{"baseVals":{"rating":3,"gammaadj":1.980001,"decay":0.5,"echo_zoom":0.999998,"echo_alpha":0.5,"echo_orient":3,"modwavealphabyvolume":1,"darken":1,"wave_a":0.001,"wave_scale":10.437056,"wave_smoothing":0.45,"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,"ob_a":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":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.index4=0;a.index=0;a.q22=0;a.q21=0;a.q1=0;a.dec_med=0;a.q5=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.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,.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,8);a.index2=mod(a.index2+a.is_beat*bnot(a.index),4);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.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.p2,4);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.q5=a.q1*bnot(a.index2);","pixel_eqs_str":"a.rot=.04*a.q5*Math.sin(4*a.q22*a.rad);a.zoom=1.008;","warp":" shader_body { \n  vec3 tmpvar_1;\n  tmpvar_1 = ((texture (sampler_blur1, uv).xyz * scale1) + bias1);\n  vec3 theta_2;\n  theta_2 = ((0.474 * tmpvar_1) * (q21 * q21));\n  vec4 tmpvar_3;\n  tmpvar_3.w = 1.0;\n  tmpvar_3.xyz = ((dot (\n    (texture (sampler_main, uv).xyz + 0.015)\n  , vec3(0.32, 0.49, 0.29)) * (1.0 - \n    (0.1 * abs((sin(theta_2) / cos(theta_2))))\n  )) - ((0.02 / \n    (rad + 0.02)\n  ) * tmpvar_1));\n  ret = tmpvar_3.xyz;\n }","comp":" shader_body { \n  vec2 uv1_1;\n  vec2 tmpvar_2;\n  tmpvar_2.x = (texture (sampler_main, (uv - vec2(0.001, 0.0))).xyz - texture (sampler_main, (uv + vec2(0.001, 0.0))).xyz).x;\n  tmpvar_2.y = (texture (sampler_main, (uv - vec2(0.0, 0.001))).xyz - texture (sampler_main, (uv + vec2(0.0, 0.001))).xyz).x;\n  uv1_1 = ((0.3 * cos(\n    (((uv - 0.5) * aspect.xy) * 9.0)\n  )) - tmpvar_2);\n  vec4 tmpvar_3;\n  tmpvar_3.w = 1.0;\n  tmpvar_3.xyz = (((\n    (-0.5 * (texture (sampler_main, uv).xyz + ((texture (sampler_blur1, uv).xyz * scale1) + bias1)))\n   + \n    clamp (((0.04 * bass_att) / sqrt(dot (uv1_1, uv1_1))), 0.0, 1.0)\n  ) + 0.2) * 2.0);\n  ret = tmpvar_3.xyz;\n }"}