{"version":2,"baseVals":{"rating":1,"gammaadj":1.84,"decay":0.95,"echo_zoom":1,"wave_mode":5,"wave_dots":1,"wave_thick":1,"wave_a":0.303,"wave_scale":1.936,"wave_smoothing":0.9,"wave_mystery":0.66,"modwavealphastart":0.66,"modwavealphaend":0.86,"fshader":1,"zoom":1.0299,"warp":0.01,"wave_r":0.5,"wave_g":0.5,"wave_b":0.8,"ob_size":0.007,"ib_size":0.26,"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":"movement = movement + 0.1*max(0,bass+bass_att-2) + 0.15*pow(bass,3) + 0.005;\nq1 = movement;\nmonitor =q1;","pixel_eqs_eel":"","warp":" shader_body { \n  vec3 ret_1;\n  vec2 tmpvar_2;\n  tmpvar_2 = (texsize.zw * 8.0);\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 = tmpvar_3.z;\n  tmpvar_5.y = tmpvar_4.z;\n  vec2 tmpvar_6;\n  tmpvar_6 = (uv + ((tmpvar_5 * texsize.zw) * 4.0));\n  ret_1.z = (((texture (sampler_main, tmpvar_6).z - \n    ((texture (sampler_main, tmpvar_6).z - ((texture (sampler_blur3, tmpvar_6).xyz * scale3) + bias3).z) * 0.02)\n  ) - 0.008) + ((texture (sampler_noise_lq, \n    (((uv_orig * texsize.xy) * texsize_noise_lq.zw) + rand_frame.xy)\n  ).xyz - 0.5) * 0.1)).x;\n  vec2 tmpvar_7;\n  tmpvar_7.x = tmpvar_3.x;\n  tmpvar_7.y = tmpvar_4.x;\n  vec2 tmpvar_8;\n  tmpvar_8 = ((0.5 + (uv - 0.5)) - (tmpvar_7 * texsize.zw));\n  ret_1.x = texture (sampler_main, tmpvar_8).x;\n  ret_1.x = (ret_1.x + ((\n    (ret_1.x - ((texture (sampler_blur3, tmpvar_8).xyz * scale3) + bias3))\n  .x * 0.4) + 0.006));\n  vec2 tmpvar_9;\n  tmpvar_9.x = tmpvar_3.x;\n  tmpvar_9.y = tmpvar_4.x;\n  vec2 tmpvar_10;\n  tmpvar_10.x = tmpvar_3.y;\n  tmpvar_10.y = tmpvar_4.y;\n  vec2 tmpvar_11;\n  tmpvar_11.x = tmpvar_3.z;\n  tmpvar_11.y = tmpvar_4.z;\n  ret_1.y = texture (sampler_fc_main, (((uv - \n    ((tmpvar_9 * texsize.zw) * 8.0)\n  ) + (\n    (tmpvar_10 * texsize.zw)\n   * 4.0)) + ((tmpvar_11 * texsize.zw) * 8.0))).y;\n  ret_1.y = (ret_1.y * (1.0 + (ret_1.x * 0.1)));\n  ret_1.y = (ret_1.y - (0.004 + (\n    clamp (ret_1.z, 0.0, 1.0)\n   * 0.012)));\n  vec4 tmpvar_12;\n  tmpvar_12.w = 1.0;\n  tmpvar_12.xyz = ret_1;\n  ret = tmpvar_12.xyz;\n }","comp":" shader_body { \n  vec3 ret_1;\n  vec2 tmpvar_2;\n  tmpvar_2.x = (1.0 - uv.x);\n  tmpvar_2.y = uv.y;\n  vec3 tmpvar_3;\n  tmpvar_3 = vec3((texture (sampler_main, uv).x + texture (sampler_main, tmpvar_2).x));\n  vec2 tmpvar_4;\n  vec4 tmpvar_5;\n  tmpvar_5 = texture (sampler_blur1, uv);\n  tmpvar_4 = (((uv - 0.5) * (1.0 - \n    ((tmpvar_5.xyz * scale1) + bias1)\n  .zzz).xy) + 0.5);\n  vec3 tmpvar_6;\n  tmpvar_6 = (tmpvar_3 + clamp ((\n    pow (texture (sampler_main, tmpvar_4).zzz, vec3(0.5, 0.5, 0.5))\n   * \n    (1.0 - (tmpvar_3.x * 2.0))\n  ), 0.0, 1.0));\n  vec3 tmpvar_7;\n  tmpvar_7 = (tmpvar_6 + clamp ((\n    pow (((texture (sampler_blur1, tmpvar_4).xyz * scale1) + bias1).zzz, vec3(0.5, 0.5, 0.5))\n   * \n    (1.0 - (tmpvar_6.x * 2.0))\n  ), 0.0, 1.0));\n  vec2 tmpvar_8;\n  tmpvar_8.x = uv.x;\n  tmpvar_8.y = (1.0 - uv.y);\n  ret_1 = (pow (mix (\n    (vec3((((tmpvar_5.xyz * scale1) + bias1).x + ((texture (sampler_blur3, uv).xyz * scale3) + bias3).x)) + (((texture (sampler_blur1, tmpvar_2).xyz * scale1) + bias1).x + ((texture (sampler_blur3, tmpvar_2).xyz * scale3) + bias3).x))\n  , tmpvar_7, tmpvar_7), vec3(5.0, 1.0, 0.5)) + pow ((texture (sampler_main, tmpvar_8).yyy + texture (sampler_main, \n    (1.0 - uv)\n  ).yyy), vec3(0.6, 0.95, 5.0)));\n  vec4 tmpvar_9;\n  tmpvar_9 = texture (sampler_noisevol_hq, (((vec3(0.05, 0.05, 0.0) * tmpvar_4.xyy) * (\n    (q28 * texsize.xyy)\n   * texsize_noisevol_hq.zww)) + ((time * vec3(0.0, 0.0, 1.0)) * q31)));\n  if (((ret_1.x > (q26 * q13)) && (ret_1.x <= (q23 * q11)))) {\n    ret_1.z = (ret_1.z - (tmpvar_9.x * 0.5));\n  };\n  if (((ret_1.y > (q25 * q11)) && (ret_1.y <= (q22 * q12)))) {\n    ret_1.x = (ret_1.x - (tmpvar_9.y * 0.5));\n  };\n  if (((ret_1.z > (q24 * q12)) && (ret_1.z <= (q21 * q13)))) {\n    ret_1.y = (ret_1.y - (tmpvar_9.z * 0.5));\n  };\n  ret_1 = (ret_1 - ((slow_roam_sin.xyz * roam_cos.zxy) * 0.5));\n  vec4 tmpvar_10;\n  tmpvar_10.w = 1.0;\n  tmpvar_10.xyz = ret_1;\n  ret = tmpvar_10.xyz;\n }"}