{"baseVals":{"rating":1,"decay":0.9,"echo_zoom":1.007,"echo_alpha":0.5,"echo_orient":1,"wave_mode":1,"wrap":0,"brighten":1,"wave_a":0.001,"zoom":0.96,"rot":-18.84024,"warp":0.01,"wave_r":0,"wave_g":0,"wave_b":0,"ob_r":1,"ob_g":1,"ob_b":1,"ib_r":0,"ib_g":0,"ib_b":0,"ib_a":0.3,"mv_x":64,"mv_y":48,"mv_l":4.95,"mv_r":0.5,"mv_g":0.4,"mv_b":0.3,"mv_a":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.basstime=0;a.stickybit=0;a.volavg2=0;a.q1=0;a.q9=0;a.sample1=0;a.difftime=0;a.diff=0;a.edge=0;a.volavg=0;a.bit2=0;a.vol=0;a.q2=0;a.q3=0;a.basssum=0;a.sample2=0;a.state=0;","frame_eqs_str":"a.basstime+=.06*a.bass;a.q1=a.basstime;a.q9=.000005*a.basstime;a.basstime=.00001<Math.abs(below(a.basstime,1E3))?1E3:a.basstime;a.vol=pow(a.bass+a.mid+a.treb,2);a.basssum=a.vol;a.stickybit=mod(a.time,2);a.volavg+=a.vol*equal(a.stickybit,1);a.sample1+=equal(a.stickybit,1);a.volavg2+=a.vol*equal(a.stickybit,0);a.sample2+=equal(a.stickybit,0);a.edge=bnot(equal(a.bit2,a.stickybit));a.volavg-=a.volavg*a.edge*a.stickybit;a.volavg2-=a.volavg2*a.edge*equal(a.stickybit,0);a.sample1-=\na.sample1*a.edge*a.stickybit;a.sample2-=a.sample2*a.edge*equal(a.stickybit,0);a.diff=.00001<Math.abs(equal(a.stickybit,1))?div(a.basssum,div(a.volavg2,a.sample2)):0;a.diff=.00001<Math.abs(equal(a.stickybit,0))?div(a.basssum,div(a.volavg,a.sample1)):a.diff;a.q3=a.diff;a.bit2=mod(a.time,2);a.difftime+=.03*a.diff;a.q2=a.difftime;a.difftime=.00001<Math.abs(above(a.difftime,2E3))?0:a.difftime;a.monitor=a.q1;a.mv_a=a.diff-2;a.mv_r=.5+.5*Math.sin(.389*a.basstime);a.mv_g=.5+.5*Math.sin(.478*a.basstime);a.mv_b=\n.5+.5*Math.sin(.535*a.basstime);","pixel_eqs_str":"a.zoom=.99;a.rot=0;","warp":" shader_body { \n  vec3 color_1;\n  vec2 uv2_2;\n  uv2_2 = (uv + (q3 * (bass * 100.0)));\n  vec4 tmpvar_3;\n  tmpvar_3 = texture (sampler_noise_mq, uv2_2);\n  vec4 tmpvar_4;\n  tmpvar_4 = (min (abs(tmpvar_3), 1.0) / max (abs(tmpvar_3), 1.0));\n  vec4 tmpvar_5;\n  tmpvar_5 = (tmpvar_4 * tmpvar_4);\n  tmpvar_5 = (((\n    ((((\n      ((((-0.01213232 * tmpvar_5) + 0.05368138) * tmpvar_5) - 0.1173503)\n     * tmpvar_5) + 0.1938925) * tmpvar_5) - 0.3326756)\n   * tmpvar_5) + 0.9999793) * tmpvar_4);\n  tmpvar_5 = (tmpvar_5 + (vec4(\n    greaterThan (abs(tmpvar_3), vec4(1.0, 1.0, 1.0, 1.0))\n  ) * (\n    (tmpvar_5 * -2.0)\n   + 1.570796)));\n  color_1 = ((texture (sampler_noise_lq, uv2_2) - 0.5).xyz + ((tmpvar_5 * \n    sign(tmpvar_3)\n  ) - 0.5).xyz);\n  color_1 = (color_1 + (texture (sampler_noise_hq, uv2_2) - 0.5).xyz);\n  vec2 tmpvar_6;\n  tmpvar_6 = (uv - 0.5);\n  vec4 tmpvar_7;\n  tmpvar_7.w = 1.0;\n  tmpvar_7.xyz = (texture (sampler_main, ((\n    ((tmpvar_6 * (0.98 + (rad * 0.02))) + 0.5)\n   + \n    (((texture (sampler_blur3, (\n      (tmpvar_6 * 0.9)\n     + 0.5)).xyz * scale3) + bias3) * 0.1)\n  .xy) - 0.01)).xyz + (color_1 * 0.01));\n  ret = tmpvar_7.xyz;\n }","comp":" shader_body { \n  vec2 tmpvar_1;\n  tmpvar_1.y = 0.0;\n  tmpvar_1.x = q10;\n  vec2 tmpvar_2;\n  tmpvar_2.y = 0.0;\n  float tmpvar_3;\n  tmpvar_3 = -(q10);\n  tmpvar_2.x = tmpvar_3;\n  vec2 tmpvar_4;\n  tmpvar_4.x = 0.0;\n  tmpvar_4.y = q10;\n  vec2 tmpvar_5;\n  tmpvar_5.x = 0.0;\n  tmpvar_5.y = tmpvar_3;\n  vec4 tmpvar_6;\n  tmpvar_6.w = 1.0;\n  tmpvar_6.xyz = (((texture (sampler_main, uv) * 4.0).xyz * (\n    (texture (sampler_blur1, mix (((texture (sampler_main, \n      (uv + (tmpvar_1 * texsize.z))\n    ).xyz + texture (sampler_main, \n      (uv + (tmpvar_2 * texsize.z))\n    ).xyz) * 0.5), ((texture (sampler_main, \n      (uv + (tmpvar_4 * texsize.z))\n    ).xyz + texture (sampler_main, \n      (uv + (tmpvar_5 * texsize.z))\n    ).xyz) * 0.5), vec3(0.5, 0.5, 0.5)).xy).xyz * scale1)\n   + bias1)) * 5.0);\n  ret = tmpvar_6.xyz;\n }"}