{"version":2,"baseVals":{"rating":5,"gammaadj":1.98,"decay":0.5,"echo_zoom":1,"echo_alpha":0.5,"echo_orient":3,"wave_mode":2,"wave_dots":1,"wave_thick":1,"modwavealphabyvolume":1,"wave_brighten":0,"darken_center":1,"darken":1,"wave_a":0.001,"wave_scale":5.552,"wave_smoothing":0.504,"wave_mystery":-1,"modwavealphastart":0.71,"modwavealphaend":1.3,"warpanimspeed":1.459,"warpscale":2.007,"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,"y":0.9,"rad":0.15493,"tex_zoom":0.77977,"g":1,"b":1,"r2":1,"b2":1,"a2":1,"border_a":0,"enabled":0},"init_eqs_eel":"","frame_eqs_eel":""},{"baseVals":{"sides":5,"textured":1,"rad":0.986,"tex_ang":3.14159,"tex_zoom":0.99979,"g":1,"b":1,"r2":1,"b2":1,"a2":1,"border_a":0,"enabled":0},"init_eqs_eel":"","frame_eqs_eel":"ang =sin(time/65) ;// ang + (bass*.2) + (time*.4);"},{"baseVals":{"enabled":1,"sides":5,"additive":1,"x":0.9,"rad":0.22613,"g":0.6,"g2":0,"border_a":0},"init_eqs_eel":"","frame_eqs_eel":"x = 0.05 + rand(900)/1000;\ny = 0.05 + rand(900)/1000;\nang = rand(320)/100;\n "},{"baseVals":{"sides":36,"additive":1,"rad":0.01,"r":0,"g":0.12,"g2":0,"border_a":0,"enabled":0},"init_eqs_eel":"","frame_eqs_eel":""}],"waves":[{"baseVals":{"spectrum":1,"usedots":1,"additive":1,"scaling":0.5033,"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":"dec_med = pow (0.96, 30/fps);\ndec_slow = pow (0.99, 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) %4;\nindex2 = (index2 + is_beat*bnot(index))%8;\nindex3 = (index3 + is_beat*bnot(index)*bnot(index2))%3;\n\n\nq20 = avg;\nq21 = beat;\nq22 = peak;\nq23 = index;\nq24 = is_beat;\nq26 = bass + mid + treb;\n\n//k1 = is_beat*bnot(index)*bnot(index2);\n\nk1 = is_beat*equal(index,0);\np1 = k1*(p1+1) + (1-k1)*p1;\np2 = dec_med * p2+ (1-dec_med)*p1;\np3 = dec_med * p3+ (1-dec_med)*p2;\nrott = p3*3.1416/2;\n\nrot1 = rot1 + q26;\nq25 = .01*rot1;\n\nq27 = 8-index;\nq28 = index3;\n\ndx1 = dec_med*dx1 + (1-dec_med)*bnot(index2);\nq29 = dx1;\nmonitor = q29;\n\nq1 = cos(rott);\nq2 = sin(rott);\nq3 = -q2;\nq4 = q1;","pixel_eqs_eel":"rot = 0;\ndx = .02*q29;\nzoom = 1;","warp":" shader_body { \n vec2 tmpvar_1;\n tmpvar_1 = (((uv - vec2(0.5, 0.5)) * texsize.xy) * 0.015);\n vec4 tmpvar_2;\n tmpvar_2.w = 1.0;\n tmpvar_2.xyz = (((0.995 * texture (sampler_main, \n (uv + (((\n (clamp ((sin(tmpvar_1) / cos(tmpvar_1)), vec2(-12.0, -12.0), vec2(12.0, 12.0)) * cos(((4.0 * \n (q2 + 1.0)\n ) * tmpvar_1.yx)))\n * texsize.zw) * 4.0) * (2.0 + q1)))\n ).xyz) + vec3(0.01, 0.01, 0.01)) - 0.02);\n ret = tmpvar_2.xyz;\n }","comp":" shader_body { \n vec3 crisp_1;\n vec2 uv3_2;\n vec2 uv2_3;\n vec2 tmpvar_4;\n tmpvar_4 = ((uv - 0.5) * aspect.xy);\n float tmpvar_5;\n tmpvar_5 = (0.1 / (sqrt(\n dot (tmpvar_4, tmpvar_4)\n ) + 0.1));\n vec2 tmpvar_6;\n float tmpvar_7;\n tmpvar_7 = (ang / 3.14);\n tmpvar_6.x = tmpvar_7;\n tmpvar_6.y = tmpvar_5;\n uv2_3.y = (tmpvar_5 + (0.1 * time));\n uv2_3.x = tmpvar_6.x;\n vec2 tmpvar_8;\n tmpvar_8.x = tmpvar_7;\n tmpvar_8.y = (tmpvar_5 * 1.5);\n uv3_2.y = (tmpvar_8.y + (0.08 * time));\n uv3_2.x = (tmpvar_7 + (time / 32.0));\n crisp_1 = (((2.0 * texture (sampler_main, uv2_3).xyz) + texture (sampler_main, uv3_2).xyz) + ((2.0 * \n ((texture (sampler_blur2, fract(uv2_3)).xyz * scale2) + bias2)\n ) + (2.0 * \n ((texture (sampler_blur2, fract(uv3_2)).xyz * scale2) + bias2)\n )));\n crisp_1 = ((3.0 * crisp_1) * rad);\n float tmpvar_9;\n tmpvar_9 = clamp ((1.0 - (4.0 * rad)), 0.0, 1.0);\n vec4 tmpvar_10;\n tmpvar_10.w = 1.0;\n tmpvar_10.xyz = ((crisp_1 + (\n ((vec3(0.0, 0.0, 1.0) * uv.y) * pow ((1.0 - rad), 8.0))\n * tmpvar_9)) + (tmpvar_9 * texture (sampler_main, uv).xyz));\n ret = tmpvar_10.xyz;\n }"}