{"version":2,"baseVals":{"rating":0,"gammaadj":1.9,"echo_zoom":1.169,"wave_a":0.001,"warpanimspeed":30.965,"warpscale":2.572,"zoom":1.00901,"warp":0.00054,"wave_r":0,"wave_g":0,"wave_b":0,"mv_a":0},"shapes":[{"baseVals":{"textured":1,"x":0.75,"y":0.75,"rad":0.7418,"tex_zoom":0.22746,"g":1,"b":1,"r2":1,"b2":1,"border_r":0,"border_g":0,"border_a":0,"enabled":0},"init_eqs_eel":"tex_saw = 0.4;","frame_eqs_eel":"ang = q1*0.2;\n\ntex_capture = above(q3,2);\ntex_zoom = 0.6;"},{"baseVals":{"enabled":1,"additive":1,"rad":0.0444,"tex_zoom":0.22746,"r":0,"g":0.3,"g2":0,"border_r":0,"border_g":0,"border_a":0},"init_eqs_eel":"tex_saw = 0.4;","frame_eqs_eel":""},{"baseVals":{"sides":100,"rad":0.22167,"border_a":1,"enabled":0},"init_eqs_eel":"","frame_eqs_eel":"border_r = 0.5 + 0.5*sin(q1*10);"},{"baseVals":{"sides":100,"g":1,"b":1,"r2":1,"b2":1,"border_a":0,"enabled":0},"init_eqs_eel":"","frame_eqs_eel":"a = above(q3,2);\na2 = above(q3,2)*0.8;\n\nxx = if(above(q3,6),xx,rand(100)*0.01);\nyy = if(above(q3,6),yy,rand(100)*0.01);\nradi = if(above(q3,5),radi,rand(100)*0.01);\n\nrad = radi;\n\nx = xx;\ny = yy;\n\n\nr = 0.5 + 0.5*sin(q1*1.22) + 0.1;\ng = 0.4 + 0.4*sin(q1*1.307);\nb = 0.4 + 0.4*sin(q1*1.959);\n\n\nr2 = 0.5 + 0.5*sin(q1*1.622) + 0.1;\ng2 = 0.4 + 0.4*sin(q1*1.507);\nb2 = 0.4 + 0.4*sin(q1*1.6559);"}],"waves":[{"baseVals":{"enabled":1,"a":0.5},"init_eqs_eel":"","frame_eqs_eel":"","point_eqs_eel":"//init\nzs = if(below(zs,1),9,zs);\n\nzs = if(above(zs, 1100),1, zs);\n\nspeed = bass*0.002;\n\n//sum\nzs = zs + tan(q1*0.015)*speed;\n\nzd = zd + 2;\n\n\n\n//project\nx = 0.5 + 0.1*cos(q1*zs);\ny = 0.5 + 0.1*sin(q1*zs);\n\nr = 0.5 + 0.5*sin(q1*1.2 + x + x);\ng = 0.5 + 0.5*sin(q1*1.5 + x + y);\nb = 0.5 + 0.5*sin(q1*1.36 + y + y);"},{"baseVals":{"thick":1,"enabled":0},"init_eqs_eel":"","frame_eqs_eel":"","point_eqs_eel":""},{"baseVals":{"enabled":0},"init_eqs_eel":"","frame_eqs_eel":"","point_eqs_eel":""},{"baseVals":{"thick":1,"enabled":0},"init_eqs_eel":"","frame_eqs_eel":"","point_eqs_eel":""}],"init_eqs_eel":"","frame_eqs_eel":"rot = rot + 0.010*( 0.60*sin(0.381*time) + 0.40*sin(0.579*time) );\ncx = cx + 0.210*( 0.60*sin(0.374*time) + 0.40*sin(0.294*time) );\ncy = cy + 0.210*( 0.60*sin(0.393*time) + 0.40*sin(0.223*time) );\ndx = dx + 0.003*( 0.60*sin(0.234*time) + 0.40*sin(0.277*time) );\ndy = dy + 0.003*( 0.60*sin(0.284*time) + 0.40*sin(0.247*time) );\ndecay = decay - 0.01*equal(frame%6,0);\ndx = dx + dx_residual;\ndy = dy + dy_residual;\nbass_thresh = above(bass_att,bass_thresh)*2 + (1-above(bass_att,bass_thresh))*((bass_thresh-1.3)*0.96+1.3);\ndx_residual = equal(bass_thresh,2.13)*0.016*sin(time*7) + (1-equal(bass_thresh,2.13))*dx_residual;\ndy_residual = equal(bass_thresh,2.13)*0.012*sin(time*9) + (1-equal(bass_thresh,2.13))*dy_residual;\nwave_x = wave_x - dx_residual*7;\nwave_y = wave_y - dy_residual*7;\nwave_mystery = time*0.03;\n\n//zoom = zoom + 0.005*( 0.60*sin(0.1934*time+3) + 0.40*sin(0.307*time+9) );\n//zoom = zoom + max(0,bass_att-1.1)*0.2;\n//warp = warp + max(0,treb_att-1.1)*1.0;\n\n// this is a great way to respond to beats:\n// once you get one, let it decay at a constant rate!!\nrg = max(rg*0.77, 0.02 + 0.5*min(2,max(0,mid_att-1)*1.3));\nq9 = rg;\n\nzoom = zoom + q9*0.1;","pixel_eqs_eel":"","warp":" shader_body { \n  vec3 ret_1;\n  ret_1 = texture (sampler_main, uv).xyz;\n  ret_1.xz = (ret_1.xz + ((\n    (ret_1.xz - mix (((texture (sampler_blur2, uv).xyz * scale2) + bias2), ((texture (sampler_blur1, uv).xyz * scale1) + bias1), uv_orig.xxx).xz)\n   * 0.3) - (0.00666 * \n    (((bass + treb) + mid) - 0.5)\n  )));\n  ret_1.xz = (ret_1.xz * 0.95);\n  ret_1.xz = (ret_1.xz + ((\n    ((texture (sampler_noise_lq, ((\n      (uv_orig * texsize.xy)\n     * \n      (texsize_noise_lq.zw * 0.4)\n    ) + rand_frame.xy)).xz - 0.5) / 256.0)\n   * 122.0) * clamp (\n    (treb_att - 1.0)\n  , 0.0, 1.0)));\n  ret_1.x = mix (ret_1.x, dot (ret_1.xxx, vec3(0.32, 0.49, 0.29)), 0.2);\n  vec2 tmpvar_2;\n  tmpvar_2 = (texsize.zw * 12.0);\n  vec3 tmpvar_3;\n  tmpvar_3 = (((texture (sampler_blur2, \n    (uv_orig + (vec2(1.0, 0.0) * tmpvar_2))\n  ).xyz * scale2) + bias2) - ((texture (sampler_blur2, \n    (uv_orig - (vec2(1.0, 0.0) * tmpvar_2))\n  ).xyz * scale2) + bias2));\n  vec3 tmpvar_4;\n  tmpvar_4 = (((texture (sampler_blur2, \n    (uv_orig + (vec2(0.0, 1.0) * tmpvar_2))\n  ).xyz * scale2) + bias2) - ((texture (sampler_blur2, \n    (uv_orig - (vec2(0.0, 1.0) * tmpvar_2))\n  ).xyz * scale2) + bias2));\n  vec2 tmpvar_5;\n  tmpvar_5.x = tmpvar_3.x;\n  tmpvar_5.y = tmpvar_4.x;\n  vec2 tmpvar_6;\n  tmpvar_6.x = tmpvar_3.y;\n  tmpvar_6.y = tmpvar_4.y;\n  vec2 tmpvar_7;\n  tmpvar_7.x = tmpvar_3.z;\n  tmpvar_7.y = tmpvar_4.z;\n  vec2 tmpvar_8;\n  tmpvar_8 = (((uv_orig + \n    (tmpvar_5 * 0.05)\n  ) + (tmpvar_6 * 0.02)) - (tmpvar_7 * 0.05));\n  ret_1.y = (texture (sampler_main, tmpvar_8).y - 0.04);\n  ret_1.y = (ret_1.y + ((\n    (ret_1.y - (((texture (sampler_blur1, tmpvar_8).xyz * scale1) + bias1).y * 1.2))\n   + 0.2) * 0.2));\n  vec4 tmpvar_9;\n  tmpvar_9.w = 1.0;\n  tmpvar_9.xyz = ret_1;\n  ret = tmpvar_9.xyz;\n }","comp":" shader_body { \n  vec3 ret2_1;\n  vec3 ret_2;\n  vec2 tmpvar_3;\n  tmpvar_3 = (texsize.zw * 6.0);\n  vec2 tmpvar_4;\n  tmpvar_4.x = dot (((\n    (texture (sampler_blur1, (uv + (vec2(1.0, 0.0) * tmpvar_3))).xyz * scale1)\n   + bias1) - (\n    (texture (sampler_blur1, (uv - (vec2(1.0, 0.0) * tmpvar_3))).xyz * scale1)\n   + bias1)), vec3(0.32, 0.49, 0.29));\n  tmpvar_4.y = dot (((\n    (texture (sampler_blur1, (uv + (vec2(0.0, 1.0) * tmpvar_3))).xyz * scale1)\n   + bias1) - (\n    (texture (sampler_blur1, (uv - (vec2(0.0, 1.0) * tmpvar_3))).xyz * scale1)\n   + bias1)), vec3(0.32, 0.49, 0.29));\n  vec2 tmpvar_5;\n  tmpvar_5 = (uv - (0.25 * tmpvar_4));\n  vec4 tmpvar_6;\n  tmpvar_6 = texture (sampler_blur3, uv);\n  ret_2 = (0.5 * ((tmpvar_6.xyz * scale3) + bias3));\n  ret_2 = (ret_2 - ((\n    (texture (sampler_blur2, uv).xyz * scale2)\n   + bias2) - 0.01));\n  vec4 tmpvar_7;\n  tmpvar_7 = texture (sampler_blur1, uv);\n  ret_2 = (ret_2 + ((texture (sampler_main, uv).xyz + \n    (((tmpvar_7.xyz * scale1) + bias1) * 0.15)\n  ) - 0.01));\n  ret_2 = (ret_2 + 0.75);\n  float tmpvar_8;\n  tmpvar_8 = dot (ret_2, vec3(0.32, 0.49, 0.29));\n  vec3 tmpvar_9;\n  tmpvar_9 = mix (vec3(tmpvar_8), (vec3(tmpvar_8) * dot (\n    (((texture (sampler_blur3, tmpvar_5).xyz * scale3) + bias3) - ((texture (sampler_blur1, tmpvar_5).xyz * scale1) + bias1))\n  , vec3(0.32, 0.49, 0.29))), pow (hue_shader, vec3(tmpvar_8)));\n  ret2_1 = ((-0.5 * (\n    (texture (sampler_blur3, tmpvar_5).xyz * scale3)\n   + bias3)) + ((texture (sampler_blur1, tmpvar_5).xyz * scale1) + bias1));\n  ret2_1 = (ret2_1 - texture (sampler_main, tmpvar_5).xyz);\n  ret2_1 = (ret2_1 - 0.75);\n  float tmpvar_10;\n  tmpvar_10 = dot (ret2_1, vec3(0.32, 0.49, 0.29));\n  vec3 tmpvar_11;\n  tmpvar_11 = mix (vec3(tmpvar_10), (vec3(tmpvar_10) * dot (\n    (((tmpvar_6.xyz * scale3) + bias3) - ((tmpvar_7.xyz * scale1) + bias1))\n  , vec3(0.32, 0.49, 0.29))), pow (hue_shader.zxy, tmpvar_9));\n  ret2_1 = tmpvar_11;\n  vec3 tmpvar_12;\n  tmpvar_12 = abs((tmpvar_9 - (2.0 * tmpvar_11)));\n  ret_2 = (tmpvar_12 - (0.25 * sqrt(tmpvar_12)));\n  ret_2 = (ret_2 * ret_2);\n  vec4 tmpvar_13;\n  tmpvar_13.w = 1.0;\n  tmpvar_13.xyz = ret_2;\n  ret = tmpvar_13.xyz;\n }"}