{"baseVals":{"rating":5,"gammaadj":1.56,"decay":1,"echo_zoom":0.362,"echo_orient":1,"wave_thick":1,"wave_brighten":0,"darken":1,"wave_a":0.001,"wave_scale":1.599,"wave_smoothing":0,"wave_mystery":-0.5,"modwavealphastart":2,"modwavealphaend":2,"warpscale":0.107,"zoomexp":0.1584,"fshader":1,"warp":0.01,"wave_r":0.51,"wave_g":0.5,"ob_size":0,"ob_a":1,"ib_r":0,"ib_g":0,"ib_b":0,"ib_a":1,"mv_x":64,"mv_y":48,"mv_l":0.5,"mv_r":0,"mv_g":0,"mv_b":0,"mv_a":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.y3=0;a.y1=0;a.xx=0;a.s=0;a.q12=0;a.x1=0;a.vx3=0;a.q6=0;a.dt=0;a.q1=0;a.q5=0;a.v=0;a.vx4=0;a.mm=0;a.tt=0;a.grav=0;a.x3=0;a.xx2=0;a.q4=0;a.a=0;a.yy1=0;a.vy4=0;a.dir=0;a.bounce=0;a.x4=0;a.t=0;a.r=0;a.x2=0;a.mx=0;a.mn=0;a.vy2=0;a.y2=0;a.bb=0;a.q2=0;a.spring=0;a.vx2=0;a.q3=0;a.resist=0;a.yy=0;a.y4=0;a.vy3=0;a.xx1=0;a.q8=0;a.q11=div(.5,Math.asin(1));","frame_eqs_str":"a.ib_r=.3*Math.sin(5*a.time)+.7;a.ib_g=.3*Math.sin(4*a.time)+.3;a.ib_b=.5*Math.sin(4*div(a.time,3))+.5;a.xx1=.9*a.xx1+.01*a.bass;a.xx2=.9*a.xx2+.01*a.treb;a.yy1=.94*a.yy1+.0075*(a.treb+a.bass);a.x1=.5+3*(a.xx1-a.xx2);a.y1=.4+a.yy1;a.x1=Math.max(0,Math.min(1,a.x1));a.y1=Math.max(0,Math.min(1,a.y1));a.spring=25;a.grav=1.1;a.resist=1;a.bounce=.85;a.dt=.0002*div(60,a.fps);a.vx2=a.vx2*(1-a.resist*a.dt)+a.dt*(a.x1+a.x3-2*a.x2)*a.spring;a.vy2=a.vy2*(1-a.resist*a.dt)+a.dt*((a.y1+a.y3-\n2*a.y2)*a.spring-a.grav);a.vx3=a.vx3*(1-a.resist*a.dt)+a.dt*(a.x2+a.x4-2*a.x3)*a.spring;a.vy3=a.vy3*(1-a.resist*a.dt)+a.dt*((a.y2+a.y4-2*a.y3)*a.spring-a.grav);a.vx4=a.vx4*(1-a.resist*a.dt)+a.dt*(a.x3-a.x4)*a.spring;a.vy4=a.vy4*(1-a.resist*a.dt)+a.dt*((a.y3-a.y4)*a.spring-a.grav);a.x2+=a.vx2;a.y2+=a.vy2;a.x3+=a.vx3;a.y3+=a.vy3;a.x4+=a.vx4;a.y4+=a.vy4;a.vx2=.00001<Math.abs(above(a.x2,0))?a.vx2:Math.abs(a.vx2)*a.bounce;a.vx2=.00001<Math.abs(below(a.x2,1))?a.vx2:-Math.abs(a.vx2)*a.bounce;a.vx3=.00001<\nMath.abs(above(a.x3,0))?a.vx3:Math.abs(a.vx3)*a.bounce;a.vx3=.00001<Math.abs(below(a.x3,1))?a.vx3:-Math.abs(a.vx3)*a.bounce;a.vx4=.00001<Math.abs(above(a.x4,0))?a.vx4:Math.abs(a.vx4)*a.bounce;a.vx4=.00001<Math.abs(below(a.x4,1))?a.vx4:-Math.abs(a.vx4)*a.bounce;a.vy2=.00001<Math.abs(above(a.y2,0))?a.vy2:Math.abs(a.vy2)*a.bounce;a.vy2=.00001<Math.abs(below(a.y2,1))?a.vy2:-Math.abs(a.vy2)*a.bounce;a.vy3=.00001<Math.abs(above(a.y3,0))?a.vy3:Math.abs(a.vy3)*a.bounce;a.vy3=.00001<Math.abs(below(a.y3,1))?\na.vy3:-Math.abs(a.vy3)*a.bounce;a.vy4=.00001<Math.abs(above(a.y4,0))?a.vy4:Math.abs(a.vy4)*a.bounce;a.vy4=.00001<Math.abs(below(a.y4,1))?a.vy4:-Math.abs(a.vy4)*a.bounce;a.q4=a.x4;a.q8=a.y4;a.q1=a.aspectx;a.q2=a.aspecty;a.zoom=1;a.warp=0;a.bb=.99*a.bb+.02*a.bass;a.mm=.99*a.mm+.02*a.mid;a.tt=.99*a.tt+.02*a.treb;a.mx=Math.max(Math.max(a.bb,a.mm),a.tt);a.mn=Math.min(Math.min(a.bb,a.mm),a.tt);a.ob_r=div(a.bb-a.mn,a.mx-a.mn);a.ob_b=div(a.mm-a.mn,a.mx-a.mn);a.ob_g=div(a.tt-a.mn,a.mx-a.mn);a.q6=Math.atan2(a.vx4,\na.vy4);a.q5=sqrt(a.vx4*a.vx4+a.vy4*a.vy4);a.a=.95*a.a+a.q5;a.s=.9*a.s+a.a;a.q3=.1*a.s;a.t+=div(.1,a.fps);a.t=.00001<Math.abs(above(a.t,2))?a.t-2:a.t;a.q12=-a.t;a.monitor=a.t;a.wave_a=0;","pixel_eqs_str":"a.x=.5+(a.x-.5)*a.q1;a.y=.5+(a.y-.5)*a.q2;a.dir=-a.q6+0*Math.asin(1);a.xx=a.q4;a.yy=1-a.q8;a.dx=0;a.dy=0;a.d=sqrt((a.x-a.xx)*(a.x-a.xx)+(a.y-a.yy)*(a.y-a.yy));a.r=.08;a.v=-15*a.q5;a.dx=a.v*Math.sin(a.dir)*(a.r-a.d)*(1-sigmoid(a.d-a.r,200))*a.q2;a.dy=a.v*Math.cos(a.dir)*(a.r-a.d)*(1-sigmoid(a.d-a.r,200))*a.q1;","warp":" shader_body { \n  vec3 tmpvar_1;\n  vec4 tmpvar_2;\n  tmpvar_2 = texture (sampler_main, uv);\n  tmpvar_1 = vec3((((tmpvar_2.x + tmpvar_2.y) + tmpvar_2.z) * 0.33333));\n  vec4 tmpvar_3;\n  tmpvar_3.w = 1.0;\n  tmpvar_3.xyz = ((texture (sampler_main, clamp (\n    (uv - ((vec2(0.0, 0.0168) * (tmpvar_1 - 0.35).xy) * (tmpvar_1 - 0.4).xy))\n  , 0.0, 1.0)).xyz - 0.001) + ((texture (sampler_noise_lq, \n    (((uv_orig * texsize.xy) * (texsize_noise_lq.zw * 2.0)) + rand_frame.xy)\n  ) - 0.5) * 0.04).xyz);\n  ret = tmpvar_3.xyz;\n }","comp":" shader_body { \n  vec2 tmpvar_1;\n  tmpvar_1 = ((uv - 0.5).yx * aspect.zw);\n  float tmpvar_2;\n  float tmpvar_3;\n  tmpvar_3 = (min (abs(\n    (tmpvar_1.x / tmpvar_1.y)\n  ), 1.0) / max (abs(\n    (tmpvar_1.x / tmpvar_1.y)\n  ), 1.0));\n  float tmpvar_4;\n  tmpvar_4 = (tmpvar_3 * tmpvar_3);\n  tmpvar_4 = (((\n    ((((\n      ((((-0.01213232 * tmpvar_4) + 0.05368138) * tmpvar_4) - 0.1173503)\n     * tmpvar_4) + 0.1938925) * tmpvar_4) - 0.3326756)\n   * tmpvar_4) + 0.9999793) * tmpvar_3);\n  tmpvar_4 = (tmpvar_4 + (float(\n    (abs((tmpvar_1.x / tmpvar_1.y)) > 1.0)\n  ) * (\n    (tmpvar_4 * -2.0)\n   + 1.570796)));\n  tmpvar_2 = (tmpvar_4 * sign((tmpvar_1.x / tmpvar_1.y)));\n  if ((abs(tmpvar_1.y) > (1e-08 * abs(tmpvar_1.x)))) {\n    if ((tmpvar_1.y < 0.0)) {\n      if ((tmpvar_1.x >= 0.0)) {\n        tmpvar_2 += 3.141593;\n      } else {\n        tmpvar_2 = (tmpvar_2 - 3.141593);\n      };\n    };\n  } else {\n    tmpvar_2 = (sign(tmpvar_1.x) * 1.570796);\n  };\n  vec2 tmpvar_5;\n  tmpvar_5.x = (tmpvar_2 * q11);\n  tmpvar_5.y = (((0.5 * \n    log(sqrt(dot (tmpvar_1, tmpvar_1)))\n  ) - (tmpvar_2 * q11)) + q12);\n  vec4 tmpvar_6;\n  tmpvar_6.w = 1.0;\n  tmpvar_6.xyz = pow (texture (sampler_main, (0.5 + (\n    (0.5 - abs(((\n      fract((tmpvar_5 * 0.5))\n     * 2.0) - 1.0)))\n   * vec2(0.96, 1.0)))).xyz, vec3(0.618034, 0.618034, 0.618034));\n  ret = tmpvar_6.xyz;\n }"}