{"baseVals":{"rating":0,"gammaadj":1.980001,"decay":0.5,"echo_zoom":0.999998,"echo_alpha":0.5,"echo_orient":3,"wave_mode":2,"modwavealphabyvolume":1,"wave_brighten":0,"darken":1,"wave_a":0.001,"wave_scale":20.944651,"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_size":0.015,"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":1,"sides":53,"rad":0.05408,"tex_ang":1.00531,"tex_zoom":1.531168,"r":0.2,"g":0.7,"g2":0,"a2":1,"border_b":0,"border_a":0},"init_eqs_str":"a.q24=0;","frame_eqs_str":"a.x=.5;a.y=.5;a.a=a.q24;a.a2=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.index2=0;a.index=0;a.q22=0;a.q21=0;a.q1=0;a.dec_med=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.alt=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.q28=0;a.q30=0;a.q20=0;a.p4=0;a.step=0;","frame_eqs_str":"a.dec_med=pow(.7,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,.5+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),2);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_att+\na.mid_att+a.treb_att;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.alt=.2*a.alt+.8*a.q26;a.q26-=a.alt;a.step=a.step+100*Math.max(a.q26-.01,0)+a.q24;a.q30=a.step;a.p4=a.dec_med*a.p4+(1-a.dec_med)*a.q27;a.q31=a.p4;a.zoom=1;a.rot=.003;","pixel_eqs_str":"","pixel_eqs":"","warp":"vec3 xlat_mutablemus;\n shader_body { \n  vec2 uv_1;\n  uv_1 = uv;\n  vec2 rs_2;\n  vec2 uv6_3;\n  vec2 tmpvar_4;\n  tmpvar_4 = ((uv_orig - 0.5) * aspect.xy);\n  uv6_3 = tmpvar_4;\n  float tmpvar_5;\n  tmpvar_5 = (q30 + ((0.5 * q27) * sqrt(\n    dot (tmpvar_4, tmpvar_4)\n  )));\n  mat2 tmpvar_6;\n  tmpvar_6[uint(0)] = _qa.xy;\n  tmpvar_6[1u] = _qa.zw;\n  rs_2 = ((clamp (\n    ((sin(tmpvar_5) / cos(tmpvar_5)) * normalize(tmpvar_4))\n  , vec2(-8.0, -8.0), vec2(8.0, 8.0)) + 0.1) * tmpvar_6);\n  if ((q28 == 1.0)) {\n    rs_2 = (rs_2 * cos((tmpvar_4.yx * 11.0)));\n  };\n  uv_1 = (uv + (rs_2 / 30.0));\n  uv6_3 = (uv_1 - 0.5);\n  mat2 tmpvar_7;\n  tmpvar_7[uint(0)] = _qa.xy;\n  tmpvar_7[1u] = _qa.zw;\n  uv6_3 = (uv6_3 * tmpvar_7);\n  xlat_mutablemus = (abs(vec3((0.2 / \n    sqrt((uv6_3.y - (0.1 * q27)))\n  ))) * vec3(1.0, 0.8, 0.5));\n  vec4 tmpvar_8;\n  tmpvar_8.w = 1.0;\n  tmpvar_8.xyz = (((\n    (texture (sampler_main, uv_1).xyz - (((texture (sampler_blur1, \n      fract(uv_1)\n    ).xyz * scale1) + bias1) * 0.05))\n   + \n    (0.06 * xlat_mutablemus)\n  ) * 0.98) - 0.01);\n  ret = tmpvar_8.xyz;\n }","comp":" shader_body { \n  vec3 ret_1;\n  vec2 tmpvar_2;\n  tmpvar_2.y = 0.0;\n  tmpvar_2.x = texsize.z;\n  vec2 tmpvar_3;\n  tmpvar_3 = (tmpvar_2 * 2.0);\n  vec2 tmpvar_4;\n  tmpvar_4.x = 0.0;\n  tmpvar_4.y = texsize.w;\n  vec2 tmpvar_5;\n  tmpvar_5 = (tmpvar_4 * 2.0);\n  vec2 tmpvar_6;\n  tmpvar_6.x = (((texture (sampler_blur1, \n    (uv - tmpvar_3)\n  ).xyz * scale1) + bias1) - ((texture (sampler_blur1, \n    (uv + tmpvar_3)\n  ).xyz * scale1) + bias1)).x;\n  tmpvar_6.y = (((texture (sampler_blur1, \n    (uv - tmpvar_5)\n  ).xyz * scale1) + bias1) - ((texture (sampler_blur1, \n    (uv + tmpvar_5)\n  ).xyz * scale1) + bias1)).x;\n  vec2 tmpvar_7;\n  tmpvar_7 = (tmpvar_6 * 0.5);\n  vec3 tmpvar_8;\n  tmpvar_8 = ((texture (sampler_blur1, fract(\n    (uv + tmpvar_7)\n  )).xyz * scale1) + bias1);\n  vec2 tmpvar_9;\n  tmpvar_9 = (0.2 * cos((\n    (((uv - 0.5) + (tmpvar_7 / 4.0)) * 4.0)\n   + time)));\n  ret_1 = (((texture (sampler_main, \n    (uv + tmpvar_7)\n  ) * texture (sampler_main, \n    ((1.0 - uv) - tmpvar_7)\n  )).xyz + (tmpvar_8 * 2.0)) + ((q21 * vec3(\n    clamp ((0.01 / sqrt(dot (tmpvar_9, tmpvar_9))), 0.0, 1.0)\n  )) * (1.0 - tmpvar_8)));\n  ret_1 = (ret_1 * 0.7);\n  vec4 tmpvar_10;\n  tmpvar_10.w = 1.0;\n  tmpvar_10.xyz = ret_1;\n  ret = tmpvar_10.xyz;\n }"}