{"baseVals":{"rating":0,"gammaadj":1.980001,"decay":0.5,"echo_zoom":0.999998,"echo_alpha":0.5,"echo_orient":3,"wave_mode":5,"wave_dots":1,"modwavealphabyvolume":1,"wave_brighten":0,"darken":1,"wave_a":0.001,"wave_scale":1.169162,"wave_smoothing":0,"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":0,"mv_r":0.4999,"mv_g":0.4999,"mv_b":0.4999,"mv_a":0,"b1ed":0},"shapes":[{"baseVals":{"enabled":1,"sides":53,"rad":0.024396,"tex_ang":1.00531,"tex_zoom":1.531168,"r":0.2,"g":0.7,"g2":0,"a2":0.2,"border_b":0,"border_a":0},"init_eqs_str":"a.q22=0;a.r0=0;a.q24=0;a.r0=0;a.q24=0;a.b0=0;a.q24=0;a.b0=0;a.q24=0;a.g0=0;a.q24=0;a.g0=0;a.q24=0;a.q22=0;","frame_eqs_str":"a.a=a.q22;a.a2=a.a;a.r0=bnot(a.q24)*a.r0+div(a.q24*randint(10),10);a.b0=bnot(a.q24)*a.b0+div(a.q24*randint(10),10);a.g0=bnot(a.q24)*a.g0+div(a.q24*randint(10),10);a.rad=div(a.q22,40);a.r=0;a.b=1;a.g=.6;a.r2=0;a.b2=0;a.g2=0;"},{"baseVals":{"enabled":1,"sides":44,"textured":1,"x":0.7,"rad":0.2173,"tex_ang":0.628319,"tex_zoom":1.633192,"g":1,"b":1,"r2":0.99,"g2":0.99,"b2":1,"a2":1,"border_r":0.5,"border_g":0.5,"border_b":0,"border_a":0},"init_eqs_str":"a.rot0=0;a.rot0=0;a.q1=0;a.posx=0;a.q24=0;a.posx=0;a.q24=0;a.posy=0;a.q24=0;a.posy=0;a.q24=0;a.rad0=0;a.q24=0;a.rad0=0;a.q24=0;a.rad0=0;a.posx=0;a.posy=0;a.rot0=0;","frame_eqs_str":"a.textured=1;a.rot0+=div(1,a.fps)*a.q1;a.posx=(1-a.q24)*a.posx+a.q24*(.3+div(randint(100),200));a.posy=(1-a.q24)*a.posy+a.q24*(.3+div(randint(100),200));a.rad0=(1-a.q24)*a.rad0+a.q24*(.05+div(randint(100),300));a.rad=a.rad0;a.x=a.posx;a.y=a.posy;a.ang=a.rot0;"},{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}}],"waves":[{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}}],"init_eqs_str":"a.index=0;a.q22=0;a.q21=0;a.q1=0;a.dec_med=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.q26=0;a.p2=0;a.avg=0;a.beat=0;a.p1=0;a.peak=0;a.q2=0;a.q27=0;a.q3=0;a.t0=0;a.q32=0;a.q20=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,.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,8);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+a.treb;a.k1=a.is_beat*equal(a.index,0);a.p1=\na.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.p2,2);a.q27=a.index+1;a.q1=Math.cos(a.rott);a.q2=Math.sin(a.rott);a.q3=-a.q2;a.q4=a.q1;a.zoom=1.01;a.rot=-0*a.index;a.q32=pow(.996,div(30,a.fps));","pixel_eqs_str":"","pixel_eqs":"","warp":" shader_body { \n  vec2 uv_1;\n  vec2 uv6_2;\n  vec2 tmpvar_3;\n  tmpvar_3 = ((uv_orig - 0.5) * aspect.xy);\n  float tmpvar_4;\n  tmpvar_4 = (((4.0 * \n    sqrt(dot (tmpvar_3, tmpvar_3))\n  ) + (time / 2.0)) + q22);\n  uv_1 = (uv_orig + (clamp (\n    ((sin(tmpvar_4) / cos(tmpvar_4)) * normalize(tmpvar_3))\n  , vec2(-8.0, -8.0), vec2(8.0, 8.0)) / 64.0));\n  uv6_2 = (tmpvar_3 * 2.0);\n  vec4 tmpvar_5;\n  tmpvar_5.w = 1.0;\n  tmpvar_5.xyz = (((\n    (texture (sampler_main, uv_1).xyz - (((texture (sampler_blur1, \n      fract(uv_1)\n    ).xyz * scale1) + bias1) * 0.04))\n   + \n    (abs(vec3((0.2 / sqrt(\n      (uv6_2.y - ((q22 * 0.04) * sin((q22 * \n        ((8.0 * uv6_2.x) + time)\n      ))))\n    )))) * vec3(0.06, 0.0504, 0.036))\n  ) * 0.99) - 0.01);\n  ret = tmpvar_5.xyz;\n }","comp":"vec3 xlat_mutablenoise;\nvec2 xlat_mutablers;\n shader_body { \n  vec2 uv1_1;\n  uv1_1 = (((uv - 0.5) * aspect.xy) * aspect.yx);\n  float tmpvar_2;\n  tmpvar_2 = ((3.0 + (q10 * 4.0)) / abs(uv1_1.y));\n  xlat_mutablers.x = (uv1_1.x * tmpvar_2);\n  xlat_mutablers.y = (tmpvar_2 + (time * 6.0));\n  vec2 tmpvar_3;\n  tmpvar_3 = sin(xlat_mutablers);\n  vec3 tmpvar_4;\n  tmpvar_4 = vec3((1.0 - sqrt(sqrt(\n    dot (tmpvar_3, tmpvar_3)\n  ))));\n  xlat_mutablenoise = (tmpvar_4 * (vec3(\n    greaterThanEqual (tmpvar_4, vec3(0.1, 0.1, 0.1))\n  ) * clamp (\n    (1.0 - (tmpvar_2 / 40.0))\n  , 0.0, 1.0)));\n  vec4 tmpvar_5;\n  tmpvar_5.w = 1.0;\n  tmpvar_5.xyz = ((texture (sampler_main, (uv + \n    (xlat_mutablenoise / 2.0)\n  .xy)).xyz * 1.5) - (0.1 * xlat_mutablenoise));\n  ret = tmpvar_5.xyz;\n }"}