{"baseVals":{"rating":0,"gammaadj":1.980001,"decay":0.5,"echo_zoom":0.999998,"echo_alpha":0.5,"echo_orient":3,"wave_mode":4,"additivewave":1,"wave_thick":1,"modwavealphabyvolume":1,"wave_brighten":0,"darken":1,"wave_a":0.001,"wave_scale":0.5274,"wave_smoothing":0.45,"modwavealphastart":0,"modwavealphaend":1.32,"warpanimspeed":0.442,"warpscale":0.498,"zoom":0.9999,"warp":0.01,"sx":0.9999,"wave_r":0.8,"wave_g":0.49,"ob_size":0,"ob_r":1,"ob_g":1,"ob_b":1,"ob_a":0.05,"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":0}},{"baseVals":{"enabled":0}}],"waves":[{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}}],"init_eqs_str":"a.trel3=0;a.index2=0;a.q25=0;a.index=0;a.q12=0;a.q18=0;a.q22=0;a.q21=0;a.q13=0;a.q15=0;a.q29=0;a.q6=0;a.movex=0;a.q1=0;a.dec_med=0;a.q5=0;a.q9=0;a.rott=0;a.is_beat=0;a.q23=0;a.k1=0;a.q24=0;a.dec_slow=0;a.q11=0;a.q4=0;a.q16=0;a.q26=0;a.trot=0;a.p2=0;a.mov=0;a.avg=0;a.movez=0;a.trel4=0;a.q19=0;a.beat=0;a.q17=0;a.trel2=0;a.p1=0;a.peak=0;a.q2=0;a.q27=0;a.q14=0;a.movey=0;a.trel1=0;a.q3=0;a.t0=0;a.q7=0;a.q28=0;a.q30=0;a.q20=0;a.q8=0;a.dirx=1;","frame_eqs_str":"a.dec_med=pow(.7,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,a.avg+a.peak)*above(a.time,a.t0+.1);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,16);a.index2=mod(a.index2+a.is_beat*bnot(a.index),4);a.q20=a.avg;a.q21=a.beat;a.q22=a.peak;a.q23=a.index;a.q24=a.is_beat;a.q26=a.bass+a.mid+\na.treb;a.q29=2*(mod(a.index2,2)-.5);a.q25=Math.min(1,div(a.q22,2));a.k1=a.is_beat*equal(mod(a.index,4),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.q27=a.index;a.q28=a.index2;a.mov=a.mov*a.dec_med+(1-a.dec_med)*above(mod(a.index,8),2);a.movez+=div(1,a.fps)*a.mov;a.q30=a.movez;a.q8=a.movex;a.q9=a.movey;a.trel1+=div(a.q1*a.q22*3,a.fps);a.trel2+=div(a.q2*a.q22*2,a.fps);a.trel3+=\ndiv(4*(1-a.mov),a.fps);a.trel4+=div(1*a.mov,a.fps);a.q11=.3*Math.sin(a.trel1);a.q12=.1*Math.cos(a.trel2);a.q13=8+6*Math.sin(a.trel3);a.q14=.3*Math.sin(a.trel2);a.q15=.2*Math.cos(a.trel3);a.q16=6+3*Math.sin(a.trel1);a.q17=.3*Math.sin(a.trel4);a.q18=.3*Math.cos(a.trel2);a.q19=3+Math.sin(a.trel3);a.trot=div(a.trel1,2);a.trot=div(6.28*a.index2,4);a.q5=Math.cos(a.trot);a.q6=Math.sin(a.trot);a.q7=-a.q6;a.q8=a.q5;","pixel_eqs_str":"","pixel_eqs":"","warp":"float xlat_mutableq25;\n shader_body { \n  vec2 uv_1;\n  vec2 uv6_2;\n  vec2 tmpvar_3;\n  tmpvar_3 = ((uv - 0.5) * aspect.xy);\n  float tmpvar_4;\n  tmpvar_4 = ((2.0 * sqrt(\n    dot (tmpvar_3, tmpvar_3)\n  )) + (rand_frame * 64.0)).x;\n  uv_1 = (uv + ((\n    clamp (((sin(tmpvar_4) / cos(tmpvar_4)) * normalize(tmpvar_3)), vec2(-2.0, -2.0), vec2(2.0, 2.0))\n   / 20.0) * q29));\n  uv6_2 = (0.4 * sin((tmpvar_3 * 32.0)));\n  xlat_mutableq25 = (q24 + 0.01);\n  vec4 tmpvar_5;\n  tmpvar_5.w = 1.0;\n  tmpvar_5.xyz = (((xlat_mutableq25 * \n    (((texture (sampler_main, uv_1).xyz - (\n      ((texture (sampler_blur1, fract(uv_1)).xyz * scale1) + bias1)\n     * 0.04)) + (0.15 * (vec3(\n      (0.1 / sqrt(dot (uv6_2, uv6_2)))\n    ) * roam_cos.xyz))) - 0.02)\n  ) * 0.99) + ((0.995 * \n    (1.0 - xlat_mutableq25)\n  ) * texture (sampler_main, uv_orig).xyz));\n  ret = tmpvar_5.xyz;\n }","comp":"vec2 xlat_mutableKugel1;\nvec2 xlat_mutableKugel2;\nfloat xlat_mutablerad1;\nfloat xlat_mutablerad2;\nfloat xlat_mutablerad3;\nvec3 xlat_mutableret1;\nvec3 xlat_mutableret2;\nvec2 xlat_mutablers0;\nvec2 xlat_mutablersk;\nvec2 xlat_mutableuv4;\n shader_body { \n  vec2 uv1_1;\n  mat2 tmpvar_2;\n  tmpvar_2[uint(0)] = _qb.xy;\n  tmpvar_2[1u] = _qb.zw;\n  uv1_1 = (((uv - 0.5) * aspect.xy) * tmpvar_2);\n  vec2 tmpvar_3;\n  tmpvar_3.x = q11;\n  tmpvar_3.y = q12;\n  xlat_mutablersk = (uv1_1 + tmpvar_3);\n  xlat_mutablerad1 = ((8.0 * q13) * sqrt(dot (xlat_mutablersk, xlat_mutablersk)));\n  xlat_mutableuv4 = ((sin(xlat_mutablerad1) / cos(xlat_mutablerad1)) * normalize(xlat_mutablersk));\n  xlat_mutableKugel1 = (((xlat_mutableuv4 * \n    clamp ((10.0 - (7.0 * xlat_mutablerad1)), 0.0, 1.0)\n  ) / (1.0 + \n    (q13 * q13)\n  )) * q13);\n  vec2 tmpvar_4;\n  tmpvar_4.x = q14;\n  tmpvar_4.y = q15;\n  xlat_mutablersk = (uv1_1 + tmpvar_4);\n  xlat_mutablerad2 = ((2.0 * (1.0 + q16)) * sqrt(dot (xlat_mutablersk, xlat_mutablersk)));\n  xlat_mutableuv4 = ((sin(xlat_mutablerad2) / cos(xlat_mutablerad2)) * normalize(xlat_mutablersk));\n  xlat_mutableKugel2 = (((xlat_mutableuv4 * \n    clamp ((10.0 - (7.0 * xlat_mutablerad2)), 0.0, 1.0)\n  ) / (1.0 + \n    (q16 * q16)\n  )) * q16);\n  vec2 tmpvar_5;\n  tmpvar_5.x = q17;\n  tmpvar_5.y = q18;\n  xlat_mutablersk = (uv1_1 + tmpvar_5);\n  xlat_mutablerad3 = ((4.0 * (1.0 + q19)) * sqrt(dot (xlat_mutablersk, xlat_mutablersk)));\n  xlat_mutableuv4 = ((sin(xlat_mutablerad3) / cos(xlat_mutablerad3)) * normalize(xlat_mutablersk));\n  float tmpvar_6;\n  tmpvar_6 = (0.1 / abs((\n    (uv1_1.y * rad)\n   * rad)));\n  xlat_mutablers0.y = tmpvar_6;\n  xlat_mutablers0.x = ((uv1_1.x * tmpvar_6) * 4.0);\n  mat2 tmpvar_7;\n  tmpvar_7[uint(0)] = _qa.xy;\n  tmpvar_7[1u] = _qa.zw;\n  xlat_mutablers0 = (xlat_mutablers0 * tmpvar_7);\n  vec2 tmpvar_8;\n  tmpvar_8.x = 0.0;\n  tmpvar_8.y = q30;\n  xlat_mutableret2 = (((texture (sampler_blur1, \n    fract((xlat_mutablers0 + tmpvar_8))\n  ).xyz * scale1) + bias1) / tmpvar_6);\n  uv1_1 = (uv1_1 + ((\n    ((xlat_mutableKugel1 + xlat_mutableKugel2) + (((xlat_mutableuv4 * \n      clamp ((10.0 - (7.0 * xlat_mutablerad3)), 0.0, 1.0)\n    ) / (1.0 + \n      (q19 * q19)\n    )) * q19))\n   * 0.25) + (xlat_mutableret2 / 4.0).xy));\n  xlat_mutableret1 = (((\n    (xlat_mutableret2 + texture (sampler_main, ((uv1_1 / 2.0) + 0.5)).xyz)\n   + \n    ((((0.4 / xlat_mutablerad1) * (0.5 - \n      ((texture (sampler_blur1, vec2(0.1, 0.1)).xyz * scale1) + bias1)\n    )) * q22) * (float(mod (q27, 4.0))))\n  ) + (\n    (((0.3 / xlat_mutablerad2) * (0.5 - (\n      (texture (sampler_blur1, vec2(0.2, 0.2)).xyz * scale1)\n     + bias1))) * q22)\n   * \n    (float(mod ((q27 + 1.0), 4.0)))\n  )) + ((\n    ((0.2 / xlat_mutablerad3) * (0.5 - ((texture (sampler_blur1, vec2(0.0, 0.0)).xyz * scale1) + bias1)))\n   * q22) * (float(mod (\n    (q27 + 2.0)\n  , 4.0)))));\n  vec4 tmpvar_9;\n  tmpvar_9.w = 1.0;\n  tmpvar_9.xyz = clamp ((xlat_mutableret1 * (1.0 + xlat_mutableret1)), 0.0, 1.0);\n  ret = tmpvar_9.xyz;\n }"}