{"version":2,"baseVals":{"rating":1,"gammaadj":1,"decay":1,"echo_zoom":1,"echo_orient":2,"wave_a":0.001,"warpanimspeed":2.13,"warpscale":2.498,"zoomexp":0.67288,"zoom":1.025,"warp":0.36146,"wave_r":0,"wave_g":0,"wave_b":0,"ob_size":0.005,"ob_b":1,"ob_a":1,"ib_size":0,"ib_r":0,"ib_g":0,"ib_b":0,"ib_a":1,"mv_r":0.8,"mv_a":0,"b1ed":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":1,"thick":1,"smoothing":0},"init_eqs_eel":"","frame_eqs_eel":"","point_eqs_eel":"speed = bass_att*0.6;\nv = sample*10000 + value2*bass*0.1;\n\nxs = xs + sin(v*1)*speed*atan(v*1.51);\nys = ys + sin(v*1)*speed;\n\nx = 0.5 + 0.5*sin(xs*0.1)*cos(time*2 + xs);\ny = 0.5 + 0.5*sin(ys*0.1)*cos(time*2.1 + xs);\n\nx = x*0.6;\ny*0.9 + 0.05 + bass*0.08;\n\ny = y*0.8 + 0.1;\n\nr = 0.5 + 0.4*sin(time*1.22 + x);\ng = 0.5 + 0.4*sin(time*1.307 + y);\nb = 0.5 + 0.4*sin(time*1.959 + x/y);\n\nxs = if(above(xs,1000),0 ,xs);\nys = if(above(ys,1000),0 ,ys);"},{"baseVals":{"enabled":1,"thick":1,"smoothing":0},"init_eqs_eel":"","frame_eqs_eel":"","point_eqs_eel":"speed = bass_att*0.6;\nv = sample*10000 + value2*bass*0.1;\n\nxs = xs + sin(v*1)*speed*atan(v*1.51);\nys = ys + sin(v*1)*speed;\n\nx = 0.5 + 0.5*sin(xs*0.1)*cos(time*2 + xs);\ny = 0.5 + 0.5*sin(ys*0.1)*cos(time*2.1 + xs);\n\nx = -x*0.6 + 1;\ny = y + bass*0.01;\n//y = y*0.5 + 0.25;\ny = y*0.8 + 0.1;\n\nr = 0.5 + 0.4*sin(time*1.22 + x);\ng = 0.5 + 0.4*sin(time*1.307 + y);\nb = 0.5 + 0.4*sin(time*1.959 + x/y);\n\nxs = if(above(xs,1000),0 ,xs);\nys = if(above(ys,1000),0 ,ys);"},{"baseVals":{"enabled":1,"thick":1,"smoothing":0},"init_eqs_eel":"","frame_eqs_eel":"","point_eqs_eel":"speed = bass_att*0.6;\nv = sample*10000 + value2*bass*0.1;\n\nxs = xs + sin(v*1)*speed*atan(v*1.51);\nys = ys + sin(v*1)*speed;\n\n\nx = 0.5 + 0.5*sin(xs*0.1)*cos(time*2 + xs);\ny = 0.5 + 0.5*sin(ys*0.1)*cos(time*2.1 + xs);\n\nx = x*0.6;\ny = y*0.9 - 0.05 + bass*0.08;\ny = y*0.8 + 0.1;\n\nr = 0.5 + 0.4*sin(time*1.789 + y);\ng = 0.5 + 0.4*sin(time*1.478 + x);\nb = 0.5 + 0.4*sin(time*1.125 + y/x);\n\nxs = if(above(xs,1000),0 ,xs);\nys = if(above(ys,1000),0 ,ys);"},{"baseVals":{"enabled":1,"thick":1,"smoothing":0},"init_eqs_eel":"","frame_eqs_eel":"","point_eqs_eel":"speed = bass_att*0.6;\nv = sample*10000 + value2*bass*0.1;\n\nxs = xs + sin(v*1)*speed*atan(v*1.51);\nys = ys + sin(v*1)*speed;\n\nx = 0.5 + 0.5*sin(xs*0.1)*cos(time*2 + xs);\ny = 0.5 + 0.5*sin(ys*0.1)*cos(time*2.1 + xs);\n\nx = -x*0.6 + 1;\ny = y*0.9 - 0.05 + bass*0.08;\ny = y*0.8 + 0.1;\n\nr = 0.5 + 0.4*sin(time*1.789 + y);\ng = 0.5 + 0.4*sin(time*1.478 + x);\nb = 0.5 + 0.4*sin(time*1.125 + y/x);\n\nxs = if(above(xs,1000),0 ,xs);\nys = if(above(ys,1000),0 ,ys);"}],"init_eqs_eel":"","frame_eqs_eel":"wave_a = 0;\n//warp = 0;\nr = r*0.9 + (bass-treb)*0.5;\nrot = r*0.02;","pixel_eqs_eel":"","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 vec2 tmpvar_2;\n tmpvar_2.x = (1.0 - q4);\n tmpvar_2.y = q8;\n vec2 tmpvar_3;\n tmpvar_3 = (tmpvar_2 + ((uv - tmpvar_2) * 0.992));\n ret_1 = (mix (mix (vec3(0.0, 0.0, 0.2), vec3(0.3, 0.0, 1.0), texture (sampler_fw_main, tmpvar_3).yyy), vec3(1.0, 1.0, 0.0), vec3(max (\n (((texture (sampler_blur1, tmpvar_3).xyz * scale1) + bias1).z * 1.5)\n , texture (sampler_main, \n (tmpvar_2 + ((uv - tmpvar_2) * 0.996))\n ).z))) * (1.0 - (\n ((texture (sampler_blur1, tmpvar_3).xyz * scale1) + bias1)\n .x * 2.0)));\n vec3 tmpvar_4;\n tmpvar_4 = mix (ret_1, vec3(1.0, 0.1, 0.4), texture (sampler_fw_main, uv).xxx);\n ret_1 = tmpvar_4;\n vec4 tmpvar_5;\n tmpvar_5.w = 1.0;\n tmpvar_5.xyz = tmpvar_4;\n ret = tmpvar_5.xyz;\n }"}