{"version":2,"baseVals":{"rating":5,"gammaadj":1,"decay":0.995,"echo_zoom":1,"echo_orient":1,"wave_mode":5,"wave_brighten":0,"wrap":0,"wave_a":100,"wave_scale":0.721,"wave_smoothing":0.5,"modwavealphastart":0.5,"modwavealphaend":1,"fshader":1,"dx":0.00001,"dy":0.00001,"warp":0.01,"wave_r":0.5,"wave_g":0.5,"wave_b":0.5,"ob_size":0,"ob_a":1,"ib_size":0,"ib_r":0,"ib_g":0,"ib_b":0,"mv_x":0,"mv_y":0,"mv_l":1,"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 = 0.5 + 0.5*sin(6*time);\nwave_g = 0.5 + 0.5*sin(4.1*time);\nwave_b = -1 + (1-wave_r + 1-wave_g);\nwarp = 0;","pixel_eqs_eel":"thresh = above(bass_att,thresh)*2+(1-above(bass_att,thresh))*((thresh-1.3)*0.96+1.3);\ndx_r = equal(thresh,2)*0.015*sin(5*time)+(1-equal(thresh,2))*dx_r;\ndy_r = equal(thresh,2)*0.015*sin(6*time)+(1-equal(thresh,2))*dy_r;\n\n\nxs = above(sin(12*dx_r*bass),0)*(dy_r*sin(2*rad)) + \nbelow(sin(12*dx_r*bass),0)*(cos(time)*dx_r*sin(0.6*rad));\n\nzoom = zoom + abs(12*xs);\nrot = rot + 5*xs*cos(1-xs*rad*12*dx_r);\ndx = dx + dx_r;\ndy = dy + dy_r;","warp":" shader_body { \n  vec2 my_uv_1;\n  vec3 ret_2;\n  vec2 tmpvar_3;\n  tmpvar_3 = (vec2(1280.0, 1024.0) * texsize.zw);\n  float tmpvar_4;\n  vec2 tmpvar_5;\n  tmpvar_5 = (uv + vec2(0.005, 0.0));\n  vec2 tmpvar_6;\n  tmpvar_6 = (uv - vec2(0.005, 0.0));\n  tmpvar_4 = (((\n    (texture (sampler_blur2, tmpvar_5).xyz * scale2)\n   + bias2) - (\n    (texture (sampler_blur2, tmpvar_6).xyz * scale2)\n   + bias2)).x * tmpvar_3.x);\n  float tmpvar_7;\n  vec2 tmpvar_8;\n  tmpvar_8 = (uv + vec2(0.0, 0.005));\n  vec2 tmpvar_9;\n  tmpvar_9 = (uv - vec2(0.0, 0.005));\n  tmpvar_7 = (((\n    (texture (sampler_blur2, tmpvar_8).xyz * scale2)\n   + bias2) - (\n    (texture (sampler_blur2, tmpvar_9).xyz * scale2)\n   + bias2)).x * tmpvar_3.y);\n  vec2 tmpvar_10;\n  tmpvar_10.x = tmpvar_4;\n  tmpvar_10.y = tmpvar_7;\n  vec2 tmpvar_11;\n  tmpvar_11.x = (((\n    (texture (sampler_blur2, tmpvar_5).xyz * scale2)\n   + bias2) - (\n    (texture (sampler_blur2, tmpvar_6).xyz * scale2)\n   + bias2)).x * tmpvar_3.x);\n  tmpvar_11.y = (((\n    (texture (sampler_blur2, tmpvar_8).xyz * scale2)\n   + bias2) - (\n    (texture (sampler_blur2, tmpvar_9).xyz * scale2)\n   + bias2)).x * tmpvar_3.y);\n  ret_2.x = texture (sampler_fw_main, ((uv - (tmpvar_10 * 0.01)) + (tmpvar_11 * 0.003))).x;\n  vec4 tmpvar_12;\n  tmpvar_12 = texture (sampler_blur3, uv);\n  ret_2.x = (ret_2.x + ((ret_2.x - \n    ((tmpvar_12.xyz * scale3) + bias3)\n  .x) * 0.1));\n  ret_2.x = (ret_2.x + 0.004);\n  vec2 tmpvar_13;\n  tmpvar_13.x = tmpvar_7;\n  tmpvar_13.y = -(tmpvar_4);\n  my_uv_1 = (uv + ((tmpvar_13 * 0.05) * (1.2 - \n    ((tmpvar_12.xyz * scale3) + bias3)\n  .y)));\n  ret_2.z = texture (sampler_fw_main, my_uv_1).z;\n  vec2 x_14;\n  x_14 = (my_uv_1 - uv);\n  ret_2.z = (ret_2.z + ((\n    ((ret_2.z - ((texture (sampler_blur1, uv).xyz * scale1) + bias1).z) * sqrt(dot (x_14, x_14)))\n   * 180.0) / sqrt(\n    dot (tmpvar_3, tmpvar_3)\n  )));\n  ret_2.z = (ret_2.z * 0.8);\n  ret_2.z = (ret_2.z + 0.004);\n  vec2 tmpvar_15;\n  tmpvar_15.x = -(tmpvar_7);\n  tmpvar_15.y = tmpvar_4;\n  my_uv_1 = (tmpvar_15 * 0.045);\n  vec2 tmpvar_16;\n  tmpvar_16.x = (((\n    (texture (sampler_blur2, (uv + vec2(0.01, 0.0))).xyz * scale2)\n   + bias2) - (\n    (texture (sampler_blur2, (uv - vec2(0.01, 0.0))).xyz * scale2)\n   + bias2)).y * tmpvar_3.x);\n  tmpvar_16.y = (((\n    (texture (sampler_blur2, (uv + vec2(0.0, 0.01))).xyz * scale2)\n   + bias2) - (\n    (texture (sampler_blur2, (uv - vec2(0.0, 0.01))).xyz * scale2)\n   + bias2)).y * tmpvar_3.y);\n  my_uv_1 = (my_uv_1 + (uv - (tmpvar_16 * 0.03)));\n  ret_2.y = texture (sampler_fw_main, my_uv_1).y;\n  ret_2.y = (ret_2.y + ((\n    (ret_2.y - ((texture (sampler_blur3, my_uv_1).xyz * scale3) + bias3).y)\n   * 0.1) + 0.01));\n  vec4 tmpvar_17;\n  tmpvar_17.w = 1.0;\n  tmpvar_17.xyz = ret_2;\n  ret = tmpvar_17.xyz;\n }","comp":" shader_body { \n  vec3 ret_1;\n  ret_1 = texture (sampler_main, uv).xyz;\n  ret_1 = (ret_1 * hue_shader);\n  vec3 tmpvar_2;\n  tmpvar_2 = mix (ret_1, vec3(dot (ret_1, vec3(0.32, 0.49, 0.29))), vec3(0.5, 1.0, 0.1));\n  ret_1 = tmpvar_2;\n  vec4 tmpvar_3;\n  tmpvar_3.w = 1.0;\n  tmpvar_3.xyz = tmpvar_2;\n  ret = tmpvar_3.xyz;\n }"}