65,"wave_g":0.65,"wave_b":0.65,"ob_size":0.005,"mv_x":0,"mv_y":48,"mv_dx":-0.941,"mv_dy":0.426,"mv_l":5,"mv_r":0.316,"mv_g":0.078,"mv_b":0.942,"mv_a":0,"b1ed":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.d=0;a.res=0;a.q1=0;a.c_x=0;a.c_y=0;a.v=0;a.diff=0;a.q4=0;a.r=0;a.beat=0;a.vol=0;a.q2=0;a.q3=0;a.c_x=.5;a.c_y=.5;","frame_eqs_str":"a.q1=a.aspectx;a.q2=a.aspecty;a.rot=0;a.zoom=1;a.warp=0;a.vol=8*a.bass+4*a.mid+2*a.treb;a.vol*=above(a.vol,17);a.monitor=a.vol;a.beat=above(a.vol,a.res);a.diff=(1-a.beat)*a.diff+a.beat*(a.vol-a.res);a.res=a.beat*(a.vol+2*a.diff)+(1-a.beat)*(a.res-div(60*(.04*a.diff+.12),a.fps));a.res=Math.max(0,a.res);a.monitor=a.res;a.r=.00001<Math.abs(a.beat)?.0001*(randint(200)-100):a.r;a.rot=a.r;a.c_x=.00001<Math.abs(a.beat)?.5+.005*(randint(200)-100):a.c_x;a.c_y=.00001<Math.abs(a.beat)?\n.5+.005*(randint(200)-100):a.c_y;a.q3=a.c_x;a.q4=a.c_y;","pixel_eqs_str":"a.d=pow(sqrt(sqr(a.x-a.q3)+sqr(a.y-a.q4)),1)-0;a.v=.03;a.dx=a.v*(a.x-a.q3)*a.d;a.dy=a.v*(a.y-a.q4)*a.d;","warp":"vec2 xlat_mutabled;\nvec3 xlat_mutabledx;\nvec3 xlat_mutabledy;\n shader_body { \n  vec3 ret_1;\n  vec3 tmpvar_2;\n  tmpvar_2 = (texture (sampler_noise_lq, ((\n    (uv_orig * texsize.xy)\n   * texsize_noise_lq.zw) + rand_frame.xy)).xyz - 0.5);\n  xlat_mutabled = (texsize.zw * 4.0);\n  xlat_mutabledx = (((texture (sampler_blur1, \n    (uv_orig + (vec2(1.0, 0.0) * xlat_mutabled))\n  ).xyz * scale1) + bias1) - ((texture (sampler_blur1, \n    (uv_orig - (vec2(1.0, 0.0) * xlat_mutabled))\n  ).xyz * scale1) + bias1));\n  xlat_mutabledy = (((texture (sampler_blur1, \n    (uv_orig + (vec2(0.0, 1.0) * xlat_mutabled))\n  ).xyz * scale1) + bias1) - ((texture (sampler_blur1, \n    (uv_orig - (vec2(0.0, 1.0) * xlat_mutabled))\n  ).xyz * scale1) + bias1));\n  xlat_mutabled = uv;\n  vec2 tmpvar_3;\n  tmpvar_3.x = xlat_mutabledx.y;\n  tmpvar_3.y = xlat_mutabledy.y;\n  vec2 tmpvar_4;\n  tmpvar_4.x = xlat_mutabledx.z;\n  tmpvar_4.y = xlat_mutabledy.z;\n  vec4 tmpvar_5;\n  tmpvar_5 = texture (sampler_main, uv_orig);\n  ret_1.y = ((texture (sampler_main, (uv - \n    ((tmpvar_3 * texsize.zw) * 6.0)\n  )).y - 0.008) + ((1.0 - tmpvar_5.x) * 0.018));\n  ret_1.z = ((texture (sampler_main, (uv - \n    ((tmpvar_4 * texsize.zw) * 6.0)\n  )).z - 0.008) + (tmpvar_5.x * 0.018));\n  ret_1.x = texture (sampler_fc_main, (uv + ((tmpvar_2.xy * texsize.zw) * 0.5))).x;\n  ret_1.x = (ret_1.x + ((\n    (ret_1.x - ((texture (sampler_blur3, uv).xyz * scale3) + bias3).x)\n   * 0.15) + (tmpvar_2 * 0.0042)).x);\n  vec4 tmpvar_6;\n  tmpvar_6.w = 1.0;\n  tmpvar_6.xyz = ret_1;\n  ret = tmpvar_6.xyz;\n }","comp":"vec2 xlat_mutabled;\nvec3 xlat_mutabledx;\nvec3 xlat_mutabledy;\n shader_body { \n  vec3 ret_1;\n  xlat_mutabled = (texsize.zw * 4.0);\n  xlat_mutabledx = (((texture (sampler_blur1, \n    (uv_orig + (vec2(1.0, 0.0) * xlat_mutabled))\n  ).xyz * scale1) + bias1) - ((texture (sampler_blur1, \n    (uv_orig - (vec2(1.0, 0.0) * xlat_mutabled))\n  ).xyz * scale1) + bias1));\n  xlat_mutabledy = (((texture (sampler_blur1, \n    (uv_orig + (vec2(0.0, 1.0) * xlat_mutabled))\n  ).xyz * scale1) + bias1) - ((texture (sampler_blur1, \n    (uv_orig - (vec2(0.0, 1.0) * xlat_mutabled))\n  ).xyz * scale1) + bias1));\n  vec2 tmpvar_2;\n  tmpvar_2.x = xlat_mutabledx.y;\n  tmpvar_2.y = xlat_mutabledy.y;\n  ret_1 = (((1.0 - \n    ((texture (sampler_blur3, (uv - (\n      (tmpvar_2 * texsize.zw)\n     * 256.0))).xyz * scale3) + bias3)\n  .x) * vec3(0.7, 0.5, 0.1)) * (1.0 + (\n    (xlat_mutabledx * 2.0)\n   + \n    (xlat_mutabledy * 4.0)\n  ).y));\n  vec2 tmpvar_3;\n  tmpvar_3.x = xlat_mutabledx.z;\n  tmpvar_3.y = xlat_mutabledy.z;\n  vec3 tmpvar_4;\n  tmpvar_4 = mix (ret_1, (vec3(0.7, 0.5, 1.0) * texture (sampler_main, uv).z), vec3(clamp ((\n    ((texture (sampler_blur3, (uv - (\n      (tmpvar_3 * texsize.zw)\n     * 512.0))).xyz * scale3) + bias3)\n  .x * \n    (1.0 + ((xlat_mutabledx * 2.0) - (xlat_mutabledy * 4.0)).z)\n  ), 0.0, 1.0)));\n  ret_1 = tmpvar_4;\n  vec4 tmpvar_5;\n  tmpvar_5.w = 1.0;\n  tmpvar_5.xyz = tmpvar_4;\n  ret = tmpvar_5.xyz;\n }"}