{"version":2,"baseVals":{"rating":3,"gammaadj":1.56,"decay":1,"echo_zoom":0.362,"echo_orient":1,"wave_thick":1,"wave_brighten":0,"darken":1,"wave_a":0.001,"wave_scale":1.599,"wave_smoothing":0,"wave_mystery":-0.5,"modwavealphastart":2,"modwavealphaend":2,"warpscale":0.107,"zoomexp":0.1584,"fshader":1,"warp":0.01,"wave_r":0.51,"wave_g":0.5,"ob_size":0,"ob_a":1,"ib_r":0,"ib_g":0,"ib_b":0,"ib_a":1,"mv_x":64,"mv_y":48,"mv_l":0.5,"mv_r":0,"mv_g":0,"mv_b":0,"mv_a":0},"shapes":[{"baseVals":{"sides":100,"thickoutline":1,"rad":0.50126,"tex_zoom":0.99996,"g":1,"b":1,"r2":1,"g2":0,"border_a":0,"enabled":0},"init_eqs_eel":"","frame_eqs_eel":"x = 0.5+sin(time*0.618)*0.2;\ny = 0.5+cos(time*1.618)*0.2;\nrad = bass*0.05;\nborder_r = 1-(sin(time*1.25)*0.3+0.7);\nborder_g = 1-(sin(time)*0.3+0.3);\nborder_b = 1-(sin(time/3)*0.5+0.5);"},{"baseVals":{"sides":100,"thickoutline":1,"rad":0.50126,"g":1,"b":1,"g2":0,"b2":1,"border_g":0,"border_a":0,"enabled":0},"init_eqs_eel":"","frame_eqs_eel":"x = 0.5+sin(time*2.618)*0.3;\ny = 0.5+cos(time*3.14)*0.3;\nrad = bass*0.05;\nborder_r = 1-(sin(time*1.25)*0.3+0.7);\nborder_g = 1-(sin(time)*0.3+0.3);\nborder_b = 1-(sin(time/3)*0.5+0.5);\n"},{"baseVals":{"sides":100,"thickoutline":1,"rad":0.50126,"tex_zoom":0.9998,"g":1,"b":1,"border_a":0,"enabled":0},"init_eqs_eel":"","frame_eqs_eel":"x = 0.5+sin(-time*2.618)*0.4;\ny = 0.5+cos(-time*1.14)*0.4;\nrad = bass*0.05;\nborder_r = 1-(sin(time*1.25)*0.3+0.7);\nborder_g = 1-(sin(time)*0.3+0.3);\nborder_b = 1-(sin(time/3)*0.5+0.5);"},{"baseVals":{"enabled":0},"init_eqs_eel":"","frame_eqs_eel":""}],"waves":[{"baseVals":{"scaling":0.16188,"enabled":0},"init_eqs_eel":"","frame_eqs_eel":"","point_eqs_eel":""},{"baseVals":{"thick":1,"additive":1,"scaling":25.12601,"smoothing":1,"a":0.1,"enabled":0},"init_eqs_eel":"","frame_eqs_eel":"","point_eqs_eel":""},{"baseVals":{"enabled":0},"init_eqs_eel":"","frame_eqs_eel":"","point_eqs_eel":""},{"baseVals":{"enabled":0},"init_eqs_eel":"","frame_eqs_eel":"","point_eqs_eel":""}],"init_eqs_eel":"","frame_eqs_eel":"//zoom = 0.99;\nib_r = sin(time*1.25*4)*0.3+0.7;\nib_g = sin(time*4)*0.3+0.3;\nib_b = sin(time/3*4)*0.5+0.5;\nwave_r = 1- ib_r;\nwave_g = 1- ib_g;\nwave_b = 1- ib_b;\n//wave_mystery = -1+bass/2;\nwave_x = 0.5+sin(time*3)*0.3;\nwave_y = 0.5+cos(time*2.187)*0.3;","pixel_eqs_eel":"r = bass/4;\ncx1 = 0.5+sin(time*0.618)*0.2;\ncy1 = 0.5+cos(time*1.618)*0.2;\nd = sqrt((x-cx1)*(x-cx1)+(y-cy1)*(y-cy1));\ndir = (bass)*(r*r-d*d)*0.3;\nx1 = if( above(d,r),0,  sin(y-cy1)*dir);\ny1 = if( above(d,r),0, -sin(x-cx1)*dir);\n\n\ncx1 = 0.5+sin(time*2.618)*0.3;\ncy1 = 0.5+cos(time*3.14)*0.3;\nd = sqrt((x-cx1)*(x-cx1)+(y-cy1)*(y-cy1));\ndir = -(mid)*(r*r-d*d)*0.3;\nx2 = if( above(d,r),0,  sin(y-cy1)*dir);\ny2 = if( above(d,r),0, -sin(x-cx1)*dir);\n\ncx1 = 0.5+sin(-time*2.618)*0.4;\ncy1 = 0.5+cos(-time*1.14)*0.4;\nd = sqrt((x-cx1)*(x-cx1)+(y-cy1)*(y-cy1));\ndir = -(treb)*(r*r-d*d)*0.3;\nx3 = if( above(d,r),0,  sin(y-cy1)*dir);\ny3 = if( above(d,r),0, -sin(x-cx1)*dir);\n\n\ndx = x1+x2+x3;\ndy = y1+y2+y3;","warp":" shader_body { \n  vec2 uv_1;\n  vec2 tmpvar_2;\n  tmpvar_2 = (((uv_orig * texsize.xy) * (texsize_noise_lq.zw * 2.0)) + rand_frame.xy);\n  uv_1 = (uv + ((texture (sampler_noise_lq, tmpvar_2).xy - 0.5) * texsize.zw));\n  vec2 tmpvar_3;\n  tmpvar_3.x = bass;\n  tmpvar_3.y = treb;\n  vec4 tmpvar_4;\n  tmpvar_4.w = 1.0;\n  tmpvar_4.xyz = (texture (sampler_main, (uv_1 + (\n    (texture (sampler_main, (mix (uv_1, uv_orig, vec2(-1.0, -1.0)) + texsize.zw)).xy - 0.4)\n   * \n    (-0.004 + (0.04 * clamp ((tmpvar_3 - 1.0), 0.0, 1.0)))\n  ))).xyz - (0.0008 + (\n    (texture (sampler_noise_lq, tmpvar_2) - 0.5)\n   * 0.02)).xyz);\n  ret = tmpvar_4.xyz;\n }","comp":" shader_body { \n  vec2 uv1_1;\n  vec2 tmpvar_2;\n  tmpvar_2.y = 0.0;\n  tmpvar_2.x = texsize.z;\n  vec2 tmpvar_3;\n  tmpvar_3.x = 0.0;\n  tmpvar_3.y = texsize.w;\n  vec2 tmpvar_4;\n  tmpvar_4.x = (texture (sampler_main, (uv - tmpvar_2)).xyz - texture (sampler_main, (uv + tmpvar_2)).xyz).x;\n  tmpvar_4.y = (texture (sampler_main, (uv - tmpvar_3)).xyz - texture (sampler_main, (uv + tmpvar_3)).xyz).x;\n  uv1_1 = ((0.3 * cos(\n    ((uv - 0.5) * 2.0)\n  )) - tmpvar_4);\n  float tmpvar_5;\n  tmpvar_5 = clamp ((0.04 / sqrt(\n    dot (uv1_1, uv1_1)\n  )), 0.0, 1.0);\n  uv1_1 = ((0.3 * cos(\n    (uv1_1 * 12.0)\n  )) - (9.0 * tmpvar_4));\n  vec4 tmpvar_6;\n  tmpvar_6.w = 1.0;\n  tmpvar_6.xyz = (tmpvar_5 + ((texture (sampler_main, uv).xyz * 12.0) * vec3(clamp (\n    (0.04 / sqrt(dot (uv1_1, uv1_1)))\n  , 0.0, 1.0))));\n  ret = tmpvar_6.xyz;\n }"}