{"baseVals":{"rating":4,"gammaadj":1.98,"decay":0.5,"echo_zoom":0.952,"echo_alpha":0.5,"echo_orient":3,"wave_mode":6,"additivewave":1,"wave_thick":1,"modwavealphabyvolume":1,"wave_brighten":0,"darken":1,"wave_a":0.001,"wave_scale":2.103,"wave_smoothing":0.54,"wave_mystery":0.38,"modwavealphastart":0.81,"modwavealphaend":1.4,"warpanimspeed":1.459,"warpscale":2.007,"zoom":0.9999,"warp":0.01,"sx":0.9999,"wave_r":0,"wave_g":0,"wave_b":0,"ob_size":0.015,"ob_b":1,"ib_size":0.26,"mv_x":64,"mv_y":48,"mv_l":1.85,"mv_r":0.5,"mv_g":0.5,"mv_b":0.5,"mv_a":0,"b1ed":0},"shapes":[{"baseVals":{"enabled":1,"sides":16,"thickoutline":1,"textured":1,"num_inst":3,"x":0.73,"rad":0.29466,"tex_zoom":1.87511,"r":0.7,"g":0.7,"b":1,"g2":0,"border_b":0,"border_a":0},"init_eqs_str":"a.trig=0;a.q25=0;a.trig=0;a.x0=0;a.x0=0;a.trig=0;a.trig=0;a.y0=0;a.y0=0;a.trig=0;a.trig=0;a.x0=0;a.y0=0;","frame_eqs_str":"a.trig=a.q25;a.a=.8*a.trig;a.a2=0;a.x0=a.x0*bnot(a.trig)+div(a.trig*randint(100),100);a.y0=a.y0*bnot(a.trig)+div(a.trig*randint(100),100);a.tex_ang=randint(20);a.rad=.1+div(randint(10),8);a.x=a.x0;a.y=a.y0;a.r=.7+.3*Math.sin(div(a.time,12));a.b=.7+.3*Math.sin(div(a.time,15));a.g=.7+.3*Math.sin(div(a.time,8));a.r2=a.r;a.b2=a.b;a.g2=a.g;"},{"baseVals":{"enabled":1,"sides":36,"thickoutline":1,"textured":1,"num_inst":4,"x":0.3,"rad":0.05429,"ang":1.25664,"tex_ang":0.37699,"tex_zoom":1.02841,"g":0.7,"b":0.5,"r2":1,"g2":0,"border_g":0.59,"border_b":0,"border_a":0},"init_eqs_str":"a.q31=0;a.q32=0;a.q30=0;","frame_eqs_str":"a.x=a.q31;a.y=a.q32;a.rad=.06;a.tex_ang=a.time;a.a=a.q30;"},{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}}],"waves":[{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}}],"init_eqs_str":"a.q25=0;a.index=0;a.q12=0;a.q22=0;a.q21=0;a.q15=0;a.q29=0;a.q6=0;a.dec_med=0;a.q5=0;a.mindev=0;a.trel=0;a.t0a=0;a.mov1=0;a.vis=0;a.is_beat=0;a.q31=0;a.q23=0;a.q24=0;a.dec_slow=0;a.q11=0;a.hpeak=0;a.q10=0;a.sdev=0;a.med=0;a.spb=0;a.dir=0;a.spb_=0;a.q16=0;a.rota=0;a.q19=0;a.vol=0;a.peak=0;a.trig1=0;a.wamp=0;a.speed=0;a.t0=0;a.vol_=0;a.q32=0;a.q7=0;a.wamp_=0;a.q30=0;a.q20=0;a.q8=0;a.t0a=a.time;a.t0=a.time+.5;a.spb_=.5;a.volb=.5;a.volx=.5;a.vol_=1;a.index=0;a.mov1=0;a.sdev=.1;a.wamp_=\n.1;","frame_eqs_str":"a.dec_med=pow(.8,div(30,a.fps));a.dec_slow=pow(.95,div(30,a.fps));a.vol=div(a.bass+a.med+a.treb,1.5);a.vol_=a.vol_*a.dec_slow+(1-a.dec_slow)*a.vol;a.is_beat=above(a.vol,a.vol_+2*a.peak)*above(a.time,a.t0+.45*a.spb_);a.t0a=.00001<Math.abs(a.is_beat)?a.t0:a.t0a;a.t0=.00001<Math.abs(a.is_beat)?a.time:a.t0;a.peak=.00001<Math.abs(a.is_beat)?a.vol:a.peak*a.dec_med;a.index=mod(a.index+a.is_beat,128);a.spb=Math.min(a.t0-a.t0a+.01,2);a.spb_=.00001<Math.abs(a.is_beat)?.9*a.spb_+.1*a.spb:\na.spb_;a.q20=a.vol_;a.q21=above(a.vol,2.7*a.vol_);a.q22=Math.max(0,a.peak-0)+.01;a.hpeak=a.hpeak*a.dec_med+(1-a.dec_med)*a.q21;a.q23=a.hpeak*(1+randint(8));a.q24=a.is_beat;a.q25=div(a.q22*(1+randint(8)),8);a.mindev=Math.min(Math.min(Math.abs(a.spb-a.spb_),Math.abs(2*a.spb-a.spb_)),Math.abs(a.spb-2*a.spb_));a.sdev=.00001<Math.abs(a.is_beat)?.8*a.sdev+.2*pow(a.mindev+.02,2):a.sdev;a.speed=div(div(1,a.fps),a.spb_);a.trel+=a.speed;a.q10=a.trel;a.wamp=Math.min(div(.001,a.sdev),.15);a.wamp_=a.wamp_*a.dec_slow+\n(1-a.dec_slow)*a.wamp;a.q11=Math.sin(div(a.trel,2))*a.wamp_;a.q12=div(a.wamp_,2);a.rota=2*a.wamp_*Math.sin(div(a.trel,3));a.q5=Math.cos(a.rota);a.q6=Math.sin(a.rota);a.q7=-a.q6;a.q8=a.q5;a.q15=.05*-Math.sin(.5*a.trel);a.q16=div(Math.cos(a.trel)*a.wamp_,2);a.q19=.1*Math.sin(div(a.trel,12));a.trig1=bnot(a.vis)*bnot(randint(100*a.fps));a.vis=.00001<Math.abs(a.trig1)?1:a.vis*below(a.mov1,1);a.q30=a.vis;a.mov1=.00001<Math.abs(a.vis)?a.mov1+div(2*a.speed,a.fps):-1;a.dir=.00001<Math.abs(a.trig1)?randint(100):\na.dir;a.q31=.5+.5*Math.cos(a.dir)*a.mov1;a.q32=.5+.5*Math.sin(a.dir)*a.mov1;a.q29=2+Math.sin(div(a.time,17));a.monitor=a.wamp;","pixel_eqs_str":"a.zoom=1+.02*a.rad*a.q20;a.dy=-0;a.warp=.1;a.dx=0;","warp":"mat2 ofs;\nvec2 xlat_mutableuv2;\nfloat xlat_mutablezv;\n shader_body { \n  mat2 tmpvar_1;\n  tmpvar_1[uint(0)].x = texsize.z;\n  tmpvar_1[uint(0)].y = 0.0;\n  tmpvar_1[1u].x = 0.0;\n  tmpvar_1[1u].y = texsize.w;\n  ofs = (tmpvar_1 * 4.0);\n  vec2 tmpvar_2;\n  tmpvar_2.x = ((uv.x - 0.5) + q19);\n  tmpvar_2.y = (uv.y - 0.5);\n  vec2 v_3;\n  v_3.x = ofs[0].x;\n  v_3.y = ofs[1].x;\n  vec2 v_4;\n  v_4.x = ofs[0].x;\n  v_4.y = ofs[1].x;\n  vec2 v_5;\n  v_5.x = ofs[0].y;\n  v_5.y = ofs[1].y;\n  vec2 v_6;\n  v_6.x = ofs[0].y;\n  v_6.y = ofs[1].y;\n  vec2 tmpvar_7;\n  tmpvar_7.x = (texture (sampler_main, (uv + v_3)) - texture (sampler_main, (uv - v_4))).z;\n  tmpvar_7.y = (texture (sampler_main, (uv + v_5)) - texture (sampler_main, (uv - v_6))).z;\n  xlat_mutablezv = (time * 0.08);\n  vec2 tmpvar_8;\n  tmpvar_8.x = (0.02 * time);\n  tmpvar_8.y = (-0.05 * time);\n  xlat_mutableuv2 = ((3.0 * tmpvar_2) + tmpvar_8);\n  vec3 tmpvar_9;\n  tmpvar_9.xy = xlat_mutableuv2;\n  tmpvar_9.z = xlat_mutablezv;\n  vec3 tmpvar_10;\n  tmpvar_10.xy = (xlat_mutableuv2 * vec2(2.0, 2.0));\n  tmpvar_10.z = (xlat_mutablezv * 2.0);\n  vec3 tmpvar_11;\n  tmpvar_11.xy = (xlat_mutableuv2 * vec2(4.0, 4.0));\n  tmpvar_11.z = (xlat_mutablezv * 3.0);\n  vec3 tmpvar_12;\n  tmpvar_12.xy = (xlat_mutableuv2 * vec2(8.0, 8.0));\n  tmpvar_12.z = (xlat_mutablezv * 7.0);\n  xlat_mutableuv2 = (tmpvar_2 + ((\n    (((texture (sampler_noisevol_hq, tmpvar_9).z + (texture (sampler_noisevol_hq, tmpvar_10).z / 2.0)) + (texture (sampler_noisevol_hq, tmpvar_11).z / 4.0)) + (texture (sampler_noisevol_hq, tmpvar_12).z / 8.0))\n   - 1.0) * 0.1));\n  vec4 tmpvar_13;\n  tmpvar_13.w = 1.0;\n  tmpvar_13.xyz = (((\n    (((0.2 + (\n      (((1.0 + bass_att) * 0.01) / sqrt(dot (xlat_mutableuv2, xlat_mutableuv2)))\n     * \n      (1.0 + normalize(slow_roam_cos))\n    .xyz)) + ((rand_preset.z - 0.5) * xlat_mutableuv2.y)) * 0.1)\n   / 2.0) + (texture (sampler_main, \n    (uv - (0.02 * tmpvar_7))\n  ).xyz * 0.9)) - 0.01);\n  ret = tmpvar_13.xyz;\n }","comp":"float xlat_mutablerain;\nvec3 xlat_mutableret1;\nvec2 xlat_mutablers;\nvec2 xlat_mutablers0;\nvec2 xlat_mutableuv1;\nfloat xlat_mutablewater;\nfloat xlat_mutablez;\n shader_body { \n  vec2 uv_1;\n  mat2 tmpvar_2;\n  tmpvar_2[uint(0)] = _qb.xy;\n  tmpvar_2[1u] = _qb.zw;\n  vec2 tmpvar_3;\n  tmpvar_3.x = q15;\n  tmpvar_3.y = q16;\n  uv_1 = (((\n    (((uv - 0.5) * tmpvar_2) * 0.7)\n   * aspect.xy) + 0.5) + tmpvar_3);\n  vec2 tmpvar_4;\n  tmpvar_4.x = 0.5;\n  tmpvar_4.y = ((q11 + 0.6) + (q12 * (\n    sin(((uv_1.x * 6.0) + q10))\n   * \n    cos(((uv_1.y * 8.0) + (time * 0.6)))\n  )));\n  vec2 tmpvar_5;\n  tmpvar_5.x = (uv_1.x * 4.0);\n  tmpvar_5.y = uv_1.y;\n  vec2 tmpvar_6;\n  tmpvar_6.x = (uv_1.x * 4.0);\n  tmpvar_6.y = uv_1.y;\n  xlat_mutablerain = (texture (sampler_noise_lq, ((tmpvar_5 * 0.2) - time)).x + texture (sampler_noise_lq, ((tmpvar_6 * 0.5) - time)).x);\n  float tmpvar_7;\n  tmpvar_7 = (time / 4.0);\n  xlat_mutablerain = (xlat_mutablerain * clamp ((\n    (q20 / 2.0)\n   - \n    abs(sin((uv.x - tmpvar_7)))\n  ), 0.0, 1.0));\n  xlat_mutableuv1 = ((uv_1 - tmpvar_4) + (xlat_mutablerain * 0.01));\n  float tmpvar_8;\n  tmpvar_8 = clamp ((128.0 * xlat_mutableuv1.y), 0.0, 1.0);\n  xlat_mutablez = (0.4 / xlat_mutableuv1.y);\n  xlat_mutablers0.x = (xlat_mutableuv1.x * xlat_mutablez);\n  xlat_mutablers0.y = xlat_mutablez;\n  vec2 tmpvar_9;\n  tmpvar_9.x = (xlat_mutablers0.x + tmpvar_7);\n  tmpvar_9.y = (xlat_mutablez + (time * 4.0));\n  xlat_mutablers = (tmpvar_9 * tmpvar_8);\n  xlat_mutablewater = (texture (sampler_noise_hq, xlat_mutablers) + texture (sampler_noise_hq, ((xlat_mutablers / 4.0) - (time / 8.0)))).x;\n  xlat_mutablewater = (xlat_mutablewater - 1.0);\n  vec2 tmpvar_10;\n  tmpvar_10.x = (xlat_mutableuv1.x + 0.5);\n  tmpvar_10.y = abs((0.5 - xlat_mutableuv1.y));\n  xlat_mutableret1 = (((texture (sampler_main, uv_1).xyz * \n    (1.0 - tmpvar_8)\n  ) + (\n    (((texture (sampler_main, (tmpvar_10 - \n      ((0.2 * xlat_mutablewater) / pow (xlat_mutablez, 0.5))\n    )).xyz * tmpvar_8) / pow (xlat_mutablez, 0.4)) * 2.0)\n   * \n    (1.0 - rand_preset.y)\n  )) + ((\n    ((rand_preset.y * (1.0 + (rand_preset.x * xlat_mutablewater))) * tmpvar_8)\n   / xlat_mutablez) * vec3(0.0, 0.1, 0.1)));\n  xlat_mutableret1 = (xlat_mutableret1 * (1.0 + (0.2 * xlat_mutablerain)));\n  vec4 tmpvar_11;\n  tmpvar_11.w = 1.0;\n  tmpvar_11.xyz = (1.0 - exp((\n    -(pow (xlat_mutableret1, vec3(1.5, 1.5, 1.5)))\n   * 8.0)));\n  ret = tmpvar_11.xyz;\n }"}