{"baseVals":{"rating":0,"gammaadj":1.980001,"decay":0.5,"echo_zoom":0.952379,"echo_alpha":0.5,"echo_orient":3,"wave_mode":1,"additivewave":1,"wave_dots":1,"darken":1,"wave_a":0.005428,"wave_scale":3.782626,"wave_smoothing":0.81,"wave_mystery":-1,"modwavealphastart":0.47,"modwavealphaend":1.32,"warpanimspeed":1.4595,"warpscale":2.0067,"zoom":0.9999,"warp":0.01,"sx":0.9999,"wave_r":0.45,"wave_g":0.4,"wave_b":0.5,"ob_r":1,"ob_g":1,"ob_b":1,"ib_size":0.26,"mv_x":31.999994,"mv_y":24,"mv_l":0.2,"mv_r":0.6,"mv_g":0.2,"mv_b":0.6999,"mv_a":0.7,"b1ed":0},"shapes":[{"baseVals":{"enabled":1,"sides":6,"textured":1,"x":0.53,"rad":0.0882,"tex_zoom":0.4928,"g":1,"b":0.7,"a":0.7,"r2":0.4,"g2":0,"b2":0.8,"a2":0.6,"border_b":0.2,"border_a":1},"init_eqs_str":"a.trig=0;a.q24=0;a.seed=0;a.rr1=0;a.rr1=0;a.trig=0;a.seed=0;a.trig=0;a.q24=0;a.rr1=0;a.q28=0;a.rr1=0;","frame_eqs_str":"a.trig=a.q24;a.seed=sqr(a.time-Math.floor(a.time));a.rr1=a.rr1*(1-a.trig)+a.seed*a.trig;a.textured=1-a.q24;a.x=.5+.2*a.rr1*mod(a.q28,3);a.y=a.x+.002;a.border_a=1;a.border_r=div(Math.sin(a.time)+1,2);a.border_g=div(Math.sin(div(a.time,3))+1,2);a.border_b=div(Math.sin(div(a.time,5))+1,2);a.a=.9;a.a2=.5;a.rad=.2*a.rr1;a.tex_zoom=div(.8,a.rad);"},{"baseVals":{"enabled":0}},{"baseVals":{"enabled":1,"x":0.553,"y":0.6,"rad":0.049138,"tex_zoom":0.499805,"g":1,"b":1,"r2":1,"g2":0,"b2":1,"border_r":0.5,"border_g":0.5,"border_b":0.5,"border_a":0},"init_eqs_str":"a.q24=0;","frame_eqs_str":"a.textured=bnot(a.q24);"},{"baseVals":{"enabled":0}}],"waves":[{"baseVals":{"enabled":1,"samples":102,"sep":10,"scaling":0.891519,"smoothing":0,"g":0.5,"b":0.5,"a":0.6},"init_eqs_str":"a.dx=0;a.iy=0;a.k1=0;a.ix=0;a.k2=0;a.q26=0;a.oy=0;a.dy=0;a.t2=0;a.sp=0;a.k0=0;a.ox=0;","frame_eqs_str":"a.t2+=a.bass_att;","point_eqs_str":"a.k0=Math.floor(100*a.sample);a.k2=Math.floor(100*a.sample+1);a.k1=equal(mod(a.k0,2),0);a.k2=equal(mod(a.k0,2),1);a.ix=mod(100*a.value1,7)-3;a.iy=mod(100*a.value2,7)-3;a.sp=a.bass_att+a.treb_att;a.sp=div(a.sp,1E3);a.dx=.99*(a.dx+a.sp*a.ix);a.dy=.99*(a.dy+a.sp*a.iy);a.ox=a.k1*a.dx+(1-a.k1)*a.ox;a.oy=a.k2*a.dy+(1-a.k2)*a.oy;a.x=a.ox+.5;a.y=a.oy+.5;a.r=.6;a.g=.8;a.b=.9;a.a=.1+div(a.q26,8);a.a=div(Math.max(a.a,1),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.q6=0;a.q1=0;a.dec_med=0;a.q5=0;a.index3=0;a.rott=0;a.is_beat=0;a.q23=0;a.k1=0;a.q24=0;a.dec_slow=0;a.q4=0;a.mox=0;a.q26=0;a.p2=0;a.avg=0;a.movez=0;a.beat=0;a.p1=0;a.peak=0;a.q2=0;a.q27=0;a.moy=0;a.p3=0;a.q3=0;a.t0=0;a.q28=0;a.q30=0;a.q20=0;","frame_eqs_str":"a.dec_med=pow(.6,div(30,a.fps));a.dec_slow=pow(.9,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,.2+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,4);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=div(a.bass_att+a.mid_att+a.treb_att,3)+1;a.movez+=div(3*(1+.3*a.q26),a.fps);a.q30=a.movez;a.k1=a.is_beat*equal(a.index,0);a.p1=a.k1*(a.p1+1)+(1-a.k1)*a.p1;a.p2=a.dec_slow*a.p2+(1-a.dec_slow)*a.p1;a.p3=a.dec_slow*a.p3+(1-a.dec_slow)*a.p2;a.rott=div(3.1416*a.p3,4);a.q27=8-a.index;a.q28=a.index2+1;a.q1=Math.cos(a.rott);a.q2=Math.sin(a.rott);a.q3=-a.q2;a.q4=a.q1;a.mox+=div(.03*30,a.fps);a.moy+=div(1.2,a.fps);a.q5=a.mox;a.q6=a.moy;a.mv_l=div(a.q24,\n2)+.1;a.dx=0*a.q1;","pixel_eqs_str":"a.dx=.002*a.q28;a.rot=.01*a.q2;a.zoom=1.03;","warp":" shader_body { \n  vec2 tmpvar_1;\n  tmpvar_1 = ((uv * texsize.xy) * (0.01 * q28));\n  vec2 tmpvar_2;\n  tmpvar_2.x = (cos(tmpvar_1.y) * sin(-(tmpvar_1.y)));\n  tmpvar_2.y = (sin(tmpvar_1.x) * cos(tmpvar_1.y));\n  vec4 tmpvar_3;\n  tmpvar_3.w = 1.0;\n  tmpvar_3.xyz = ((texture (sampler_main, (uv + \n    ((tmpvar_2 * texsize.zw) * (18.0 * q1))\n  )).xyz * 0.994) - 0.006);\n  ret = tmpvar_3.xyz;\n }","comp":"vec3 xlat_mutableneu;\nvec2 xlat_mutablers2;\n shader_body { \n  vec2 uv_1;\n  vec3 ret1_3;\n  float ang2_4;\n  vec2 uv2_5;\n  uv_1 = (uv - 0.5);\n  uv_1 = (uv_1 * aspect.xy);\n  ret1_3 = vec3(0.0, 0.0, 0.0);\n  for (int n_2 = 0; n_2 <= 6; n_2++) {\n    ang2_4 = ((6.28 * float(n_2)) / 6.0);\n    float tmpvar_6;\n    tmpvar_6 = cos(ang2_4);\n    float tmpvar_7;\n    tmpvar_7 = sin(ang2_4);\n    uv2_5.x = ((uv_1.x * tmpvar_6) - (uv_1.y * tmpvar_7));\n    uv2_5.y = ((uv_1.x * tmpvar_7) + (uv_1.y * tmpvar_6));\n    uv2_5 = (uv2_5 * aspect.yx);\n    uv2_5 = (uv2_5 + 0.5);\n    vec2 tmpvar_8;\n    tmpvar_8 = fract(uv2_5);\n    uv2_5 = tmpvar_8;\n    xlat_mutableneu = (texture (sampler_main, tmpvar_8).xyz + ((texture (sampler_blur1, tmpvar_8).xyz * scale1) + bias1));\n    ret1_3 = max (ret1_3, xlat_mutableneu);\n  };\n  vec2 tmpvar_9;\n  tmpvar_9.x = q5;\n  tmpvar_9.y = q6;\n  xlat_mutablers2 = (sin((\n    (uv_1 * 18.0)\n   + tmpvar_9)) + (4.0 * dot (ret1_3, vec3(0.32, 0.49, 0.29))));\n  vec4 tmpvar_10;\n  tmpvar_10.w = 1.0;\n  tmpvar_10.xyz = ((q22 * ret1_3) + ((24.0 * \n    clamp ((0.04 / sqrt(dot (xlat_mutablers2, xlat_mutablers2))), 0.0, 1.0)\n  ) * (0.2 + \n    ((q1 * ret1_3) / 2.0)\n  )));\n  ret = tmpvar_10.xyz;\n }"}