{"baseVals":{"rating":5,"gammaadj":1,"decay":1,"echo_zoom":1,"echo_alpha":0.5,"wave_thick":1,"wave_brighten":0,"wave_a":0.004,"wave_scale":0.267,"wave_smoothing":0,"wave_mystery":-0.44,"modwavealphastart":1,"modwavealphaend":1,"warpscale":16.016,"zoomexp":11.56276,"zoom":1.05971,"warp":0.13126,"wave_y":0.04,"ob_size":0,"ob_a":1,"ib_size":0,"mv_x":64,"mv_y":48,"mv_l":0,"mv_b":0,"mv_a":0,"b1ed":0},"shapes":[{"baseVals":{"enabled":1,"sides":100,"thickoutline":1,"rad":0.01,"tex_ang":0.12566,"tex_zoom":1.51878,"g":0.99,"b":1,"a":0.1,"g2":0,"border_a":0},"init_eqs_str":"","frame_eqs_str":""},{"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.v=0;a.t=0;a.q12=0;a.q13=0;a.q11=div(.5,Math.asin(1));","frame_eqs_str":"a.zoom=1;a.v=.9*a.v+.04*(a.bass-a.treb);a.t+=.01*a.v;a.q12=.1*a.time+a.t;a.q13=.25+.01*(a.bass_att-a.treb_att);","pixel_eqs_str":"","pixel_eqs":"","warp":" shader_body { \n  vec2 my_uv_1;\n  vec2 d_2;\n  vec3 ret_3;\n  vec2 tmpvar_4;\n  tmpvar_4 = (texsize.zw * 4.0);\n  vec3 tmpvar_5;\n  tmpvar_5 = (((texture (sampler_blur1, \n    fract((uv + (vec2(1.0, 0.0) * tmpvar_4)))\n  ).xyz * scale1) + bias1) - ((texture (sampler_blur1, \n    fract((uv - (vec2(1.0, 0.0) * tmpvar_4)))\n  ).xyz * scale1) + bias1));\n  vec3 tmpvar_6;\n  tmpvar_6 = (((texture (sampler_blur1, \n    fract((uv + (vec2(0.0, 1.0) * tmpvar_4)))\n  ).xyz * scale1) + bias1) - ((texture (sampler_blur1, \n    fract((uv - (vec2(0.0, 1.0) * tmpvar_4)))\n  ).xyz * scale1) + bias1));\n  vec3 tmpvar_7;\n  tmpvar_7 = ((texture (sampler_blur1, uv).xyz * scale1) + bias1);\n  d_2 = -(tmpvar_4);\n  float tmpvar_8;\n  tmpvar_8 = (d_2 * 4.0).x;\n  vec2 tmpvar_9;\n  tmpvar_9.x = tmpvar_5.y;\n  tmpvar_9.y = tmpvar_6.y;\n  vec2 tmpvar_10;\n  tmpvar_10.x = tmpvar_5.x;\n  tmpvar_10.y = tmpvar_6.x;\n  vec2 tmpvar_11;\n  tmpvar_11 = ((uv - (tmpvar_9 * d_2)) - (tmpvar_10 * tmpvar_8));\n  ret_3.y = texture (sampler_fc_main, (tmpvar_11 - floor(tmpvar_11))).y;\n  ret_3.y = (ret_3.y + ((\n    (ret_3.y - tmpvar_7.y)\n   * 0.042) + -0.0075));\n  vec2 tmpvar_12;\n  tmpvar_12.x = tmpvar_5.x;\n  tmpvar_12.y = tmpvar_6.x;\n  vec2 tmpvar_13;\n  tmpvar_13.x = tmpvar_5.z;\n  tmpvar_13.y = tmpvar_6.z;\n  my_uv_1 = ((uv - (tmpvar_12 * d_2)) - (tmpvar_13 * tmpvar_8));\n  ret_3.x = texture (sampler_fc_main, (my_uv_1 - floor(my_uv_1))).x;\n  ret_3.x = (ret_3.x + ((\n    (ret_3.x - tmpvar_7.x)\n   * 0.042) + -0.0075));\n  vec2 tmpvar_14;\n  tmpvar_14.x = tmpvar_5.z;\n  tmpvar_14.y = tmpvar_6.z;\n  vec2 tmpvar_15;\n  tmpvar_15.x = tmpvar_5.y;\n  tmpvar_15.y = tmpvar_6.y;\n  my_uv_1 = ((uv - (tmpvar_14 * d_2)) - (tmpvar_15 * tmpvar_8));\n  ret_3.z = texture (sampler_fc_main, (my_uv_1 - floor(my_uv_1))).z;\n  ret_3.z = (ret_3.z + ((\n    (ret_3.z - tmpvar_7.z)\n   * 0.042) + -0.0075));\n  vec4 tmpvar_16;\n  tmpvar_16.w = 1.0;\n  tmpvar_16.xyz = ret_3;\n  ret = tmpvar_16.xyz;\n }","comp":" shader_body { \n  vec2 uv_1;\n  uv_1 = uv;\n  vec3 ret_2;\n  float tmpvar_3;\n  tmpvar_3 = -(q12);\n  vec2 tmpvar_4;\n  tmpvar_4 = ((uv - 0.5) * aspect.wz);\n  float tmpvar_5;\n  float tmpvar_6;\n  tmpvar_6 = (min (abs(\n    (tmpvar_4.x / tmpvar_4.y)\n  ), 1.0) / max (abs(\n    (tmpvar_4.x / tmpvar_4.y)\n  ), 1.0));\n  float tmpvar_7;\n  tmpvar_7 = (tmpvar_6 * tmpvar_6);\n  tmpvar_7 = (((\n    ((((\n      ((((-0.01213232 * tmpvar_7) + 0.05368138) * tmpvar_7) - 0.1173503)\n     * tmpvar_7) + 0.1938925) * tmpvar_7) - 0.3326756)\n   * tmpvar_7) + 0.9999793) * tmpvar_6);\n  tmpvar_7 = (tmpvar_7 + (float(\n    (abs((tmpvar_4.x / tmpvar_4.y)) > 1.0)\n  ) * (\n    (tmpvar_7 * -2.0)\n   + 1.570796)));\n  tmpvar_5 = (tmpvar_7 * sign((tmpvar_4.x / tmpvar_4.y)));\n  if ((abs(tmpvar_4.y) > (1e-08 * abs(tmpvar_4.x)))) {\n    if ((tmpvar_4.y < 0.0)) {\n      if ((tmpvar_4.x >= 0.0)) {\n        tmpvar_5 += 3.141593;\n      } else {\n        tmpvar_5 = (tmpvar_5 - 3.141593);\n      };\n    };\n  } else {\n    tmpvar_5 = (sign(tmpvar_4.x) * 1.570796);\n  };\n  vec2 tmpvar_8;\n  tmpvar_8.x = ((tmpvar_5 * q11) - tmpvar_3);\n  tmpvar_8.y = (((q13 * \n    log(sqrt(dot (tmpvar_4, tmpvar_4)))\n  ) + (tmpvar_5 * q11)) + tmpvar_3);\n  uv_1 = (0.5 + (0.5 - abs(\n    ((fract((tmpvar_8 * 0.5)) * 2.0) - 1.0)\n  )));\n  vec4 tmpvar_9;\n  tmpvar_9 = texture (sampler_main, uv_1);\n  ret_2 = (vec3(dot (tmpvar_9.xyz, vec3(0.32, 0.49, 0.29))) * mix (vec3(1.0, 1.0, 1.0), vec3(0.2, 0.5, 1.0), tmpvar_9.xxx));\n  ret_2 = (ret_2 * 2.0);\n  vec4 tmpvar_10;\n  tmpvar_10.w = 1.0;\n  tmpvar_10.xyz = ret_2;\n  ret = tmpvar_10.xyz;\n }"}