{"version":2,"baseVals":{"rating":5,"gammaadj":1.980001,"decay":0.5,"echo_zoom":0.999998,"echo_alpha":0.5,"echo_orient":3,"wave_mode":5,"wave_dots":1,"wave_thick":1,"wave_brighten":0,"darken":1,"wave_a":0.001,"wave_scale":5.552,"wave_smoothing":0.504,"wave_mystery":-1,"modwavealphastart":0.71,"modwavealphaend":1.3,"warpanimspeed":1.4595,"warpscale":2.0067,"zoom":0.9999,"warp":0.01,"sx":0.9999,"wave_g":0,"wave_b":0,"ob_r":1,"ob_g":1,"ob_b":1,"ib_size":0.26,"mv_x":64,"mv_y":48,"mv_l":0.85,"mv_r":0.5,"mv_g":0.5,"mv_b":0.5,"mv_a":0,"b1ed":0},"shapes":[{"baseVals":{"sides":100,"textured":1,"x":0.8,"rad":0.242435,"tex_ang":1.884956,"tex_zoom":1.728514,"r":0.8,"g":1,"b":0.5,"a":0.6,"r2":0.9,"g2":0.9,"b2":1,"a2":0.3,"border_a":0,"enabled":0},"init_eqs_eel":"","frame_eqs_eel":""},{"baseVals":{"sides":100,"textured":1,"x":0.13,"y":0.19,"rad":0.11045,"tex_ang":3.14159,"tex_zoom":1.711049,"b":1,"r2":1,"b2":1,"a2":1,"border_a":0,"enabled":0},"init_eqs_eel":"","frame_eqs_eel":""},{"baseVals":{"sides":5,"additive":1,"x":0.9,"rad":0.22613,"g":0.2,"b":0.2,"g2":0,"border_b":0,"border_a":0,"enabled":0},"init_eqs_eel":"","frame_eqs_eel":""},{"baseVals":{"sides":36,"additive":1,"rad":0.18717,"r":0,"g":0.02,"g2":0,"border_a":0,"enabled":0},"init_eqs_eel":"","frame_eqs_eel":""}],"waves":[{"baseVals":{"spectrum":1,"usedots":1,"thick":1,"additive":1,"scaling":0.5033,"g":0.6,"b":0.4,"enabled":0},"init_eqs_eel":"","frame_eqs_eel":"","point_eqs_eel":"\nx0 = .5 + .4 * sin(time/2);\n\nangle = rand(1000)/1000*6.28;\nrad =  rand(1000)/1000;\nrad = rad * rad;\n\nx = x0 + .1*rad*sin(angle);\ny = .5 + .1*rad*cos(angle);\n a = 1-rad;"},{"baseVals":{"thick":1,"additive":1,"enabled":0},"init_eqs_eel":"","frame_eqs_eel":"trel = q11-.0;\nt1 = int(trel);\nt2 = trel - int(trel);","point_eqs_eel":""},{"baseVals":{"thick":1,"enabled":0},"init_eqs_eel":"","frame_eqs_eel":"trel = q11-.33;\nt1 = int(trel);\nt2 = trel - int(trel);","point_eqs_eel":""},{"baseVals":{"thick":1,"additive":1,"enabled":0},"init_eqs_eel":"","frame_eqs_eel":"trel = q11-.66;\nt1 = int(trel);\nt2 = trel - int(trel);","point_eqs_eel":""}],"init_eqs_eel":"vol = 0; p1 = 0;\nvx = .2; vy = -0.1;\nkx = 0; ky = 0;","frame_eqs_eel":"dec_med = pow (0.96, 30/fps);\ndec_slow = pow (0.98, 30/fps);\nbeat = max (max (bass, mid), treb); \navg = avg*dec_slow + beat*(1-dec_slow);\nis_beat = above(beat, .5+avg+peak) * above (time, t0+.2);\nt0 = is_beat*time + (1-is_beat)*t0;\npeak = is_beat * beat + (1-is_beat)*peak*dec_med;\nindex = (index + is_beat) %8;\nindex2 = (index2 + is_beat*bnot(index))%2;\nindex3 = (index3 + is_beat*bnot(index) * bnot(index2))%2;\n\nq20 = avg;\nq21 = beat;\nq22 = peak;\nq23 = index;\nq24 = is_beat;\n\nvol = bass_att + treb_att;\nv2 = v2 * dec_slow + vol * (1-dec_slow) ;\nq26 = max(atan (vol - v2*.8),.3);\n\nq27 = index + 1;\n\nsw = sw*dec_med + (1-dec_med)*(index2%2);\nq28 = sw;\n\nk1 =  is_beat*bnot(index);\nk2 =  is_beat*bnot(index);\n\np1 =  k1*(p1+1) + (1-k1)*p1;\np2 = dec_slow * p2+ (1-dec_slow)*p1;\nrott = p2 * 3.1416/2;\nmonitor = k1;\nq1 = cos(rott);\nq2 = sin(rott);\nq3 = -q2;\nq4 = q1;\n\n\nq5 = cos(time/6);\nq6 = -sin(time/6);\nq7 = -q6;\nq8 = q5;\n\nzoom = 1;\nrot = -0;\n\nmovez = movez + .006*(q1+1.1)*30/fps;\nq29 = movez;\nrota = rota + .003*(2-q1)*30/fps;\nq30 = rota;\nq31 = 2 + 16*abs(cos(time/18));\nq32 = cos(time/23)/4;","pixel_eqs_eel":"","warp":"vec2 xlat_mutablers;\nvec2 xlat_mutableuv1;\nvec2 xlat_mutableuv6;\n shader_body { \n  vec2 uv_1;\n  vec3 xlat_varmod_2;\n  vec2 uv2_3;\n  float ang2_4;\n  float dist_5;\n  float z_6;\n  vec3 ret_7;\n  uv_1 = uv_orig;\n  xlat_mutableuv1 = ((uv_orig - 0.5) * aspect.xy);\n  float tmpvar_8;\n  tmpvar_8 = ((16.0 * sqrt(\n    dot (xlat_mutableuv1, xlat_mutableuv1)\n  )) + time);\n  z_6 = tmpvar_8;\n  xlat_mutablers = (clamp ((\n    (sin(tmpvar_8) / cos(tmpvar_8))\n   * \n    normalize(xlat_mutableuv1)\n  ), vec2(-5.0, -5.0), vec2(5.0, 5.0)) / 2.0);\n  vec2 tmpvar_9;\n  tmpvar_9 = sin((xlat_mutableuv1 * q31));\n  dist_5 = (sqrt(dot (tmpvar_9, tmpvar_9)) * ((\n    abs(xlat_mutableuv1.x)\n   + \n    abs(xlat_mutableuv1.y)\n  ) + q32));\n  float tmpvar_10;\n  float tmpvar_11;\n  tmpvar_11 = (min (abs(\n    (tmpvar_9.y / tmpvar_9.x)\n  ), 1.0) / max (abs(\n    (tmpvar_9.y / tmpvar_9.x)\n  ), 1.0));\n  float tmpvar_12;\n  tmpvar_12 = (tmpvar_11 * tmpvar_11);\n  tmpvar_12 = (((\n    ((((\n      ((((-0.01213232 * tmpvar_12) + 0.05368138) * tmpvar_12) - 0.1173503)\n     * tmpvar_12) + 0.1938925) * tmpvar_12) - 0.3326756)\n   * tmpvar_12) + 0.9999793) * tmpvar_11);\n  tmpvar_12 = (tmpvar_12 + (float(\n    (abs((tmpvar_9.y / tmpvar_9.x)) > 1.0)\n  ) * (\n    (tmpvar_12 * -2.0)\n   + 1.570796)));\n  tmpvar_10 = (tmpvar_12 * sign((tmpvar_9.y / tmpvar_9.x)));\n  if ((abs(tmpvar_9.x) > (1e-08 * abs(tmpvar_9.y)))) {\n    if ((tmpvar_9.x < 0.0)) {\n      if ((tmpvar_9.y >= 0.0)) {\n        tmpvar_10 += 3.141593;\n      } else {\n        tmpvar_10 = (tmpvar_10 - 3.141593);\n      };\n    };\n  } else {\n    tmpvar_10 = (sign(tmpvar_9.y) * 1.570796);\n  };\n  ang2_4 = (0.1 * floor((16.0 * tmpvar_10)));\n  vec2 tmpvar_13;\n  tmpvar_13.x = cos(ang2_4);\n  tmpvar_13.y = sin(ang2_4);\n  z_6 = (1.0 - cos((8.0 * dist_5)));\n  float tmpvar_14;\n  tmpvar_14 = clamp (z_6, 0.0, 1.0);\n  z_6 = tmpvar_14;\n  float tmpvar_15;\n  tmpvar_15 = float((tmpvar_14 >= 0.5));\n  xlat_mutablers = ((q28 * xlat_mutablers) + ((1.0 - q28) * xlat_mutablers.yx));\n  uv_1 = (uv_orig + ((\n    ((1.0 - tmpvar_15) * 0.03)\n   * xlat_mutablers.yx) + (\n    ((0.5 * tmpvar_15) * tmpvar_14)\n   * \n    normalize(((0.5 * tmpvar_9) + tmpvar_13))\n  )));\n  mat2 tmpvar_16;\n  tmpvar_16[uint(0)] = _qb.xy;\n  tmpvar_16[1u] = _qb.zw;\n  xlat_mutableuv6 = (xlat_mutableuv1 * tmpvar_16);\n  vec2 tmpvar_17;\n  tmpvar_17.x = q5;\n  tmpvar_17.y = q6;\n  uv2_3 = (((0.7 * xlat_mutableuv1) + (0.3 * \n    sin(((xlat_mutableuv1 * 16.0) + (4.0 * tmpvar_17)))\n  )) * 0.2);\n  vec4 tmpvar_18;\n  tmpvar_18 = texture (sampler_main, uv_1);\n  vec3 tmpvar_19;\n  tmpvar_19 = ((tmpvar_18.xyz + vec3((\n    abs((0.01 / (sqrt(xlat_mutableuv6.x) + 0.001)))\n   * \n    (rad + 0.2)\n  ))) + vec3((q26 * clamp (\n    (0.001 / sqrt(dot (uv2_3, uv2_3)))\n  , 0.0, 1.0))));\n  xlat_varmod_2 = (1.0 - ((texture (sampler_noise_lq, \n    ((0.5 * uv_1) + (time * 0.01))\n  ) - 0.2).xyz * (tmpvar_18.xyz - \n    (0.5 * ((texture (sampler_blur1, fract(uv_1)).xyz * scale1) + bias1))\n  )));\n  ret_7 = (((\n    (1.0 - tmpvar_15)\n   * tmpvar_19) * xlat_varmod_2) + ((tmpvar_15 * tmpvar_19) * xlat_varmod_2));\n  ret_7 = ((ret_7 * 0.98) - 0.03);\n  vec4 tmpvar_20;\n  tmpvar_20.w = 1.0;\n  tmpvar_20.xyz = ret_7;\n  ret = tmpvar_20.xyz;\n }","comp":"vec3 xlat_mutableblur;\nvec3 xlat_mutableret1;\nvec2 xlat_mutableuv2;\nvec2 xlat_mutableuv3;\n shader_body { \n  vec2 uv_1;\n  float inten_2;\n  float dist_3;\n  float ang2_4;\n  uv_1 = (uv - 0.5);\n  uv_1 = (uv_1 * aspect.xy);\n  float tmpvar_5;\n  tmpvar_5 = cos(q30);\n  float tmpvar_6;\n  tmpvar_6 = sin(q30);\n  xlat_mutableuv2.x = ((uv_1.x * tmpvar_5) - (uv_1.y * tmpvar_6));\n  xlat_mutableuv2.y = ((uv_1.x * tmpvar_6) + (uv_1.y * tmpvar_5));\n  xlat_mutableuv2 = (xlat_mutableuv2 * aspect.yx);\n  dist_3 = (1.0 - fract(q29));\n  inten_2 = ((4.0 * dist_3) * (1.0 - (dist_3 * dist_3)));\n  xlat_mutableuv3 = (((3.0 * xlat_mutableuv2) * dist_3) + 0.5);\n  xlat_mutableblur = (((texture (sampler_blur1, \n    fract(xlat_mutableuv3)\n  ).xyz * scale1) + bias1) * vec3(0.8, 0.9, 1.0));\n  xlat_mutableret1 = max (vec3(0.0, 0.0, 0.0), ((texture (sampler_main, xlat_mutableuv3).xyz + xlat_mutableblur) * inten_2));\n  ang2_4 = (2.093333 + q30);\n  float tmpvar_7;\n  tmpvar_7 = cos(ang2_4);\n  float tmpvar_8;\n  tmpvar_8 = sin(ang2_4);\n  xlat_mutableuv2.x = ((uv_1.x * tmpvar_7) - (uv_1.y * tmpvar_8));\n  xlat_mutableuv2.y = ((uv_1.x * tmpvar_8) + (uv_1.y * tmpvar_7));\n  xlat_mutableuv2 = (xlat_mutableuv2 * aspect.yx);\n  dist_3 = (1.0 - fract((0.3333333 + q29)));\n  inten_2 = ((4.0 * dist_3) * (1.0 - (dist_3 * dist_3)));\n  xlat_mutableuv3 = (((3.0 * xlat_mutableuv2) * dist_3) + 0.5);\n  xlat_mutableblur = (((texture (sampler_blur1, \n    fract(xlat_mutableuv3)\n  ).xyz * scale1) + bias1) * vec3(0.8, 0.9, 1.0));\n  xlat_mutableret1 = max (xlat_mutableret1, ((texture (sampler_main, xlat_mutableuv3).xyz + xlat_mutableblur) * inten_2));\n  ang2_4 = (4.186667 + q30);\n  float tmpvar_9;\n  tmpvar_9 = cos(ang2_4);\n  float tmpvar_10;\n  tmpvar_10 = sin(ang2_4);\n  xlat_mutableuv2.x = ((uv_1.x * tmpvar_9) - (uv_1.y * tmpvar_10));\n  xlat_mutableuv2.y = ((uv_1.x * tmpvar_10) + (uv_1.y * tmpvar_9));\n  xlat_mutableuv2 = (xlat_mutableuv2 * aspect.yx);\n  dist_3 = (1.0 - fract((0.6666667 + q29)));\n  inten_2 = ((4.0 * dist_3) * (1.0 - (dist_3 * dist_3)));\n  xlat_mutableuv3 = (((3.0 * xlat_mutableuv2) * dist_3) + 0.5);\n  xlat_mutableblur = (((texture (sampler_blur1, \n    fract(xlat_mutableuv3)\n  ).xyz * scale1) + bias1) * vec3(0.8, 0.9, 1.0));\n  xlat_mutableret1 = max (xlat_mutableret1, ((texture (sampler_main, xlat_mutableuv3).xyz + xlat_mutableblur) * inten_2));\n  ang2_4 = (6.28 + q30);\n  float tmpvar_11;\n  tmpvar_11 = cos(ang2_4);\n  float tmpvar_12;\n  tmpvar_12 = sin(ang2_4);\n  xlat_mutableuv2.x = ((uv_1.x * tmpvar_11) - (uv_1.y * tmpvar_12));\n  xlat_mutableuv2.y = ((uv_1.x * tmpvar_12) + (uv_1.y * tmpvar_11));\n  xlat_mutableuv2 = (xlat_mutableuv2 * aspect.yx);\n  dist_3 = (1.0 - fract((1.0 + q29)));\n  inten_2 = ((4.0 * dist_3) * (1.0 - (dist_3 * dist_3)));\n  xlat_mutableuv3 = (((3.0 * xlat_mutableuv2) * dist_3) + 0.5);\n  xlat_mutableblur = (((texture (sampler_blur1, \n    fract(xlat_mutableuv3)\n  ).xyz * scale1) + bias1) * vec3(0.8, 0.9, 1.0));\n  xlat_mutableret1 = max (xlat_mutableret1, ((texture (sampler_main, xlat_mutableuv3).xyz + xlat_mutableblur) * inten_2));\n  vec4 tmpvar_13;\n  tmpvar_13.w = 1.0;\n  tmpvar_13.xyz = (xlat_mutableret1 - 0.1);\n  ret = tmpvar_13.xyz;\n }"}