{"version":2,"baseVals":{"rating":4,"gammaadj":1,"decay":0.995,"echo_zoom":1.007,"echo_orient":3,"additivewave":1,"modwavealphabyvolume":1,"wave_brighten":0,"wrap":0,"wave_a":1.413,"wave_scale":0.418,"wave_smoothing":0,"wave_mystery":-0.66,"modwavealphastart":2,"modwavealphaend":2,"warpanimspeed":0.626,"warpscale":1.331,"zoomexp":1.00001,"zoom":0.99951,"warp":0.08925,"wave_r":0,"wave_g":0,"wave_x":0.24,"wave_y":0.44,"ob_size":0.5,"ob_r":0.01,"ib_size":0.26,"mv_x":64,"mv_y":48,"mv_l":0,"mv_a":0},"shapes":[{"baseVals":{"enabled":1,"additive":1,"rad":0.0277,"ang":6.03186,"tex_ang":6.03186,"tex_zoom":0.6839,"r2":1,"g2":0,"a2":1,"border_r":0,"border_g":0,"border_b":0,"border_a":1},"init_eqs_eel":"","frame_eqs_eel":"an = an + q6;\nang = an*0.5;\nx = q4;\ny = q5;\nrad = q3*sqrt(2);\n\n\nx = 0.5 + (x-0.5)/q2;\ny = 0.5 + (y-0.5)/q1;\n"},{"baseVals":{"enabled":1,"additive":1,"rad":0.0277,"ang":6.03186,"tex_ang":6.03186,"tex_zoom":0.6839,"r2":1,"g2":0,"a2":1,"border_r":0,"border_g":0,"border_b":0,"border_a":1},"init_eqs_eel":"","frame_eqs_eel":"an = an + q9;\nang = an*0.5;\nx = q7;\ny = q8;\nrad = q3*sqrt(2);\n\nx = 0.5 + (x-0.5)/q2;\ny = 0.5 + (y-0.5)/q1;\n"},{"baseVals":{"enabled":1,"additive":1,"rad":0.0277,"ang":6.03186,"tex_ang":6.03186,"tex_zoom":0.6839,"r2":1,"g2":0,"a2":1,"border_r":0,"border_g":0,"border_b":0,"border_a":1},"init_eqs_eel":"","frame_eqs_eel":"an = an + q12;\nang = an*0.5;\nx = q10;\ny = q11;\nrad = q3*sqrt(2);\n\nx = 0.5 + (x-0.5)/q2;\ny = 0.5 + (y-0.5)/q1;\n"},{"baseVals":{"sides":48,"additive":1,"num_inst":4,"rad":0.0277,"ang":6.03186,"tex_ang":6.03186,"tex_zoom":0.6839,"g":1,"b":1,"r2":1,"b2":1,"a2":1,"border_r":0,"border_g":0,"border_b":0,"border_a":1,"enabled":0},"init_eqs_eel":"","frame_eqs_eel":"an = an + 0.5*q16/num_inst;\nw = asin(1)*4*instance/num_inst + an;\nx = q6 + sin(w)*q5*0.5;\ny = q7 + cos(w)*q5*0.5;\nrad = q5*0.25;\n\n\n//x = 0.5 + (x-0.5)/q2;\n//y = 0.5 + (y-0.5)/q1;\n"}],"waves":[{"baseVals":{"enabled":1,"thick":1,"additive":1,"scaling":2.0231,"smoothing":0,"r":0},"init_eqs_eel":"t2 = 0;\nt3 = 0;\nt4 = 0;\ncl = 0;","frame_eqs_eel":"vol = bass*8 + mid*5 + treb*3;\nm = m*0.97 + vol*0.08;\nmonitor = vol;\nbeat = above(vol,res)*above(vol,m)*above(vol,16);\ndiff = (1-beat)*diff + beat*(vol-res);\nres = beat*(vol + m*0.04) + (1-beat)*(res - (0.1+diff*0.02)*60/fps);\nres = max(0,res);\n\na = beat;","point_eqs_eel":"tt3 = tt3*0.6 + (value1)*1;\ntt2 = tt2*0.7 + tt3*0.2;\ntt1 = tt1*0.8 + tt2*0.1;\nd = d*0.9 + tt1*0.2;\n\ny = 0.5 + d*sample*(1-sample)*2;\nx = -0.05 + sample*1.1;"},{"baseVals":{"spectrum":1,"thick":1,"enabled":0},"init_eqs_eel":"chance = 0;","frame_eqs_eel":"","point_eqs_eel":"// the velocity vector\n\nx = q3 + sample*sin(q14)*q13*40;\ny = q4 + sample*cos(q14)*q13*40;\n\n// tangential velocity of rotation\n//x = q3 + sample*q16*40;\n//y = q4 - q5/2;\n\n\nx = 0.5 + (x-0.5)/q1;\ny = 0.5 + (y-0.5)/q2;"},{"baseVals":{"spectrum":1,"thick":1,"enabled":0},"init_eqs_eel":"chance = 0;","frame_eqs_eel":"","point_eqs_eel":"// tangential property of velocity vector\n\nx = q3 + sample*sin(q10)*cos(q14-q10)*q13*40;\ny = q4 + sample*cos(q10)*cos(q14-q10)*q13*40;\n\n// vx\n//x = q3 + sample*q11*40;\n//y = q4;\n\nx = 0.5 + (x-0.5)/q1;\ny = 0.5 + (y-0.5)/q2;"},{"baseVals":{"spectrum":1,"thick":1,"enabled":0},"init_eqs_eel":"chance = 0;","frame_eqs_eel":"","point_eqs_eel":"// orthogonal property of velocity vector\n\nx = q3 + sample*sin(q10+asin(1))*cos(q14-q10-asin(1))*q13*40;\ny = q4 + sample*cos(q10+asin(1))*cos(q14-q10-asin(1))*q13*40;\n\n// vy\n//x = q3;\n//y = q4 + sample*q12*40;\n\nx = 0.5 + (x-0.5)/q1;\ny = 0.5 + (y-0.5)/q2;"}],"init_eqs_eel":"x1 = 0.5;\ny1 = 0.6;\n\nx2 = 0.5;\ny2 = 0.4;\n\nx3 = 0.5;\ny3 = 0.2;\n\nvr1 = 0.0001;\nvr2 = 0.0;\nvr3 = 0.0;\n\nvx1 = 0;\nvx2 = 0;\nvx3 = 0;","frame_eqs_eel":"zoom = 1;\nwarp = 0;\nwave_a = 0;\n\nr = 0.03+ (bass_att+treb_att)*0.004;\nmonitor = aspecty;\nvr = sin(vr1)*r;\nbounce = below(y1,r-(aspectx-1)*0.5);y1 = y1+vy1;vy1 = if(bounce, abs(vy1)*0.96 + (r-y1-(aspectx-1)*0.5)*0.1, vy1-0.0003*60/fps);\nvx1 = if(bounce, vx1 + (vr-vx1)*0.15, vx1);vr = if(bounce, vr + (vx1-vr)*0.85 , vr);vr1 = asin(vr/r);\nbounce = above(x1,1-r+(aspecty-1)*0.5);vx1 = if(bounce, - abs(vx1)*0.96 + (1-r-x1+(aspecty-1)*0.5)*0.1, vx1);\nvy1 = if(bounce, vy1 + (vr-vy1)*0.15, vy1);vr = if(bounce, vr + (vy1-vr)*0.85 , vr);vr1 = asin(vr/r);\nbounce = below(x1,r-(aspecty-1)*0.5);x1 = x1+vx1;vx1 = if(bounce, abs(vx1)*0.96 + (r-x1-(aspecty-1)*0.5)*0.1, vx1);\nvy1 = if(bounce, vy1 + (-vr-vy1)*0.15, vy1);vr = if(bounce, vr - (vy1+vr)*0.85 , vr);vr1 = asin(vr/r);\n\nvr = sin(vr2)*r;\nbounce = below(y2,r-(aspectx-1)*0.5);y2 = y2+vy2;vy2 = if(bounce, abs(vy2)*0.96 + (r-y2-(aspectx-1)*0.5)*0.1, vy2-0.0003*60/fps);\nvx2 = if(bounce, vx2 + (vr-vx2)*0.15, vx2);vr = if(bounce, vr + (vx2-vr)*0.85 , vr);vr2 = asin(vr/r);\nbounce = above(x2,1-r+(aspecty-1)*0.5);vx2 = if(bounce, - abs(vx2)*0.96 + (1-r-x2+(aspecty-1)*0.5)*0.1, vx2);\nvy2 = if(bounce, vy2 + (vr-vy2)*0.15, vy2);vr = if(bounce, vr + (vy2-vr)*0.85 , vr);vr2 = asin(vr/r);\nbounce = below(x2,r-(aspecty-1)*0.5);x2 = x2+vx2;vx2 = if(bounce, abs(vx2)*0.96 + (r-x2-(aspecty-1)*0.5)*0.1, vx2);\nvy2 = if(bounce, vy2 + (-vr-vy2)*0.15, vy2);vr = if(bounce, vr - (vy2+vr)*0.85 , vr);vr2 = asin(vr/r);\n\nvr = sin(vr3)*r;\nbounce = below(y3,r-(aspectx-1)*0.5);y3 = y3+vy3;vy3 = if(bounce, abs(vy3)*0.96 + (r-y3-(aspectx-1)*0.5)*0.1, vy3-0.0003*60/fps);\nvx3 = if(bounce, vx3 + (vr-vx3)*0.15, vx3);vr = if(bounce, vr + (vx3-vr)*0.85 , vr);vr3 = asin(vr/r);\nbounce = above(x3,1-r+(aspecty-1)*0.5);vx3 = if(bounce, - abs(vx3)*0.96 + (1-r-x3+(aspecty-1)*0.5)*0.1, vx3);\nvy3 = if(bounce, vy3 + (vr-vy3)*0.15, vy3);vr = if(bounce, vr + (vy3-vr)*0.85 , vr);vr3 = asin(vr/r);\nbounce = below(x3,r-(aspecty-1)*0.5);x3 = x3+vx3;vx3 = if(bounce, abs(vx3)*0.96 + (r-x3-(aspecty-1)*0.5)*0.1, vx3);\nvy3 = if(bounce, vy3 + (-vr-vy3)*0.15, vy3);vr = if(bounce, vr - (vy3+vr)*0.85 , vr);vr3 = asin(vr/r);\n\nbounce = below( sqrt( sqr(x1+vx1-x2-vx2) + sqr(y1+vy1-y2-vy2)), 2*r);\nbounce = bounce*below(sqrt( sqr(x1+vx1-x2-vx2) + sqr(y1+vy1-y2-vy2)),sqrt( sqr(x1-x2) + sqr(y1-y2)));\nref_ang = atan2(x2-x1,y2-y1)+asin(1); // common tangent\nv1 = sqrt(vx1*vx1+vy1*vy1);v2 = sqrt(vx2*vx2+vy2*vy2);w1 = atan2(vx1,vy1);w2 = atan2(vx2,vy2);\nvr = sin(vr1)*r; v2r=sin(vr2)*r;\nvx1 = if(bounce,sin(ref_ang)*v1*cos(w1-ref_ang) + ((vr-v2r)-sin(ref_ang)*v1*cos(w1-ref_ang))*0.1\n + sin(ref_ang+asin(1))*v2*cos(w2-ref_ang-asin(1)), vx1);\nvy1 = if(bounce,cos(ref_ang)*v1*cos(w1-ref_ang) + ((vr-v2r)-cos(ref_ang)*v1*cos(w1-ref_ang))*0.1\n + cos(ref_ang+asin(1))*v2*cos(w2-ref_ang-asin(1)), vy1);\nvx2 = if(bounce,sin(ref_ang)*v2*cos(w2-ref_ang) + ((v2r-vr)-sin(ref_ang)*v2*cos(w2-ref_ang))*0.1\n + sin(ref_ang+asin(1))*v1*cos(w1-ref_ang-asin(1)), vx2);\nvy2 = if(bounce,cos(ref_ang)*v2*cos(w2-ref_ang) + ((v2r-vr)-cos(ref_ang)*v2*cos(w2-ref_ang))*0.1\n + cos(ref_ang+asin(1))*v1*cos(w1-ref_ang-asin(1)), vy2);\nvr = if(bounce, vr + (cos(w1-ref_ang)*(v1-v2)-vr)*0.9 , vr);vr1 = asin(vr/r);\nv2r = if(bounce, v2r + (cos(w2-ref_ang)*(v2-v1)-v2r)*0.9 , v2r);vr2 = asin(v2r/r);\n\nbounce = below( sqrt( sqr(x1+vx1-x3-vx3) + sqr(y1+vy1-y3-vy3)), 2*r);\nbounce = bounce*below(sqrt( sqr(x1+vx1-x3-vx3) + sqr(y1+vy1-y3-vy3)),sqrt( sqr(x1-x3) + sqr(y1-y3)));\nref_ang = atan2(x3-x1,y3-y1)+asin(1); // common tangent\nv1 = sqrt(vx1*vx1+vy1*vy1);v2 = sqrt(vx3*vx3+vy3*vy3);w1 = atan2(vx1,vy1);w2 = atan2(vx3,vy3);\nvr = sin(vr1)*r; v2r=sin(vr3)*r;\nvx1 = if(bounce,sin(ref_ang)*v1*cos(w1-ref_ang) + ((vr-v2r)-sin(ref_ang)*v1*cos(w1-ref_ang))*0.1\n + sin(ref_ang+asin(1))*v2*cos(w2-ref_ang-asin(1)), vx1);\nvy1 = if(bounce,cos(ref_ang)*v1*cos(w1-ref_ang) + ((vr-v2r)-cos(ref_ang)*v1*cos(w1-ref_ang))*0.1\n + cos(ref_ang+asin(1))*v2*cos(w2-ref_ang-asin(1)), vy1);\nvx3 = if(bounce,sin(ref_ang)*v2*cos(w2-ref_ang) + ((v2r-vr)-sin(ref_ang)*v2*cos(w2-ref_ang))*0.1\n + sin(ref_ang+asin(1))*v1*cos(w1-ref_ang-asin(1)), vx3);\nvy3 = if(bounce,cos(ref_ang)*v2*cos(w2-ref_ang) + ((v2r-vr)-cos(ref_ang)*v2*cos(w2-ref_ang))*0.1\n + cos(ref_ang+asin(1))*v1*cos(w1-ref_ang-asin(1)), vy3);\nvr = if(bounce, vr + (cos(w1-ref_ang)*(v1-v2)-vr)*0.9 , vr);vr1 = asin(vr/r);\nv2r = if(bounce, v2r + (cos(w2-ref_ang)*(v2-v1)-v2r)*0.9 , v2r);vr3 = asin(v2r/r);\n\nbounce = below( sqrt( sqr(x3+vx3-x2-vx2) + sqr(y3+vy3-y2-vy2)), 2*r);\nbounce = bounce*below(sqrt( sqr(x2+vx2-x3-vx3) + sqr(y2+vy2-y3-vy3)),sqrt( sqr(x2-x3) + sqr(y2-y3)));\nref_ang = atan2(x2-x3,y2-y3)+asin(1); // common tangent\nv1 = sqrt(vx3*vx3+vy3*vy3);v2 = sqrt(vx2*vx2+vy2*vy2);w1 = atan2(vx3,vy3);w2 = atan2(vx2,vy2);\nvr = sin(vr3)*r; v2r=sin(vr2)*r;\nvx3 = if(bounce,sin(ref_ang)*v1*cos(w1-ref_ang) + ((vr-v2r)-sin(ref_ang)*v1*cos(w1-ref_ang))*0.1\n + sin(ref_ang+asin(1))*v2*cos(w2-ref_ang-asin(1)), vx3);\nvy3 = if(bounce,cos(ref_ang)*v1*cos(w1-ref_ang) + ((vr-v2r)-cos(ref_ang)*v1*cos(w1-ref_ang))*0.1\n + cos(ref_ang+asin(1))*v2*cos(w2-ref_ang-asin(1)), vy3);\nvx2 = if(bounce,sin(ref_ang)*v2*cos(w2-ref_ang) + ((v2r-vr)-sin(ref_ang)*v2*cos(w2-ref_ang))*0.1\n + sin(ref_ang+asin(1))*v1*cos(w1-ref_ang-asin(1)), vx2);\nvy2 = if(bounce,cos(ref_ang)*v2*cos(w2-ref_ang) + ((v2r-vr)-cos(ref_ang)*v2*cos(w2-ref_ang))*0.1\n + cos(ref_ang+asin(1))*v1*cos(w1-ref_ang-asin(1)), vy2);\nvr = if(bounce, vr + (cos(w1-ref_ang)*(v1-v2)-vr)*0.9 , vr);vr3 = asin(vr/r);\nv2r = if(bounce, v2r + (cos(w2-ref_ang)*(v2-v1)-v2r)*0.9 , v2r);vr2 = asin(v2r/r);\n\n\n\n\nq1 = aspectx;\nq2 = aspecty;\nq3 = r*2;\n\nq4 = x1; q5 = y1; q6 = vr1;\nq7 = x2; q8 = y2; q9 = vr2;\nq10 = x3; q11 = y3; q12 = vr3;\n\nq13 = atan2( (x1+x2+x3)/3 - 0.5, (y1+y2+y3)/3-0.5);\nq14 = sigmoid(sqrt( sqr((x1+x2+x3)/3 - 0.5) + sqr((y1+y2+y3)/3-0.5) ),2)*0.2;","pixel_eqs_eel":"du = (x*2-1) - (q4+q7+q10-1.5)*2/3;\ndv = (y*2-1) + (q5+q8+q11-1.5)*2/3;\ndist = sqrt(du*du+dv*dv);\nang2 = atan2(du,dv);\nmult = sin(dist*0.05)*0.4*q14;\ndx = mult*sin(ang2*2+q13)*aspectx;\ndy = mult*cos(ang2*2+q13)*aspecty;","warp":" shader_body { \n vec3 ret_1;\n vec2 tmpvar_2;\n tmpvar_2 = (texsize.zw * 8.0);\n ret_1.xz = vec2(0.0, 0.0);\n vec2 tmpvar_3;\n tmpvar_3 = fract(uv);\n ret_1.y = texture (sampler_fc_main, tmpvar_3).y;\n ret_1.y = (ret_1.y + ((\n ((ret_1.y - ((texture (sampler_blur3, tmpvar_3).xyz * scale3) + bias3).y) - 0.03)\n * 0.6) - 0.06));\n ret_1.y = (ret_1.y + ((\n (texture (sampler_blur3, uv_orig).xyz * scale3)\n + bias3).x * 0.3));\n vec2 tmpvar_4;\n tmpvar_4.x = (((texture (sampler_blur1, \n (uv_orig + (vec2(1.0, 0.0) * tmpvar_2))\n ).xyz * scale1) + bias1) - ((texture (sampler_blur1, \n (uv_orig - (vec2(1.0, 0.0) * tmpvar_2))\n ).xyz * scale1) + bias1)).z;\n tmpvar_4.y = (((texture (sampler_blur1, \n (uv_orig + (vec2(0.0, 1.0) * tmpvar_2))\n ).xyz * scale1) + bias1) - ((texture (sampler_blur1, \n (uv_orig - (vec2(0.0, 1.0) * tmpvar_2))\n ).xyz * scale1) + bias1)).z;\n ret_1.z = (texture (sampler_fc_main, (mix (uv_orig, uv, vec2(0.3, 0.3)) + (\n (tmpvar_4 * texsize.zw)\n * 8.0))).z - 0.03);\n ret_1.z = (ret_1.z + ((\n clamp ((0.2 - ((texture (sampler_blur2, uv).xyz * scale2) + bias2).y), 0.0, 1.0)\n * 0.1) + (\n ((texture (sampler_blur2, uv_orig).xyz * scale2) + bias2)\n .x * 0.2)));\n vec4 tmpvar_5;\n tmpvar_5.w = 1.0;\n tmpvar_5.xyz = ret_1;\n ret = tmpvar_5.xyz;\n }","comp":" shader_body { \n vec3 ret_1;\n vec2 tmpvar_2;\n tmpvar_2 = (texsize.zw * 6.0);\n vec3 tmpvar_3;\n tmpvar_3 = (((texture (sampler_blur1, \n (uv + (vec2(1.0, 0.0) * tmpvar_2))\n ).xyz * scale1) + bias1) - ((texture (sampler_blur1, \n (uv - (vec2(1.0, 0.0) * tmpvar_2))\n ).xyz * scale1) + bias1));\n vec3 tmpvar_4;\n tmpvar_4 = (((texture (sampler_blur1, \n (uv + (vec2(0.0, 1.0) * tmpvar_2))\n ).xyz * scale1) + bias1) - ((texture (sampler_blur1, \n (uv - (vec2(0.0, 1.0) * tmpvar_2))\n ).xyz * scale1) + bias1));\n vec2 tmpvar_5;\n tmpvar_5.x = dot (tmpvar_3, vec3(0.32, 0.49, 0.29));\n tmpvar_5.y = dot (tmpvar_4, vec3(0.32, 0.49, 0.29));\n vec2 tmpvar_6;\n tmpvar_6 = (uv - (0.25 * tmpvar_5));\n vec2 tmpvar_7;\n tmpvar_7.x = dot (tmpvar_3, vec3(0.32, 0.49, 0.29));\n tmpvar_7.y = dot (tmpvar_4, vec3(0.32, 0.49, 0.29));\n vec2 tmpvar_8;\n tmpvar_8 = (uv + (0.25 * tmpvar_7));\n ret_1 = ((0.8 * (\n (texture (sampler_blur3, tmpvar_6).xyz * scale3)\n + bias3)) - ((texture (sampler_blur1, tmpvar_6).xyz * scale1) + bias1));\n ret_1 = (ret_1 + (0.6 * (\n (texture (sampler_blur1, uv).xyz * scale1)\n + bias1)));\n ret_1 = (ret_1 - ((\n (texture (sampler_blur2, tmpvar_8).xyz * scale2)\n + bias2) - (\n (texture (sampler_blur1, tmpvar_8).xyz * scale1)\n + bias1)));\n ret_1 = (ret_1 + ((1.2 * texture (sampler_main, tmpvar_8).xyz) + (0.15 * \n ((texture (sampler_blur1, tmpvar_8).xyz * scale1) + bias1)\n )));\n ret_1 = (ret_1 + 0.9);\n ret_1 = (vec3(dot (ret_1, vec3(0.32, 0.49, 0.29))) - (0.15 * dot (texture (sampler_noise_hq, \n (uv + (0.01 * time))\n ), vec4(0.32, 0.49, 0.29, 0.0))));\n ret_1 = (mix (ret_1, (\n (0.75 * ret_1)\n * \n dot ((((0.6 * \n ((texture (sampler_blur3, tmpvar_6).xyz * scale3) + bias3)\n ) - (0.7 * texture (sampler_main, uv).xyz)) - (0.3 * (\n (texture (sampler_blur1, tmpvar_8).xyz * scale1)\n + bias1))), vec3(0.32, 0.49, 0.29))\n ), pow (hue_shader, ret_1)) * 0.8);\n ret_1 = (ret_1 * ret_1);\n vec3 tmpvar_9;\n tmpvar_9 = sqrt(ret_1);\n ret_1 = tmpvar_9;\n vec4 tmpvar_10;\n tmpvar_10.w = 1.0;\n tmpvar_10.xyz = tmpvar_9;\n ret = tmpvar_10.xyz;\n }"}