{"baseVals":{"rating":2,"gammaadj":2.05,"decay":0.975,"echo_zoom":0.997,"echo_orient":3,"wave_brighten":0,"wrap":0,"darken":1,"wave_a":100,"wave_scale":1.005,"wave_smoothing":0,"modwavealphastart":2,"modwavealphaend":2,"fshader":1,"zoom":0.9999,"warp":0.0783,"wave_r":0.5,"wave_g":0.5,"wave_b":0.5,"ob_size":0.5,"ib_size":0,"mv_x":64,"mv_y":48,"mv_l":5,"mv_a":0.1},"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.mq29=0;a.cthr=0;a.mq1=0;a.maxdbass=0;a.q25=0;a.f=0;a.q12=0;a.q22=0;a.q21=0;a.q13=0;a.q29=0;a.dbass=0;a.q1=0;a.mq31=0;a.mq21=0;a.mq24=0;a.cheat=0;a.chng=0;a.mq28=0;a.lastbeat=0;a.mq23=0;a.q31=0;a.q23=0;a.q24=0;a.q11=0;a.interval=0;a.beat_avg=0;a.atime=0;a.q4=0;a.pbass=0;a.q26=0;a.t=0;a.b=0;a.mq27=0;a.mq25=0;a.trig=0;a.mq22=0;a.beat=0;a.vol=0;a.mq26=0;a.q2=0;a.q27=0;a.q3=0;a.m=0;a.max_bass=0;a.endframe=0;a.q28=0;a.sure=0;a.max_bass=1.2;","frame_eqs_str":"a.chng=Math.sin(.5*a.time);a.cthr=.9999;a.mq21=.00001<Math.abs(above(a.chng,a.cthr))?randint(3):a.mq21;a.mq22=.00001<Math.abs(above(a.chng,a.cthr))?randint(3):a.mq22;a.mq23=.00001<Math.abs(above(a.chng,a.cthr))?randint(3):a.mq23;a.mq24=.00001<Math.abs(above(a.chng,a.cthr))?randint(2):a.mq24;a.mq25=.00001<Math.abs(above(a.chng,a.cthr))?randint(2):a.mq25;a.mq26=.00001<Math.abs(above(a.chng,a.cthr))?randint(2):a.mq26;a.mq27=.00001<Math.abs(above(a.chng,a.cthr))?randint(1):a.mq27;\na.mq28=.00001<Math.abs(above(a.chng,a.cthr))?randint(1):a.mq28;a.mq29=.00001<Math.abs(above(a.chng,a.cthr))?.3*randint(1):a.mq29;a.mq31=.00001<Math.abs(above(a.chng,a.cthr))?.3*randint(1):a.mq31;a.monitor=a.chng;a.q21=a.mq21;a.q22=a.mq22;a.q23=a.mq23;a.q24=a.mq24;a.q25=a.mq25;a.q26=a.mq26;a.q27=a.mq27;a.q28=a.mq28;a.q29=a.mq29;a.q31=a.mq31;a.monitor=a.mq1;a.vol=a.bass+a.treb+a.mid;a.atime+=a.vol;a.q11=.4+.4*Math.sin(.006*a.atime);a.q12=.4+.4*Math.cos(.00613828348*a.atime);a.q13=.4+.4*Math.sin(.00598593455*\na.atime);a.monitor=a.q13;a.wave_r=a.mv_b;a.wave_b=a.mv_g;a.wave_g=a.mv_r;a.b=Math.max(a.bass-1,0);a.m=Math.max(a.mid-1,0);a.t=Math.max(a.treb-1,0);a.mv_r=.6*Math.abs(Math.sin(2.6*a.time+1.23+Math.cos(4.87*a.time+2.145)))+div(a.b,30);a.mv_g=.6*Math.abs(Math.sin(4.451*a.time+2.89+Math.cos(3.74*a.time+.78)))+div(a.m,30);a.mv_b=.6*Math.abs(Math.sin(3.845*a.time+1.23+Math.cos(2.6*a.time+3)))+div(a.t,30);a.q1=3.14*Math.cos(1.45*a.time+1.54+Math.cos(.1*a.bass_att+a.time+3.22));a.q2=3.14*Math.cos(2.4*a.time+\n2.69+Math.cos(.1*a.bass_att+a.time+.65));a.q3=mod(a.time,50);a.f=.00001<Math.abs(equal(a.endframe,0))?1:0;a.beat_avg=.00001<Math.abs(equal(a.beat_avg,0))?a.bass:a.beat_avg;a.beat_avg=div(a.beat_avg+a.bass,2);a.max_bass=.00001<Math.abs(a.beat*above(a.f*a.bass_att,a.max_bass))?.99*a.bass_att:a.max_bass;a.max_bass=.00001<Math.abs(equal(mod(a.frame,3E3),0))?.8*a.max_bass:.9999*a.max_bass;a.max_bass=.00001<Math.abs(above(a.max_bass,10*a.beat_avg))?10*a.beat_avg:a.max_bass;a.trig=.00001<Math.abs(equal(a.beat,\n1)*above(a.bass_att,a.max_bass))?1:0;a.endframe=.00001<Math.abs(equal(a.trig,1)*equal(a.endframe,0))?a.frame+4*Math.min(a.interval,a.fps):a.endframe;a.trig=.00001<Math.abs(equal(a.frame,a.endframe))?0:a.trig;a.endframe=.00001<Math.abs(above(a.frame,a.endframe))?0:a.endframe;a.q4=.00001<Math.abs(above(a.endframe,0))?1:0;a.wave_a=0;a.rot=.1*Math.sin(1.53*a.time+Math.cos(4.676*a.time+3.43));a.rot*=1+.4*a.q4;a.ob_size=.3+.7*Math.abs(Math.cos(2.45*a.time+1.566+Math.sin(5*a.time+2.43)));a.ob_r=a.mv_r*div(Math.floor(randint(100)),\n100);a.ob_g=a.mv_g*div(Math.floor(randint(100)),100);a.ob_b=a.mv_b*div(Math.floor(randint(100)),100);a.ob_a=.05*Math.abs(Math.cos(2.45*a.time+1.566+Math.sin(a.time+2)));a.mv_x=.00001<Math.abs(equal(a.q4,1))?54+10*Math.cos(10*a.time):64;a.zoom=.00001<Math.abs(equal(Math.floor(randint(40+60*a.q4)),25))?1.6:a.zoom;a.sure=.00001<Math.abs(equal(a.sure,0))?.6:a.sure;a.interval=.00001<Math.abs(equal(a.interval,0))?40:a.interval;a.lastbeat=.00001<Math.abs(equal(a.lastbeat,0))?a.frame-a.fps:a.lastbeat;a.dbass=\ndiv(a.bass-a.pbass,a.fps);a.beat=above(a.dbass,.6*a.maxdbass)*above(a.frame-a.lastbeat,div(a.fps,3));a.sure=.00001<Math.abs(a.beat*below(Math.abs(a.frame-(a.interval+a.lastbeat)),div(a.fps,5)))?Math.min(.095+a.sure,1):a.beat*(a.sure-.095)+(1-a.beat)*a.sure*.9996;a.sure=Math.max(.5,a.sure);a.cheat=.00001<Math.abs(above(a.frame,a.lastbeat+a.interval+Math.floor(div(a.fps,10)))*above(a.sure,.91))?1:a.cheat;a.beat=.00001<Math.abs(a.cheat)?1:a.beat;a.sure=.00001<Math.abs(a.cheat)?.95*a.sure:a.sure;a.maxdbass=\nMath.max(.999*a.maxdbass,a.dbass);a.maxdbass=Math.max(.012,a.maxdbass);a.maxdbass=Math.min(.02,a.maxdbass);a.interval=.00001<Math.abs(a.beat)?a.frame-a.lastbeat:a.interval;a.lastbeat=.00001<Math.abs(a.beat)?a.frame-a.cheat*Math.floor(div(a.fps,10)):a.lastbeat;a.cheat=0;a.pbass=a.bass;a.zoom=.00001<Math.abs(equal(a.beat,1))?a.zoom+.7*a.bass:a.zoom;a.monitor=a.sx;","pixel_eqs_str":"a.dx=.00001<Math.abs(below(Math.abs(a.ang-a.q1),.4*sqrt(a.rad)))?a.dx+.02*(1-a.q4)*a.rad*Math.sin(a.q1):a.dx;a.dy=.00001<Math.abs(below(Math.abs(a.ang-a.q1),.4*sqrt(a.rad)))?a.dy+.02*(1-a.q4)*a.rad*Math.cos(a.q1):a.dy;a.zoom=.00001<Math.abs(below(Math.abs(a.ang-a.q1),.4*sqrt(a.rad)))?a.zoom+.2*(1-a.q4)*a.rad*a.bass:a.zoom;a.dx=.00001<Math.abs(below(Math.abs(a.ang-a.q2),.4*sqrt(a.rad)))?a.dx+.02*(1-a.q4)*a.rad*Math.sin(a.q2):a.dx;a.dy=.00001<Math.abs(below(Math.abs(a.ang-a.q2),\n.4*sqrt(a.rad)))?a.dy+.02*(1-a.q4)*a.rad*Math.cos(a.q2):a.dy;a.zoom=.00001<Math.abs(below(Math.abs(a.ang-a.q2),.4*sqrt(a.rad)))?a.zoom+.2*(1-a.q4)*a.rad*a.bass:a.zoom;a.zoom=a.zoom-.04*(1-a.q4)*a.rad+.1*a.q4;","warp":" shader_body { \n  vec3 ret_1;\n  vec2 tmpvar_2;\n  tmpvar_2.x = uv.x;\n  tmpvar_2.y = (uv.y + (texsize.w * 3.0));\n  vec4 tmpvar_3;\n  tmpvar_3 = texture (sampler_main, tmpvar_2);\n  ret_1 = tmpvar_3.xyz;\n  float tmpvar_4;\n  tmpvar_4 = exp((-2.0 * dot (\n    ((texture (sampler_blur2, uv_orig).xyz * scale2) + bias2)\n  , vec3(0.32, 0.49, 0.29))));\n  vec4 tmpvar_5;\n  tmpvar_5 = texture (sampler_noisevol_hq, (((vec3(0.05, 0.05, 0.0) * tmpvar_2.xyy) * (\n    (q27 * texsize.xyy)\n   * texsize_noisevol_hq.zww)) + ((time * vec3(0.0, 0.0, 1.0)) * q29)));\n  if (((tmpvar_3.x > (q21 * q13)) && (tmpvar_3.x <= (q24 * q11)))) {\n    ret_1.y = (tmpvar_3.y + (tmpvar_5.x * 0.5));\n  };\n  if (((ret_1.y > (q22 * q11)) && (ret_1.y <= (q25 * q12)))) {\n    ret_1.z = (tmpvar_3.z + (tmpvar_5.y * 0.5));\n  };\n  if (((ret_1.z > (q23 * q12)) && (ret_1.z <= (q26 * q13)))) {\n    ret_1.x = (tmpvar_3.x + (tmpvar_5.z * 0.5));\n  };\n  ret_1 = (((\n    (texture (sampler_blur2, uv).xyz * scale2)\n   + bias2) * tmpvar_4) - 0.003);\n  vec3 tmpvar_6;\n  tmpvar_6 = max (ret_1, (texture (sampler_main, uv).xyz * 0.3));\n  ret_1 = tmpvar_6;\n  vec4 tmpvar_7;\n  tmpvar_7.w = 1.0;\n  tmpvar_7.xyz = tmpvar_6;\n  ret = tmpvar_7.xyz;\n }","comp":"float sw1;\nvec2 xlat_mutableuv2;\n shader_body { \n  sw1 = float((rand_preset.x >= 0.4));\n  vec2 uv_1;\n  vec3 ret_2;\n  vec2 tmpvar_3;\n  tmpvar_3.x = ((0.2 / rad) + (time / 4.0));\n  tmpvar_3.y = (ang / 3.14);\n  xlat_mutableuv2 = (tmpvar_3 * 2.0);\n  vec2 tmpvar_4;\n  tmpvar_4 = sin(((\n    (xlat_mutableuv2 * 3.141)\n   / 2.0) + (time * 0.1)));\n  vec4 tmpvar_5;\n  tmpvar_5 = texture (sampler_noise_hq, (xlat_mutableuv2 + sqrt(dot (tmpvar_4, tmpvar_4))));\n  vec2 tmpvar_6;\n  tmpvar_6.x = (1.0 - uv.x);\n  tmpvar_6.y = uv.y;\n  ret_2 = (texture (sampler_main, uv).xyz + texture (sampler_main, tmpvar_6).xyz);\n  vec3 tmpvar_7;\n  tmpvar_7 = vec3((0.2 * ((0.5 + \n    ((uv.x - 0.5) * q1)\n  ) + (\n    (uv.y - 0.5)\n   * q2))));\n  uv_1 = (uv + ((\n    (((sw1 * rad) * (tmpvar_5.xy - 0.5)) / 2.0)\n   * \n    float((tmpvar_5.x <= rand_preset.y))\n  ) * sw1));\n  vec2 tmpvar_8;\n  tmpvar_8.x = (1.0 - uv_1.x);\n  tmpvar_8.y = uv_1.y;\n  ret_2 = (ret_2 + ((\n    ((((texture (sampler_blur2, uv_1).xyz * scale2) + bias2) + ((texture (sampler_blur2, tmpvar_8).xyz * scale2) + bias2)) * min ((0.5 + (treb_att / 4.0)), 2.0))\n   * \n    (1.0 + sw1)\n  ) * clamp (\n    (1.0 - (dot (ret_2, vec3(0.32, 0.49, 0.29)) / 2.0))\n  , 0.0, 1.0)));\n  vec4 tmpvar_9;\n  tmpvar_9 = texture (sampler_noisevol_hq, (((vec3(0.05, 0.05, 0.0) * tmpvar_8.xyy) * (\n    (q28 * texsize.xyy)\n   * texsize_noisevol_hq.zww)) + ((time * vec3(0.0, 0.0, 1.0)) * q31)));\n  if (((ret_2.x > (q26 * q13)) && (ret_2.x <= (q23 * q11)))) {\n    ret_2.z = (ret_2.z - (tmpvar_9.x * 0.5));\n  };\n  if (((ret_2.y > (q25 * q11)) && (ret_2.y <= (q22 * q12)))) {\n    ret_2.x = (ret_2.x - (tmpvar_9.y * 0.5));\n  };\n  if (((ret_2.z > (q24 * q12)) && (ret_2.z <= (q21 * q13)))) {\n    ret_2.y = (ret_2.y - (tmpvar_9.z * 0.5));\n  };\n  ret_2 = (ret_2 + (float(\n    !(bool(sw1))\n  ) * tmpvar_7));\n  vec3 tmpvar_10;\n  tmpvar_10 = mix ((ret_2 * (\n    (hue_shader * 2.0)\n   - 1.0)), ret_2, vec3(dot (ret_2, vec3(0.32, 0.49, 0.29))));\n  ret_2 = tmpvar_10;\n  vec4 tmpvar_11;\n  tmpvar_11.w = 1.0;\n  tmpvar_11.xyz = tmpvar_10;\n  ret = tmpvar_11.xyz;\n }"}