{"version":2,"baseVals":{"rating":2,"decay":0.99,"wave_brighten":0,"wave_a":1,"wave_scale":0.01,"wave_mystery":-0.2,"warpanimspeed":3.434,"warpscale":1.295,"zoom":1.025,"warp":0.11284,"wave_r":0,"wave_g":0,"wave_b":0,"ob_size":0.005,"ob_b":1,"ob_a":1,"mv_x":64,"mv_y":48,"mv_l":5,"mv_g":0,"mv_b":0},"shapes":[{"baseVals":{"sides":100,"textured":1,"rad":0.53742,"tex_zoom":1.72509,"g":1,"b":1,"r2":1,"b2":1,"a2":1,"border_a":0,"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":"//per frame less reactive volume for all unused q vars, put before other q vars are set for cop out mashing\nvb = vb*0.95 + (1-vb)*pow(bass_att,2)*0.02;\nvvb = vvb*0.95 + (1-vvb)*vb*0.01;\nvm = vm*0.95 + (1-vm)*pow(mid_att,2)*0.02;\nvvm = vvm*0.95 + (1-vvm)*vm*0.01;\nvt = vt*0.95 + (1-vt)*pow(treb_att,2)*0.02;\nvvt = vvt*0.95 + (1-vvt)*vt*0.01;\nvvb = min(1,max(0,vvb));\nvvm = min(1,max(0,vvm));\nvvt = min(1,max(0,vvt));\nq1   = (vvb+vvm+vvt)*10;\nq2   = (vvb+vvm+vvt)*10;\nq3   = (vvb+vvm+vvt)*10;\nq4   = (vvb+vvm+vvt)*10;\nq5   = (vvb+vvm+vvt)*10;\nq6   = (vvb+vvm+vvt)*10;\nq7   = (vvb+vvm+vvt)*10;\nq8   = (vvb+vvm+vvt)*10;\nq9   = (vvb+vvm+vvt)*10;\nq10  = (vvb+vvm+vvt)*10;\nq11  = (vvb+vvm+vvt)*10;\nq12  = (vvb+vvm+vvt)*10;\nq13  = (vvb+vvm+vvt)*10;\nq14  = (vvb+vvm+vvt)*10;\nq15  = (vvb+vvm+vvt)*10;\nq16  = (vvb+vvm+vvt)*10;\nq17  = (vvb+vvm+vvt)*10;\nq18  = (vvb+vvm+vvt)*10;\nq19  = (vvb+vvm+vvt)*10;\nq20  = (vvb+vvm+vvt)*10;\nq21  = (vvb+vvm+vvt)*10;\nq22  = (vvb+vvm+vvt)*10;\nq23  = (vvb+vvm+vvt)*10;\nq24  = (vvb+vvm+vvt)*10;\nq25  = (vvb+vvm+vvt)*10;\nq26  = (vvb+vvm+vvt)*10;\nq27  = (vvb+vvm+vvt)*10;\nq28  = (vvb+vvm+vvt)*10;\nq29  = (vvb+vvm+vvt)*10;\nq30  = (vvb+vvm+vvt)*10;\nq31  = (vvb+vvm+vvt)*10;\nq32  = (vvb+vvm+vvt)*10;\n\nzoom = .995;\nwave_a = 0;\nmv_g = 0.45 + 0.3*sin(time*1.33)+0.25*sin(treb);\nmv_r = 0.45 + 0.3*sin(time*1.13)+0.25*(0.33*(bass+treb+mid));\nmv_b = 0.45 + 0.3*sin(time*1.23)+0.25*sin(bass);\nmv_dx=.1*sin(time*.1);\nmv_dy=.13*cos(time*.084);\nmv_x=64-int((sin(time*1.5)+1)*32);\nmv_y=48-int((cos(time*1.5)+1)*22);\nmonitor=mv_y;","pixel_eqs_eel":"//flexi per vertex\ncx1 = 0.5+sin(time*0.618)*0.2;\ncy1 = 0.5+cos(time*1.618)*0.2;\ndir = bass;\nd = sqrt((x-cx1)*(x-cx1)+(y-cy1)*(y-cy1));\nx1 = if( above(d,0.3),0,  sin(y-cy1)*0.05*dir);\ny1 = if( above(d,0.3),0, -sin(x-cx1)*0.05*dir);\ncx1 = 0.5+sin(time*2.618)*0.3;\ncy1 = 0.5+cos(time*3.14)*0.3;\ndir = -mid*2;\nd = sqrt((x-cx1)*(x-cx1)+(y-cy1)*(y-cy1));\nx2 = if( above(d,0.2),0,  sin(y-cy1)*0.05*dir);\ny2 = if( above(d,0.2),0, -sin(x-cx1)*0.05*dir);\ncx1 = 0.5+sin(-time*2.618)*0.4;\ncy1 = 0.5+cos(-time*1.14)*0.4;\ndir = treb*3;\nd = sqrt((x-cx1)*(x-cx1)+(y-cy1)*(y-cy1));\nx3 = if( above(d,0.1),0,  sin(y-cy1)*0.05*dir);\ny3 = if( above(d,0.1),0, -sin(x-cx1)*0.05*dir);\ndx = dx+x1+x2+x3;\ndy = dy+y1+y2+y3;","warp":" shader_body { \n  vec2 tmpvar_1;\n  tmpvar_1 = mix (uv_orig, uv, vec2(0.3, 0.3));\n  vec2 tmpvar_2;\n  tmpvar_2 = (texsize.zw * 3.0);\n  vec2 tmpvar_3;\n  tmpvar_3.x = dot (((\n    (texture (sampler_blur1, (tmpvar_1 + (vec2(1.0, 0.0) * tmpvar_2))).xyz * scale1)\n   + bias1) - (\n    (texture (sampler_blur1, (tmpvar_1 - (vec2(1.0, 0.0) * tmpvar_2))).xyz * scale1)\n   + bias1)), vec3(0.32, 0.49, 0.29));\n  tmpvar_3.y = dot (((\n    (texture (sampler_blur1, (tmpvar_1 + (vec2(0.0, 1.0) * tmpvar_2))).xyz * scale1)\n   + bias1) - (\n    (texture (sampler_blur1, (tmpvar_1 - (vec2(0.0, 1.0) * tmpvar_2))).xyz * scale1)\n   + bias1)), vec3(0.32, 0.49, 0.29));\n  vec4 tmpvar_4;\n  tmpvar_4.w = 1.0;\n  tmpvar_4.xyz = (texture (sampler_fc_main, (tmpvar_1 + (\n    (tmpvar_3 * texsize.zw)\n   * 9.0))) - 0.01).xyz;\n  ret = tmpvar_4.xyz;\n }","comp":" shader_body { \n  vec2 uv_1;\n  vec3 ret_2;\n  uv_1 = (0.5 + ((uv - 0.5) * 0.98));\n  vec2 tmpvar_3;\n  tmpvar_3 = (texsize.zw * 4.0);\n  vec3 tmpvar_4;\n  tmpvar_4 = (((texture (sampler_blur1, \n    (uv_1 + (vec2(1.0, 0.0) * tmpvar_3))\n  ).xyz * scale1) + bias1) - ((texture (sampler_blur1, \n    (uv_1 - (vec2(1.0, 0.0) * tmpvar_3))\n  ).xyz * scale1) + bias1));\n  vec3 tmpvar_5;\n  tmpvar_5 = (((texture (sampler_blur1, \n    (uv_1 + (vec2(0.0, 1.0) * tmpvar_3))\n  ).xyz * scale1) + bias1) - ((texture (sampler_blur1, \n    (uv_1 - (vec2(0.0, 1.0) * tmpvar_3))\n  ).xyz * scale1) + bias1));\n  vec3 tmpvar_6;\n  tmpvar_6.z = 0.0;\n  tmpvar_6.x = dot (tmpvar_4, vec3(0.32, 0.49, 0.29));\n  tmpvar_6.y = dot (tmpvar_5, vec3(0.32, 0.49, 0.29));\n  vec4 tmpvar_7;\n  tmpvar_7 = texture (sampler_noisevol_hq, ((vec3(0.05, 0.05, 0.0) * (\n    ((uv_1.xyy + (tmpvar_6 * 0.5)) * texsize.xyy)\n   * texsize_noisevol_hq.zww)) + (vec3(0.0, 0.0, 0.2) * time)));\n  vec2 tmpvar_8;\n  tmpvar_8.x = dot (tmpvar_4, vec3(0.32, 0.49, 0.29));\n  tmpvar_8.y = dot (tmpvar_5, vec3(0.32, 0.49, 0.29));\n  uv_1 = (uv_1 - (tmpvar_8 * 0.04));\n  ret_2 = (abs((\n    ((texture (sampler_main, uv_1).xyz + ((texture (sampler_blur1, uv_1).xyz * scale1) + bias1)) - ((texture (sampler_blur2, uv_1).xyz * scale2) + bias2))\n   - \n    ((texture (sampler_blur3, uv_1).xyz * scale3) + bias3)\n  )) * (dot (tmpvar_7, vec4(0.32, 0.49, 0.29, 0.0)) * 3.0));\n  vec3 tmpvar_9;\n  tmpvar_9 = pow (ret_2, vec3(0.5, 0.5, 0.5));\n  ret_2 = tmpvar_9;\n  vec4 tmpvar_10;\n  tmpvar_10.w = 1.0;\n  tmpvar_10.xyz = tmpvar_9;\n  ret = tmpvar_10.xyz;\n }"}