{"version":2,"baseVals":{"rating":5,"gammaadj":1,"decay":1,"modwavealphabyvolume":1,"wave_a":0.207,"wave_scale":0.397,"wave_smoothing":0,"wave_mystery":0.24,"modwavealphaend":1.17,"warpscale":16.016,"zoomexp":11.56276,"zoom":1.05971,"warp":0.13126,"ob_size":0.005,"ob_a":1,"ib_size":0,"mv_x":64,"mv_y":48,"mv_l":0,"mv_r":0.35,"mv_g":0.35,"mv_b":0.35,"mv_a":0},"shapes":[{"baseVals":{"enabled":0},"init_eqs_eel":"","frame_eqs_eel":""},{"baseVals":{"enabled":0},"init_eqs_eel":"","frame_eqs_eel":""},{"baseVals":{"enabled":0},"init_eqs_eel":"","frame_eqs_eel":""},{"baseVals":{"enabled":0},"init_eqs_eel":"","frame_eqs_eel":""}],"waves":[{"baseVals":{"enabled":0},"init_eqs_eel":"","frame_eqs_eel":"","point_eqs_eel":""},{"baseVals":{"enabled":0},"init_eqs_eel":"","frame_eqs_eel":"","point_eqs_eel":""},{"baseVals":{"enabled":0},"init_eqs_eel":"","frame_eqs_eel":"","point_eqs_eel":""},{"baseVals":{"enabled":0},"init_eqs_eel":"","frame_eqs_eel":"","point_eqs_eel":""}],"init_eqs_eel":"","frame_eqs_eel":"decay = 1;\nxx1 = xx1*0.9 + (bass)*0.01;\nxx2 = xx2*0.9 + (treb)*0.01;\nyy1 = yy1*0.94 + (treb+bass)*0.0075;\n\nx1 = 0.5 + (xx1-xx2)*1.5;\ny1 = 0.5 + yy1;\n\n//x2 = 0;y2 = 0;x3 = 0;y3 = 0;x4 = 0;y4 = 0;\n\nspring = 18;\ngrav = 1;\nresist = 5;\nbounce = 0.9;\ndt = 0.0003;\n\nvx2 = vx2*(1-resist*dt) + dt*((x1+x3-2*x2)*spring);\nvy2 = vy2*(1-resist*dt) + dt*((y1+y3-2*y2)*spring-grav);\nvx3 = vx3*(1-resist*dt) + dt*((x2+x4-2*x3)*spring);\nvy3 = vy3*(1-resist*dt) + dt*((y2+y4-2*y3)*spring-grav);\nvx4 = vx4*(1-resist*dt) + dt*((x3-x4)*spring);\nvy4 = vy4*(1-resist*dt) + dt*((y3-y4)*spring-grav);\n\nx2 = x2 + vx2;\ny2 = y2 + vy2;\nx3 = x3 + vx3;\ny3 = y3 + vy3;\nx4 = x4 + vx4;\ny4 = y4 + vy4;\n\nvx2 = if(above(x2,0),vx2,abs(vx2)*bounce);\nvx2 = if(below(x2,1),vx2,-abs(vx2)*bounce);\nvx3 = if(above(x3,0),vx3,abs(vx3)*bounce);\nvx3 = if(below(x3,1),vx3,-abs(vx3)*bounce);\nvx4 = if(above(x4,0),vx4,abs(vx4)*bounce);\nvx4 = if(below(x4,1),vx4,-abs(vx4)*bounce);\n\nvy2 = if(above(y2,0),vy2,abs(vy2)*bounce);\nvy2 = if(below(y2,1),vy2,-abs(vy2)*bounce);\nvy3 = if(above(y3,0),vy3,abs(vy3)*bounce);\nvy3 = if(below(y3,1),vy3,-abs(vy3)*bounce);\nvy4 = if(above(y4,0),vy4,abs(vy4)*bounce);\nvy4 = if(below(y4,1),vy4,-abs(vy4)*bounce);\n\n\nq1 = x1;\nq2 = x2;\nq3 = x3;\nq4 = x4;\n\nq5 = y1;\nq6 = y2;\nq7 = y3;\nq8 = y4;\n\nq6 = atan2(vx4,vy4);\nq5 = sqrt(vx4*vx4 + vy4*vy4);\n\nzoom = 1.001;\nrot = 0.00;\nwarp = 0.2;\nwave_a = 0;","pixel_eqs_eel":"r = 0.2;\ncx1 = q4;\ncy1 = q5;\nd = sqrt((x-cx1)*(x-cx1)+(y-cy1)*(y-cy1));\ndir = -(r*r-d*d)*q3;\nx1 = if( above(d,r),0,  sin(y-cy1)*dir);\ny1 = if( above(d,r),0, -sin(x-cx1)*dir);\nv = 1;\ndx = (x1)*v;\ndy = (y1)*v;","warp":" shader_body { \n  vec2 uv_1;\n  vec3 ret_2;\n  uv_1 = (0.5 + ((uv - 0.5) * 1.002));\n  vec2 tmpvar_3;\n  tmpvar_3 = (texsize.zw * 8.0);\n  vec3 tmpvar_4;\n  tmpvar_4 = (((texture (sampler_blur1, \n    (uv_1 + (vec2(1.0, 0.0) * tmpvar_3))\n  ).xyz * scale1) + bias1) - ((texture (sampler_blur1, \n    (uv_1 - (vec2(1.0, 0.0) * tmpvar_3))\n  ).xyz * scale1) + bias1));\n  vec3 tmpvar_5;\n  tmpvar_5 = (((texture (sampler_blur1, \n    (uv_1 + (vec2(0.0, 1.0) * tmpvar_3))\n  ).xyz * scale1) + bias1) - ((texture (sampler_blur1, \n    (uv_1 - (vec2(0.0, 1.0) * tmpvar_3))\n  ).xyz * scale1) + bias1));\n  vec2 tmpvar_6;\n  tmpvar_6.x = tmpvar_4.x;\n  tmpvar_6.y = tmpvar_5.x;\n  vec2 tmpvar_7;\n  tmpvar_7 = fract(((0.5 + \n    (uv_1 - 0.5)\n  ) - (tmpvar_6 * texsize.zw)));\n  ret_2.x = texture (sampler_main, tmpvar_7).x;\n  ret_2.x = (ret_2.x + ((\n    (ret_2.x - ((texture (sampler_blur2, tmpvar_7).xyz * scale2) + bias2))\n  .x * 0.4) + 0.006));\n  vec2 tmpvar_8;\n  tmpvar_8.x = tmpvar_5.x;\n  tmpvar_8.y = -(tmpvar_4.x);\n  vec2 tmpvar_9;\n  tmpvar_9.x = tmpvar_4.z;\n  tmpvar_9.y = tmpvar_5.z;\n  ret_2.z = max ((clamp (\n    (((texture (sampler_blur1, uv_1).xyz * scale1) + bias1).x - 0.3)\n  , 0.0, 1.0) * 2.0), (texture (sampler_fc_main, (\n    (uv_1 - ((tmpvar_8 * texsize.zw) * 8.0))\n   + \n    ((tmpvar_9 * texsize.zw) * 4.0)\n  )).z - 0.008));\n  vec2 tmpvar_10;\n  tmpvar_10.x = tmpvar_4.y;\n  tmpvar_10.y = tmpvar_5.y;\n  ret_2.y = max (ret_2.x, (texture (sampler_fc_main, (uv_1 + \n    (tmpvar_10 * texsize.zw)\n  )).y - 0.016));\n  vec4 tmpvar_11;\n  tmpvar_11.w = 1.0;\n  tmpvar_11.xyz = ret_2;\n  ret = tmpvar_11.xyz;\n }","comp":" shader_body { \n  vec3 ret_1;\n  vec2 tmpvar_2;\n  tmpvar_2 = (texsize.zw * 6.0);\n  vec3 tmpvar_3;\n  tmpvar_3 = (((texture (sampler_blur1, \n    (uv + (vec2(1.0, 0.0) * tmpvar_2))\n  ).xyz * scale1) + bias1) - ((texture (sampler_blur1, \n    (uv - (vec2(1.0, 0.0) * tmpvar_2))\n  ).xyz * scale1) + bias1));\n  vec3 tmpvar_4;\n  tmpvar_4 = (((texture (sampler_blur1, \n    (uv + (vec2(0.0, 1.0) * tmpvar_2))\n  ).xyz * scale1) + bias1) - ((texture (sampler_blur1, \n    (uv - (vec2(0.0, 1.0) * tmpvar_2))\n  ).xyz * scale1) + bias1));\n  vec2 tmpvar_5;\n  tmpvar_5.x = dot (tmpvar_3, vec3(0.32, 0.49, 0.29));\n  tmpvar_5.y = dot (tmpvar_4, vec3(0.32, 0.49, 0.29));\n  vec2 tmpvar_6;\n  tmpvar_6 = (uv - (0.25 * tmpvar_5));\n  vec2 tmpvar_7;\n  tmpvar_7.x = dot (tmpvar_3, vec3(0.32, 0.49, 0.29));\n  tmpvar_7.y = dot (tmpvar_4, vec3(0.32, 0.49, 0.29));\n  vec2 tmpvar_8;\n  tmpvar_8 = (uv + (0.25 * tmpvar_7));\n  ret_1 = ((0.8 * (\n    (texture (sampler_blur3, tmpvar_6).xyz * scale3)\n   + bias3)) - ((texture (sampler_blur1, tmpvar_6).xyz * scale1) + bias1));\n  ret_1 = (ret_1 + (0.6 * (\n    (texture (sampler_blur1, uv).xyz * scale1)\n   + bias1)));\n  ret_1 = (ret_1 - ((\n    (texture (sampler_blur2, tmpvar_8).xyz * scale2)\n   + bias2) - (\n    (texture (sampler_blur1, tmpvar_8).xyz * scale1)\n   + bias1)));\n  ret_1 = (ret_1 + ((1.2 * texture (sampler_main, tmpvar_8).xyz) + (0.15 * \n    ((texture (sampler_blur1, tmpvar_8).xyz * scale1) + bias1)\n  )));\n  ret_1 = (ret_1 + 1.0);\n  float tmpvar_9;\n  tmpvar_9 = dot (ret_1, vec3(0.32, 0.49, 0.29));\n  ret_1 = (mix (vec3(tmpvar_9), (\n    (0.75 * vec3(tmpvar_9))\n   * \n    dot ((((0.6 * \n      ((texture (sampler_blur3, tmpvar_6).xyz * scale3) + bias3)\n    ) - (0.7 * texture (sampler_main, uv).xyz)) - (0.3 * (\n      (texture (sampler_blur1, tmpvar_8).xyz * scale1)\n     + bias1))), vec3(0.32, 0.49, 0.29))\n  ), pow (hue_shader, vec3(tmpvar_9))) * 0.9);\n  ret_1 = (ret_1 * ret_1);\n  vec3 tmpvar_10;\n  tmpvar_10 = sqrt(ret_1);\n  ret_1 = tmpvar_10;\n  vec4 tmpvar_11;\n  tmpvar_11.w = 1.0;\n  tmpvar_11.xyz = tmpvar_10;\n  ret = tmpvar_11.xyz;\n }"}