{"version":2,"baseVals":{"rating":0,"gammaadj":1.9,"echo_zoom":1.169,"echo_orient":1,"wave_mode":5,"additivewave":1,"wave_a":0,"wave_scale":0.9,"wave_smoothing":0.63,"wave_mystery":1,"modwavealphastart":2,"modwavealphaend":2,"warpscale":2.853,"rot":0.006,"warp":0,"wave_r":0.65,"wave_g":0.65,"wave_b":0.65,"ob_size":0.005,"mv_x":0,"mv_y":48,"mv_dx":-0.941,"mv_dy":0.426,"mv_l":5,"mv_r":0.316,"mv_g":0.078,"mv_b":0.942,"mv_a":0,"b1ed":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":"c_x = 0.5;\nc_y = 0.5;","frame_eqs_eel":"q1 = aspectx;\nq2 = aspecty;\nrot = 0;\nzoom = 1;\nwarp = 0;\n\nvol = bass*8 + mid*5 + treb*3;\nm = m*0.96 + vol*0.06;\nmonitor = vol-m;\nbeat = above(vol,res)*above(vol,m)*above(vol,10);\ndiff = (1-beat)*diff + beat*(vol-res);\nres = beat*(vol + m*0.15) + (1-beat)*(res -  (0.15+diff*0.03)*60/fps);\nres = max(0,res);\n\nr = if(beat, 0.02*(rand(200)-100)*0.01,r);\nrot = r;\n\nc_x = if(beat,0.5 + 0.5*(rand(200)-100)*0.01, c_x);\nc_y = if(beat,0.5 + 0.5*(rand(200)-100)*0.01, c_y);\nv = if(beat,0.035 + 0.025*(rand(200)-100)*0.01, v);\n\nw = w + (0.07-v)*90;\n\nq3 = c_x;\nq4 = c_y;\nq5 = v;\nq6 = beat;\nq7 = w;","pixel_eqs_eel":"d = (pow(sqrt(sqr(x-q3)+sqr(y-q4)),0.5)-0);\nv = q5;\ndx = v*(x-q3)*d;\ndy = v*(y-q4)*d;","warp":" shader_body { \n  vec3 ret_1;\n  vec3 tmpvar_2;\n  tmpvar_2 = (texture (sampler_noise_lq, ((\n    (uv_orig * texsize.xy)\n   * texsize_noise_lq.zw) + rand_frame.xy)).xyz - 0.5);\n  vec2 tmpvar_3;\n  tmpvar_3 = (texsize.zw * 4.0);\n  vec3 tmpvar_4;\n  tmpvar_4 = (((texture (sampler_blur1, \n    (uv + (vec2(1.0, 0.0) * tmpvar_3))\n  ).xyz * scale1) + bias1) - ((texture (sampler_blur1, \n    (uv - (vec2(1.0, 0.0) * tmpvar_3))\n  ).xyz * scale1) + bias1));\n  vec3 tmpvar_5;\n  tmpvar_5 = (((texture (sampler_blur1, \n    (uv + (vec2(0.0, 1.0) * tmpvar_3))\n  ).xyz * scale1) + bias1) - ((texture (sampler_blur1, \n    (uv - (vec2(0.0, 1.0) * tmpvar_3))\n  ).xyz * scale1) + bias1));\n  vec2 tmpvar_6;\n  tmpvar_6 = mix (uv_orig, uv, vec2(0.35, 0.35));\n  vec2 tmpvar_7;\n  tmpvar_7.x = tmpvar_4.y;\n  tmpvar_7.y = tmpvar_5.y;\n  vec2 tmpvar_8;\n  tmpvar_8 = (tmpvar_6 - ((tmpvar_7 * texsize.zw) * 4.0));\n  vec2 tmpvar_9;\n  tmpvar_9.x = tmpvar_4.z;\n  tmpvar_9.y = tmpvar_5.z;\n  vec2 tmpvar_10;\n  tmpvar_10 = (tmpvar_6 - ((tmpvar_9 * texsize.zw) * 4.0));\n  vec4 tmpvar_11;\n  tmpvar_11 = texture (sampler_blur1, uv);\n  vec4 tmpvar_12;\n  tmpvar_12 = texture (sampler_main, uv_orig);\n  ret_1.y = (((\n    (texture (sampler_main, tmpvar_8).y - (((\n      (tmpvar_11.xyz * scale1)\n     + bias1).y - texture (sampler_main, tmpvar_8).y) * 0.024))\n   - 0.009) + (\n    (1.0 - tmpvar_12.x)\n   * 0.014)) + (tmpvar_2 * 0.02)).x;\n  ret_1.z = (((\n    (texture (sampler_main, tmpvar_10).z - (((\n      (tmpvar_11.xyz * scale1)\n     + bias1).z - texture (sampler_main, tmpvar_10).z) * 0.024))\n   - 0.009) + (tmpvar_12.x * 0.014)) + (tmpvar_2 * 0.02)).x;\n  ret_1.x = texture (sampler_fc_main, (uv + ((tmpvar_2.xy * texsize.zw) * 0.5))).x;\n  ret_1.x = (ret_1.x + ((\n    (ret_1.x - ((texture (sampler_blur3, uv).xyz * scale3) + bias3).x)\n   * 0.4) + (tmpvar_2 * 0.004)).x);\n  vec4 tmpvar_13;\n  tmpvar_13.w = 1.0;\n  tmpvar_13.xyz = ret_1;\n  ret = tmpvar_13.xyz;\n }","comp":"vec2 xlat_mutabled;\n shader_body { \n  float fnord_1;\n  xlat_mutabled = (texsize.zw * 4.0);\n  float tmpvar_2;\n  vec4 tmpvar_3;\n  tmpvar_3 = texture (sampler_main, uv);\n  tmpvar_2 = (tmpvar_3.x * (1.0 - tmpvar_3.z));\n  float tmpvar_4;\n  tmpvar_4 = ((1.0 - tmpvar_3.y) * (1.0 - tmpvar_3.x));\n  vec2 tmpvar_5;\n  tmpvar_5.x = (((texture (sampler_blur1, \n    (uv_orig + (vec2(1.0, 0.0) * xlat_mutabled))\n  ).xyz * scale1) + bias1) - ((texture (sampler_blur1, \n    (uv_orig - (vec2(1.0, 0.0) * xlat_mutabled))\n  ).xyz * scale1) + bias1)).x;\n  tmpvar_5.y = (((texture (sampler_blur1, \n    (uv_orig + (vec2(0.0, 1.0) * xlat_mutabled))\n  ).xyz * scale1) + bias1) - ((texture (sampler_blur1, \n    (uv_orig - (vec2(0.0, 1.0) * xlat_mutabled))\n  ).xyz * scale1) + bias1)).x;\n  vec2 tmpvar_6;\n  tmpvar_6 = (((uv - 0.5) + (tmpvar_5 * 0.15)) * texsize.xy);\n  float tmpvar_7;\n  tmpvar_7 = clamp (((float(mod (\n    ((abs(tmpvar_6.x) + abs(tmpvar_6.y)) + q7)\n  , 64.0))) - 32.0), 0.0, 1.0);\n  float tmpvar_8;\n  tmpvar_8 = clamp (((float(mod (\n    ((-(abs(tmpvar_6.x)) - abs(tmpvar_6.y)) + q7)\n  , 64.0))) - 32.0), 0.0, 1.0);\n  float tmpvar_9;\n  tmpvar_9 = sqrt(dot (tmpvar_6, tmpvar_6));\n  if ((tmpvar_9 > (0.25 * texsize.y))) {\n    fnord_1 = tmpvar_8;\n  } else {\n    fnord_1 = tmpvar_7;\n  };\n  vec4 tmpvar_10;\n  tmpvar_10.w = 1.0;\n  tmpvar_10.xyz = (mix (vec3(fnord_1), vec3(1.0, 0.0, 0.0), vec3(tmpvar_2)) * (vec3(1.0, 1.0, 1.0) - vec3(tmpvar_4)));\n  ret = tmpvar_10.xyz;\n }"}