{"baseVals":{"rating":5,"gammaadj":1.7,"decay":1,"echo_zoom":1,"echo_alpha":0.5,"wave_thick":1,"wave_brighten":0,"wrap":0,"darken":1,"invert":1,"wave_a":0.004,"wave_scale":0.295,"wave_smoothing":0,"wave_mystery":-0.44,"modwavealphastart":1,"modwavealphaend":1,"warpanimspeed":0.228,"warpscale":4.141,"zoomexp":0.43865,"zoom":0.9901,"warp":0.1809,"wave_y":0.04,"ob_size":0.005,"ob_r":1,"ob_a":1,"ib_size":0,"ib_r":0,"ib_g":0,"ib_b":0,"ib_a":1,"mv_x":64,"mv_y":48,"mv_l":0.25,"mv_g":0.5,"mv_b":0,"mv_a":0,"b1ed":0},"shapes":[{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}}],"waves":[{"baseVals":{"enabled":1,"thick":1,"additive":1,"scaling":2.0231,"smoothing":0,"r":0},"init_eqs_str":"a.d=0;a.tt2=0;a.res=0;a.tt1=0;a.diff=0;a.tt3=0;a.beat=0;a.vol=0;a.m=0;a.monitor=0;a.t2=0;a.t3=0;a.t4=0;a.cl=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+.04*a.m)+(1-a.beat)*(a.res-div(60*(.1+.02*a.diff),a.fps));a.res=Math.max(0,a.res);a.b=a.beat;a.g=1-a.beat;","point_eqs_str":"a.tt3=.6*a.tt3+1*a.value1;a.tt2=.7*a.tt2+.2*a.tt3;a.tt1=.8*a.tt1+.1*a.tt2;a.d=.9*a.d+.2*a.tt1;a.y=.5+a.d*a.sample*(1-a.sample)*4;a.x=-.05+1.1*a.sample;"},{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}}],"init_eqs_str":"a.x1=.9;a.y1=.5;a.x2=.5;a.y2=.5;a.x3=.5;a.y3=.5;a.x4=.5;a.y4=.5;","frame_eqs_str":"a.wave_a=0;a.zoom=.996;a.warp=.18-.15*(a.bass-a.treb);","pixel_eqs_str":"","pixel_eqs":"","warp":" shader_body { \n  vec2 uv1_1;\n  vec3 ret_2;\n  ret_2.yz = (texture (sampler_main, uv).xyz - 0.08).yz;\n  vec2 tmpvar_3;\n  tmpvar_3 = (texsize.zw * 4.0);\n  vec3 tmpvar_4;\n  tmpvar_4 = (((texture (sampler_blur1, \n    (uv + (vec2(1.0, 0.0) * tmpvar_3))\n  ).xyz * scale1) + bias1) - ((texture (sampler_blur1, \n    (uv - (vec2(1.0, 0.0) * tmpvar_3))\n  ).xyz * scale1) + bias1));\n  vec3 tmpvar_5;\n  tmpvar_5 = (((texture (sampler_blur1, \n    (uv + (vec2(0.0, 1.0) * tmpvar_3))\n  ).xyz * scale1) + bias1) - ((texture (sampler_blur1, \n    (uv - (vec2(0.0, 1.0) * tmpvar_3))\n  ).xyz * scale1) + bias1));\n  vec2 tmpvar_6;\n  tmpvar_6.x = tmpvar_4.x;\n  tmpvar_6.y = tmpvar_5.x;\n  uv1_1 = (uv + (tmpvar_3 * (tmpvar_6 * 0.4)));\n  ret_2.x = texture (sampler_fc_main, uv1_1).x;\n  ret_2.x = (ret_2.x - ((\n    (((texture (sampler_blur1, uv1_1).xyz * scale1) + bias1).x - ret_2.x)\n   * 0.05) + 0.004));\n  vec2 tmpvar_7;\n  tmpvar_7.x = tmpvar_4.x;\n  tmpvar_7.y = tmpvar_5.x;\n  vec2 tmpvar_8;\n  tmpvar_8.x = tmpvar_4.z;\n  tmpvar_8.y = tmpvar_5.z;\n  ret_2.z = (max ((\n    sqrt(dot (tmpvar_7, tmpvar_7))\n   * 1.4), texture (sampler_main, (\n    mix (uv_orig, uv, vec2(-1.0, -1.0))\n   - \n    ((tmpvar_8 * texsize.zw) * 4.0)\n  )).z) - 0.004);\n  vec4 tmpvar_9;\n  tmpvar_9.w = 1.0;\n  tmpvar_9.xyz = ret_2;\n  ret = tmpvar_9.xyz;\n }","comp":" shader_body { \n  vec2 uv1_1;\n  vec3 ret_2;\n  vec2 tmpvar_3;\n  tmpvar_3 = (texsize.zw * 3.0);\n  vec3 tmpvar_4;\n  tmpvar_4 = (((texture (sampler_blur1, \n    (uv + (vec2(1.0, 0.0) * tmpvar_3))\n  ).xyz * scale1) + bias1) - ((texture (sampler_blur1, \n    (uv - (vec2(1.0, 0.0) * tmpvar_3))\n  ).xyz * scale1) + bias1));\n  vec3 tmpvar_5;\n  tmpvar_5 = (((texture (sampler_blur1, \n    (uv + (vec2(0.0, 1.0) * tmpvar_3))\n  ).xyz * scale1) + bias1) - ((texture (sampler_blur1, \n    (uv - (vec2(0.0, 1.0) * tmpvar_3))\n  ).xyz * scale1) + bias1));\n  vec2 tmpvar_6;\n  tmpvar_6.x = tmpvar_4.x;\n  tmpvar_6.y = tmpvar_5.x;\n  uv1_1 = (uv + ((tmpvar_6 * texsize.zw) * 32.0));\n  ret_2 = (vec3(0.5, 0.0, 0.0) * texture (sampler_main, uv1_1).x);\n  ret_2.x = (ret_2.x + ((tmpvar_4.x - tmpvar_5.x) * 0.4));\n  ret_2 = (pow (ret_2.x, 0.8) * vec3(1.2, 0.15, 0.0));\n  vec2 tmpvar_7;\n  tmpvar_7.x = tmpvar_4.x;\n  tmpvar_7.y = tmpvar_5.x;\n  vec2 tmpvar_8;\n  tmpvar_8.x = tmpvar_4.y;\n  tmpvar_8.y = tmpvar_5.y;\n  vec2 tmpvar_9;\n  tmpvar_9.x = tmpvar_4.x;\n  tmpvar_9.y = tmpvar_5.x;\n  vec3 tmpvar_10;\n  tmpvar_10 = mix (mix (mix (ret_2, vec3(1.0, 1.0, 1.0), vec3(\n    (((texture (sampler_blur2, (uv - \n      ((tmpvar_7 * texsize.zw) * 128.0)\n    )).xyz * scale2) + bias2).z * 0.6)\n  )), vec3(1.0, 1.1, 1.2), texture (sampler_main, uv1_1).zzz), vec3(0.2, 0.0, 0.1), vec3(((\n    (texture (sampler_blur1, ((uv - (\n      (tmpvar_8 * texsize.zw)\n     * 16.0)) - ((tmpvar_9 * texsize.zw) * 32.0))).xyz * scale1)\n   + bias1).y * 6.0)));\n  ret_2 = tmpvar_10;\n  vec4 tmpvar_11;\n  tmpvar_11.w = 1.0;\n  tmpvar_11.xyz = tmpvar_10;\n  ret = tmpvar_11.xyz;\n }"}