{"baseVals":{"rating":5,"gammaadj":1.980001,"decay":0.5,"echo_zoom":0.999998,"echo_alpha":0.5,"echo_orient":3,"modwavealphabyvolume":1,"darken":1,"wave_a":0.001,"wave_scale":10.437056,"wave_smoothing":0.45,"wave_mystery":0.08,"modwavealphastart":0,"modwavealphaend":1.32,"warpanimspeed":1.4595,"warpscale":2.0067,"zoom":0.9999,"warp":0.01,"sx":0.9999,"wave_r":0,"wave_g":0.99,"ob_r":1,"ob_g":1,"ob_b":1,"ib_size":0.26,"mv_x":64,"mv_y":48,"mv_l":1.85,"mv_r":0.4999,"mv_g":0.4999,"mv_b":0.4999,"mv_a":0,"b1ed":0},"shapes":[{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}},{"baseVals":{"enabled":1,"x":0.503,"rad":0.038857,"tex_zoom":0.609857,"g":0.1,"a":0.9,"r2":1,"b2":1,"border_r":0.5,"border_g":0.5,"border_b":0.5,"border_a":0},"init_eqs_str":"a.is_beat=0;a.t0=0;a.t0=0;a.is_beat=0;a.is_beat=0;a.t0=0;a.q21=0;a.is_beat=0;","frame_eqs_str":"a.x=.5+div(randint(10),30);a.y=.5+div(randint(10),30);a.r=div(randint(4),3);a.g=div(randint(4),3);a.b=div(randint(4),3);a.is_beat=above(a.time,a.t0+.03);a.t0=a.is_beat*a.time+(1-a.is_beat)*a.t0;a.a=Math.min(div(a.q21,2),.9)*a.is_beat;a.rad=div(a.a*a.a,3);"},{"baseVals":{"enabled":0}}],"waves":[{"baseVals":{"enabled":1,"sep":120,"additive":1,"scaling":0.891519,"smoothing":0.82,"a":0.6},"init_eqs_str":"a.k1=0;a.k2=0;a.xi=0;a.yi=0;a.dx=0;a.dy=0;a.q22=0;a.t2=0;a.t1=1+.3*(.01*randint(101)-.01*randint(101));a.t2=1+.3*(.01*randint(101)-.01*randint(101));a.t3=1+.3*(.01*randint(101)-.01*randint(101));a.t4=1+.3*(.01*randint(101)-.01*randint(101));a.t5=1+.3*(.01*randint(101)-.01*randint(101));a.t6=1+.3*(.01*randint(101)-.01*randint(101));a.t7=1+.3*(.01*randint(101)-.01*randint(101));a.t8=1+.3*(.01*randint(101)-.01*randint(101));","frame_eqs_str":"a.t2+=a.bass_att;","point_eqs_str":"a.k1=mod(100*a.sample,8);a.k2=bnot(a.k1);a.xi=a.value1*a.k2+a.xi*(1-a.k2);a.yi=a.value2*(1-a.k2)+a.yi*a.k2;a.dx=.99*a.dx+a.xi;a.dy=.99*a.dy+a.yi;a.x=.5+div(a.xi,2);a.y=.5+div(a.yi,2);a.a=div(a.q22,8);a.a=Math.min(a.a,.4);"},{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}}],"init_eqs_str":"a.index2=0;a.index=0;a.q22=0;a.q21=0;a.q1=0;a.dec_med=0;a.index3=0;a.rott=0;a.is_beat=0;a.q31=0;a.q23=0;a.k1=0;a.q24=0;a.dec_slow=0;a.q4=0;a.q26=0;a.p2=0;a.avg=0;a.stag=0;a.beat=0;a.p1=0;a.peak=0;a.q2=0;a.q27=0;a.drot=0;a.p3=0;a.q3=0;a.t0=0;a.q32=0;a.q28=0;a.q30=0;a.q20=0;a.p4=0;","frame_eqs_str":"a.dec_med=pow(.9,div(30,a.fps));a.dec_slow=pow(.99,div(30,a.fps));a.beat=Math.max(Math.max(a.bass,a.mid),a.treb);a.avg=a.avg*a.dec_slow+a.beat*(1-a.dec_slow);a.is_beat=above(a.beat,.4+a.avg+a.peak)*above(a.time,a.t0+.2);a.t0=a.is_beat*a.time+(1-a.is_beat)*a.t0;a.peak=a.is_beat*a.beat+(1-a.is_beat)*a.peak*a.dec_med;a.index=mod(a.index+a.is_beat,12);a.index2=mod(a.index2+a.is_beat*bnot(a.index),4);a.index3=mod(a.index3+a.is_beat*bnot(a.index)*bnot(a.index2),3);a.q20=a.avg;a.q21=\na.beat;a.q22=a.peak;a.q23=a.index;a.q24=a.is_beat;a.q26=a.bass+a.mid+a.treb;a.q27=a.index+1;a.q28=a.index2;a.k1=a.is_beat*equal(mod(a.index,2),0);a.p1=a.k1*(a.p1+1)+(1-a.k1)*a.p1;a.p2=a.dec_med*a.p2+(1-a.dec_med)*a.p1;a.rott=div(3.1416*a.p2,4);a.q1=Math.cos(a.rott);a.q2=Math.sin(a.rott);a.q3=-a.q2;a.q4=a.q1;a.drot=div(30*(mod(a.index,4)-2),a.fps);a.p3=a.p3*a.dec_slow+div(30*(1-a.dec_slow),a.fps)*a.drot;a.q30=a.p3;a.stag=a.q27+1*a.index2;a.stag=Math.max(a.stag,1);a.p4=a.dec_med*a.p4+(1-a.dec_med)*\na.stag;a.q31=a.p4;a.zoom=1+.05*a.q1;a.rot=-.007*a.index;a.q32=pow(.996,div(30,a.fps));a.monitor=a.index2;","pixel_eqs_str":"","pixel_eqs":"","warp":" shader_body { \n  vec3 ret_1;\n  vec3 tmpvar_2;\n  tmpvar_2 = (texture (sampler_noise_lq, ((\n    ((texsize.xy * texsize_noise_lq.zw).x * uv)\n   / 2.0) + q23)) + 1.0).xyz;\n  vec3 tmpvar_3;\n  tmpvar_3 = (((texture (sampler_blur1, uv).xyz * scale1) + bias1) - 0.3);\n  vec2 tmpvar_4;\n  tmpvar_4.x = (0.3 * tmpvar_3.x);\n  tmpvar_4.y = tmpvar_3.y;\n  ret_1 = ((-0.4 * (\n    ((texture (sampler_blur1, ((uv / 4.0) + (0.4 * tmpvar_4))).xyz * scale1) + bias1)\n   - \n    (tmpvar_2 * 0.1)\n  )) + (texture (sampler_main, (uv + \n    (tmpvar_3 * 0.01)\n  .xy)).xyz + (tmpvar_2 * 0.1)));\n  float tmpvar_5;\n  tmpvar_5 = (1.0 - ((0.01 * q28) * (q28 * rad)));\n  ret_1 = (ret_1 * (0.98 * (tmpvar_5 * tmpvar_5)));\n  ret_1 = (ret_1 - 0.04);\n  vec4 tmpvar_6;\n  tmpvar_6.w = 1.0;\n  tmpvar_6.xyz = ret_1;\n  ret = tmpvar_6.xyz;\n }","comp":" shader_body { \n  float ang2_1;\n  ang2_1 = ((ang * 0.1591549) + q30);\n  ang2_1 = (cos((43.9823 * ang2_1)) * 0.023);\n  ang2_1 = (ang2_1 * 6.283185);\n  vec2 tmpvar_2;\n  tmpvar_2.x = cos(ang2_1);\n  tmpvar_2.y = sin(ang2_1);\n  vec4 tmpvar_3;\n  tmpvar_3 = texture (sampler_main, (0.5 + ((\n    ((8.0 / q31) * ((rad * sqrt(\n      dot (texsize.xy, texsize.xy)\n    )) * 0.5))\n   * tmpvar_2) * texsize.zw)));\n  vec4 tmpvar_4;\n  tmpvar_4.w = 1.0;\n  tmpvar_4.xyz = (tmpvar_3.xyz * (dot (tmpvar_3.xyz, vec3(0.32, 0.49, 0.29)) * 1.4));\n  ret = tmpvar_4.xyz;\n }"}