{"baseVals":{"rating":0,"gammaadj":1.980001,"decay":0.5,"echo_zoom":0.999998,"echo_alpha":0.5,"echo_orient":3,"wave_mode":7,"additivewave":1,"wave_thick":1,"modwavealphabyvolume":1,"wave_brighten":0,"darken":1,"wave_a":0.001,"wave_scale":0.958178,"wave_smoothing":0.45,"modwavealphastart":0,"modwavealphaend":1.32,"warpanimspeed":1.4595,"warpscale":2.0067,"zoom":0.9999,"warp":0.01,"sx":0.9999,"ob_r":0.3999,"ob_a":0.2,"ib_size":0,"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":1,"sides":100,"additive":1,"x":0.26,"y":0.2,"rad":0.393173,"tex_zoom":0.9355,"r":0,"g":0.55,"b":0.5,"g2":0.4,"b2":0.4,"a2":0.07,"border_r":0.3,"border_g":0.7,"border_b":0.8,"border_a":0},"init_eqs_str":"a.g0=0;a.y0=0;a.q1=0;a.x0=0;a.q24=0;a.q26=0;a.r0=0;a.trig=0;a.q2=0;a.b0=0;a.rad0=0;","frame_eqs_str":"a.trig=a.q24;a.x0=a.x0*bnot(a.trig)+a.trig*(.5+div(randint(100),200));a.y0=a.y0*bnot(a.trig)+a.trig*(.5+div(randint(100),200));a.x0+=div(.1*a.q1*(3+a.q26),a.fps);a.y0+=div(.1*a.q2*(3+a.q26),a.fps);a.x0-=Math.floor(a.x0);a.y0-=Math.floor(a.y0);a.tex_ang=a.time;a.tex_zoom=a.q1;a.ang=div(a.time,100)*a.q2;a.x=a.x0;a.y=a.y0;a.rad0=a.rad0*bnot(a.trig)+a.trig*(.04+div(randint(100),1E3));a.rad=a.rad0;a.r0=bnot(a.trig)*a.r0+div(a.trig*randint(10),10);a.g0=bnot(a.trig)*a.g0+div(a.trig*\nrandint(10),10);a.b0=bnot(a.trig)*a.b0+div(a.trig*randint(10),10);a.r=a.r0;a.b=a.b0;a.g=a.g0;a.r2=0;a.b2=0;a.g2=0;a.a=1;a.a2=.3;"},{"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.index4=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.q23=0;a.k1=0;a.q24=0;a.dec_slow=0;a.q11=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.q28=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.index2=mod(a.index2+a.is_beat*bnot(a.index),2);a.index3=mod(a.index3+a.is_beat*bnot(a.index)*bnot(a.index2),3);a.monitor=a.index4;\na.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.q11=Math.min(a.q22,3);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_med*a.p2+(1-a.dec_med)*a.p1;a.rott=div(3.14159265359*a.p2,2);a.q27=8-a.index;a.q28=a.index2;a.q1=Math.cos(a.rott);a.q2=Math.sin(a.rott);a.q3=-a.q2;a.q4=a.q1;a.zoom=1+.02*a.q1;a.rot=.01*a.q2;a.dx=0*a.index;a.wave_a=0;","pixel_eqs_str":"","pixel_eqs":"","warp":"float xlat_mutabledx;\nfloat xlat_mutabledy;\nvec2 xlat_mutableuv2;\nvec2 xlat_mutablezz;\n shader_body { \n  vec2 uv_1;\n  vec3 crisp_2;\n  vec2 tmpvar_3;\n  tmpvar_3.y = 0.0;\n  tmpvar_3.x = texsize.w;\n  vec2 tmpvar_4;\n  tmpvar_4.x = 0.0;\n  tmpvar_4.y = texsize.z;\n  xlat_mutablezz = ((uv * texsize.xy) * 0.01);\n  vec2 tmpvar_5;\n  tmpvar_5.x = (cos((xlat_mutablezz.y * q1)) * sin(-(xlat_mutablezz.y)));\n  tmpvar_5.y = (sin(xlat_mutablezz.x) * cos((xlat_mutablezz.y * q2)));\n  uv_1 = (uv - ((tmpvar_5 * texsize.zw) * (8.0 + \n    (6.0 * q11)\n  )));\n  xlat_mutableuv2 = (((uv_1 / 2.0) * q27) / 4.0);\n  xlat_mutabledx = dot ((texture (sampler_main, (xlat_mutableuv2 + tmpvar_3)).xyz - texture (sampler_main, (xlat_mutableuv2 - tmpvar_3)).xyz), vec3(0.32, 0.49, 0.29));\n  xlat_mutabledy = dot ((texture (sampler_main, (xlat_mutableuv2 + tmpvar_4)).xyz - texture (sampler_main, (xlat_mutableuv2 - tmpvar_4)).xyz), vec3(0.32, 0.49, 0.29));\n  float tmpvar_6;\n  tmpvar_6 = (0.15 + (0.1 * q28));\n  vec2 tmpvar_7;\n  tmpvar_7 = (xlat_mutableuv2 + (time / 100.0));\n  xlat_mutabledx = (xlat_mutabledx + (tmpvar_6 * (texture (sampler_noise_hq, tmpvar_7).x - 0.5)));\n  xlat_mutabledy = (xlat_mutabledy + (tmpvar_6 * (texture (sampler_noise_hq, tmpvar_7).y - 0.5)));\n  vec2 tmpvar_8;\n  tmpvar_8.x = xlat_mutabledx;\n  tmpvar_8.y = xlat_mutabledy;\n  xlat_mutablezz = tmpvar_8;\n  crisp_2 = (texture (sampler_main, (uv_1 + (tmpvar_8 * 0.04))).xyz + texture (sampler_main, uv_1).xyz);\n  crisp_2 = (crisp_2 * 0.5);\n  crisp_2 = (crisp_2 + ((0.05 * \n    (0.9 + (0.1 * roam_cos))\n  .xyz) - (\n    sqrt(dot (tmpvar_8, tmpvar_8))\n   * 0.3)));\n  vec4 tmpvar_9;\n  tmpvar_9.w = 1.0;\n  tmpvar_9.xyz = ((crisp_2 * 0.97) - 0.015);\n  ret = tmpvar_9.xyz;\n }","comp":"vec2 xlat_mutabledz;\nvec3 xlat_mutableneu;\nvec3 xlat_mutableret1;\nvec2 xlat_mutableuv3;\n shader_body { \n  vec2 uv2_1;\n  vec2 tmpvar_2;\n  tmpvar_2.y = 0.0;\n  tmpvar_2.x = texsize.z;\n  vec2 tmpvar_3;\n  tmpvar_3.x = 0.0;\n  tmpvar_3.y = texsize.w;\n  xlat_mutabledz.x = dot ((texture (sampler_main, (uv + tmpvar_2)).xyz - texture (sampler_main, (uv - tmpvar_2)).xyz), vec3(0.32, 0.49, 0.29));\n  xlat_mutabledz.y = dot ((texture (sampler_main, (uv + tmpvar_3)).xyz - texture (sampler_main, (uv - tmpvar_3)).xyz), vec3(0.32, 0.49, 0.29));\n  uv2_1 = (uv - 0.5);\n  xlat_mutableuv3 = ((0.2 * uv2_1) + 0.5);\n  float tmpvar_4;\n  tmpvar_4 = (time / 2.0);\n  xlat_mutableuv3 = ((0.2 * cos(\n    ((42.0 * fract(xlat_mutableuv3)) + tmpvar_4)\n  )) + (99.0 * xlat_mutabledz));\n  float tmpvar_5;\n  tmpvar_5 = clamp ((0.01 / sqrt(\n    dot (xlat_mutableuv3, xlat_mutableuv3)\n  )), 0.0, 1.0);\n  xlat_mutableneu = ((0.1 * vec3(tmpvar_5)) + (0.9 * dot (vec3(tmpvar_5), vec3(0.32, 0.49, 0.29))));\n  xlat_mutableret1 = max (vec3(0.0, 0.0, 0.0), (xlat_mutableneu * 1.252262));\n  xlat_mutableuv3 = ((0.2 * uv2_1) + 0.5);\n  xlat_mutableuv3 = ((0.2 * cos(\n    ((42.0 * fract(xlat_mutableuv3)) + tmpvar_4)\n  )) + (99.0 * xlat_mutabledz));\n  float tmpvar_6;\n  tmpvar_6 = clamp ((0.01 / sqrt(\n    dot (xlat_mutableuv3, xlat_mutableuv3)\n  )), 0.0, 1.0);\n  xlat_mutableneu = ((0.1 * vec3(tmpvar_6)) + (0.9 * dot (vec3(tmpvar_6), vec3(0.32, 0.49, 0.29))));\n  xlat_mutableret1 = max (xlat_mutableret1, (xlat_mutableneu * 1.252262));\n  vec4 tmpvar_7;\n  tmpvar_7.w = 1.0;\n  tmpvar_7.xyz = (xlat_mutableret1 + clamp ((\n    (16.0 * ((0.5 * texture (sampler_main, (uv + \n      (0.1 * xlat_mutabledz)\n    )).xyz) + 0.01))\n   * \n    (0.1 + xlat_mutableret1)\n  ), 0.0, 1.0));\n  ret = tmpvar_7.xyz;\n }"}