{"baseVals":{"rating":0,"gammaadj":1,"decay":0.5,"echo_zoom":1.03,"wave_brighten":0,"wrap":0,"wave_a":0.001,"wave_scale":0.01,"wave_smoothing":0,"modwavealphastart":1,"modwavealphaend":1,"warpscale":0.107,"zoomexp":4.28632,"fshader":1,"warp":0.01743,"wave_r":0,"wave_g":0,"wave_b":0,"ob_size":0,"ob_g":1,"ob_a":1,"ib_size":0,"ib_r":1,"ib_g":1,"ib_b":1,"ib_a":1,"mv_x":64,"mv_y":48,"mv_l":5,"mv_a":0,"b1ed":0},"shapes":[{"baseVals":{"enabled":1,"sides":100,"textured":1,"rad":0.789,"ang":0.6283,"tex_zoom":1.17257,"r":0,"g":1,"border_a":0},"init_eqs_str":"a.an=0;a.vx=0;a.vy=0;","frame_eqs_str":"a.rad=.65+.1*a.bass;a.an=.99*a.an+.1*(a.bass-a.treb);a.ang=.1*a.an+.6;"},{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}}],"waves":[{"baseVals":{"enabled":1,"samples":495,"sep":4,"spectrum":1,"thick":1,"additive":1,"scaling":100,"smoothing":1,"r":0,"g":0.04,"b":0,"a":0.99},"init_eqs_str":"a.my_z=0;a.d=0;a.n=0;a.y3=0;a.z2=0;a.y1=0;a.w=0;a.t5=0;a.w2=0;a.t1=0;a.x1=0;a.q6=0;a.zoom=0;a.p=0;a.q1=0;a.q5=0;a.t8=0;a.z3=0;a.w3=0;a.t3=0;a.my_x=0;a.x3=0;a.t6=0;a.my_y=0;a.pi=0;a.q4=0;a.t7=0;a.rd=0;a.w1=0;a.x2=0;a.t2=0;a.l=0;a.y2=0;a.q2=0;a.z1=0;a.q3=0;a.t4=0;a.t2=0;a.t3=0;a.t4=0;a.ab=1;","frame_eqs_str":"a.t1=a.q1;a.t2=a.q2;a.t3=a.q3;a.t4=a.q4;a.t5=a.q5;a.t6=a.q6;a.t8=.07;a.t7=1;","point_eqs_str":"a.t7=-a.t7;a.pi=Math.asin(1);a.n=180;a.rd=.075;a.my_x=.5*Math.sin(a.sample*a.pi*4+(a.t7+1)*a.t8)+Math.cos(a.sample*a.pi*a.n)*a.rd*Math.sin(a.sample*a.pi*4+(a.t7+1)*a.t8);a.my_y=.5*Math.cos(a.sample*a.pi*4+(a.t7+1)*a.t8)+Math.cos(a.sample*a.pi*a.n)*a.rd*Math.cos(a.sample*a.pi*4+(a.t7+1)*a.t8);a.my_z=Math.sin(a.sample*a.pi*a.n)*a.rd;a.d=1.4;a.zoom=.65;a.w1=a.q2;a.w2=a.q3;a.w3=a.q4;a.x1=Math.cos(a.w1)*a.my_x+Math.sin(a.w1)*a.my_y;a.y1=-Math.sin(a.w1)*a.my_x+Math.cos(a.w1)*a.my_y;\na.z1=a.my_z;a.x2=Math.cos(a.w2)*a.x1+Math.sin(a.w2)*a.z1;a.z2=-Math.sin(a.w2)*a.x1+Math.cos(a.w2)*a.z1;a.y2=a.y1;a.y3=Math.cos(a.w3)*a.y2+Math.sin(a.w3)*a.z2;a.z3=-Math.sin(a.w3)*a.y2+Math.cos(a.w3)*a.z2;a.x3=a.x2;a.l=sqrt(a.x3*a.x3+a.y3*a.y3);a.w=Math.atan2(a.x3,a.y3);a.p=Math.tan(Math.asin(1)+Math.atan2(a.d+a.z3,a.l));a.d=sqrt(a.x3*a.x3+a.y3*a.y3+(a.z3+a.d)*(a.z3+a.d));a.my_x=a.zoom*Math.sin(a.w)*a.p;a.my_y=a.zoom*Math.cos(a.w)*a.p;a.x=.5+a.my_x;a.y=.5+a.my_y;a.b=-a.z3+.5;a.b=.5*Math.min(1,Math.max(0,\na.b));a.r=1-2*a.b;"},{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}}],"init_eqs_str":"a.n=0;a.n2=0;a.j3=0;a.q1=0;a.q5=0;a.n1=0;a.q9=0;a.v=0;a.q10=0;a.q4=0;a.j2=0;a.k=0;a.j1=0;a.q2=0;a.q3=0;a.x1=0;a.y1=0;","frame_eqs_str":"a.q1=0;a.v=.4;a.j1=.95*a.j1+sqr(4*a.bass)*a.v;a.j2=.95*a.j2+sqr(4*a.mid)*a.v;a.j3=.95*a.j3+sqr(4*a.treb)*a.v;a.n+=.0052*a.j1;a.n1+=.0052*a.j2;a.n2+=.0052*a.j3;a.q2=.01*a.n;a.q3=.01*a.n1;a.q4=.01*a.n2;a.k=.99*a.k+sqr(2*a.mid_att);a.q5=0*a.k;a.zoom=1.0016;a.warp=0;a.rot=-0;a.q9=a.aspectx;a.q10=a.aspecty;","pixel_eqs_str":"","pixel_eqs":"","warp":" shader_body { \n  vec3 ret_1;\n  vec2 tmpvar_2;\n  tmpvar_2 = (texsize.zw * 4.0);\n  vec2 tmpvar_3;\n  tmpvar_3.x = (((texture (sampler_blur2, \n    (uv + (vec2(0.0, 1.0) * tmpvar_2))\n  ).xyz * scale2) + bias2) - ((texture (sampler_blur2, \n    (uv - (vec2(0.0, 1.0) * tmpvar_2))\n  ).xyz * scale2) + bias2)).z;\n  tmpvar_3.y = -(((\n    (texture (sampler_blur2, (uv + (vec2(1.0, 0.0) * tmpvar_2))).xyz * scale2)\n   + bias2) - (\n    (texture (sampler_blur2, (uv - (vec2(1.0, 0.0) * tmpvar_2))).xyz * scale2)\n   + bias2)).z);\n  vec2 tmpvar_4;\n  tmpvar_4 = (uv + ((tmpvar_3 * texsize.zw) * 60.0));\n  vec2 x_5;\n  x_5 = (tmpvar_4 - uv);\n  vec4 tmpvar_6;\n  tmpvar_6 = texture (sampler_main, uv);\n  vec4 tmpvar_7;\n  tmpvar_7 = texture (sampler_blur1, uv);\n  ret_1.z = (((texture (sampler_main, tmpvar_4).z + \n    (((tmpvar_6.z - (\n      (tmpvar_7.xyz * scale1)\n     + bias1).z) * 200.0) * sqrt(dot (x_5, x_5)))\n  ) * 0.96) - 0.02);\n  vec2 tmpvar_8;\n  tmpvar_8.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)).y;\n  tmpvar_8.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)).y;\n  ret_1.y = ((texture (sampler_main, (uv_orig + \n    ((tmpvar_8 * texsize.zw) * 6.0)\n  )).y + (\n    (tmpvar_6.y - ((tmpvar_7.xyz * scale1) + bias1).y)\n   * 0.1)) - 0.016);\n  vec4 tmpvar_9;\n  tmpvar_9.w = 1.0;\n  tmpvar_9.xyz = ret_1;\n  ret = tmpvar_9.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 = (0.25 * clamp ((2.0 * \n    ((tmpvar_6.xyz * scale3) + bias3)\n  ), 0.0, 1.0));\n  ret_2 = (ret_2 - (0.8 * clamp (\n    ((20.0 * ((0.6 * \n      ((texture (sampler_blur2, uv).xyz * scale2) + bias2)\n    ) - 0.01)) - 2.0)\n  , 0.0, 1.0)));\n  vec4 tmpvar_7;\n  tmpvar_7 = texture (sampler_blur1, uv);\n  ret_2 = (ret_2 + clamp ((\n    (30.0 * ((texture (sampler_main, uv).xyz + (\n      ((tmpvar_7.xyz * scale1) + bias1)\n     * 0.15)) - 0.01))\n   - 2.0), 0.0, 1.0));\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    (((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 = (vec3((-0.5 * dot (\n    ((texture (sampler_blur3, tmpvar_5).xyz * scale3) + bias3)\n  , vec3(0.32, 0.49, 0.29)))) + (0.8 * (\n    (texture (sampler_blur1, tmpvar_5).xyz * scale1)\n   + bias1)));\n  ret2_1 = (ret2_1 - (0.9 * 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    (((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 * tmpvar_12);\n  vec4 tmpvar_13;\n  tmpvar_13.w = 1.0;\n  tmpvar_13.xyz = ret_2;\n  ret = tmpvar_13.xyz;\n }"}