{"version":2,"baseVals":{"rating":5,"gammaadj":1.9,"echo_zoom":1.169,"wave_mode":6,"wave_dots":1,"modwavealphabyvolume":1,"wave_brighten":0,"wave_a":0.3,"wave_scale":1.128,"wave_smoothing":0.783,"modwavealphastart":1.41,"modwavealphaend":1.67,"warpscale":1.503,"zoom":1.013,"warp":0.06322,"wave_r":0.81,"wave_g":0.79,"wave_b":0.77,"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":"wave_r = 1;\nwave_g = 1;\nwave_b = 1;\nrot = 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;","pixel_eqs_eel":"","warp":" shader_body { \n  float n_1;\n  vec3 ret_2;\n  ret_2 = texture (sampler_pw_main, uv).xyz;\n  n_1 = (clamp ((texture (sampler_pw_main, \n    (uv + texsize.zw)\n  ).x * 999.0), 0.0, 1.0) + clamp ((texture (sampler_pw_main, \n    (uv + (texsize.zw * vec2(1.0, 0.0)))\n  ).x * 999.0), 0.0, 1.0));\n  n_1 = (n_1 + clamp ((texture (sampler_pw_main, \n    (uv + (texsize.zw * vec2(1.0, -1.0)))\n  ).x * 999.0), 0.0, 1.0));\n  n_1 = (n_1 + clamp ((texture (sampler_pw_main, \n    (uv + (texsize.zw * vec2(0.0, 1.0)))\n  ).x * 999.0), 0.0, 1.0));\n  n_1 = (n_1 + clamp ((texture (sampler_pw_main, \n    (uv + (texsize.zw * vec2(0.0, -1.0)))\n  ).x * 999.0), 0.0, 1.0));\n  n_1 = (n_1 + clamp ((texture (sampler_pw_main, \n    (uv + (texsize.zw * vec2(-1.0, 1.0)))\n  ).x * 999.0), 0.0, 1.0));\n  n_1 = (n_1 + clamp ((texture (sampler_pw_main, \n    (uv + (texsize.zw * vec2(-1.0, 0.0)))\n  ).x * 999.0), 0.0, 1.0));\n  n_1 = (n_1 + clamp ((texture (sampler_pw_main, \n    (uv - texsize.zw)\n  ).x * 999.0), 0.0, 1.0));\n  if ((n_1 < 1.5)) {\n    ret_2 = vec3(0.0, 0.0, 0.0);\n  };\n  if ((n_1 > 3.5)) {\n    ret_2 = vec3(0.0, 0.0, 0.0);\n  };\n  bool tmpvar_3;\n  if ((ret_2.x < 0.1)) {\n    tmpvar_3 = (abs((n_1 - 3.0)) < 0.5);\n  } else {\n    tmpvar_3 = bool(0);\n  };\n  if (tmpvar_3) {\n    ret_2 = vec3(1.0, 1.0, 1.0);\n  };\n  vec4 tmpvar_4;\n  tmpvar_4.w = 1.0;\n  tmpvar_4.xyz = ret_2;\n  ret = tmpvar_4.xyz;\n }","comp":" shader_body { \n  vec4 tmpvar_1;\n  tmpvar_1.w = 1.0;\n  tmpvar_1.xyz = (texture (sampler_main, uv).xyz + (clamp (\n    ((((texture (sampler_blur2, uv).xyz * scale2) + bias2) * 2.8) - 0.13)\n  , 0.0, 1.0) * vec3(1.4, 0.3, 1.3)));\n  ret = tmpvar_1.xyz;\n }"}