{"version":2,"baseVals":{"rating":1,"decay":0.973,"echo_zoom":1.047,"wave_mode":3,"wave_dots":1,"wrap":0,"darken_center":1,"darken":1,"wave_a":0.9,"wave_scale":2.905,"wave_smoothing":0.627,"wave_mystery":-0.3,"warpscale":2.853,"zoomexp":1.23219,"zoom":1.08017,"warp":0.01678,"wave_r":0.6,"wave_g":0.6,"wave_b":0.6,"ob_size":0,"mv_x":64,"mv_y":48,"mv_l":0,"mv_r":0.35,"mv_g":0.35,"mv_b":0.35,"b1n":0.67},"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":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":"wave_r = wave_r + 0.400*( 0.60*sin(0.933*time) + 0.40*sin(1.045*time) );\nwave_g = wave_g + 0.100*( 0.60*sin(0.900*time) + 0.40*sin(0.956*time) );\nwave_b = wave_b + 0.100*( 0.60*sin(0.910*time) + 0.40*sin(0.920*time) );\nmv_r = wave_r;\nmv_b = wave_b;\nmv_g = wave_g;\nq1 = 0.05*(pow(1+1.2*bass+0.4*bass_att+0.1*treb+0.1*treb_att+0.1*mid+0.1*mid_att,6)/fps);\n//q1 = 0.6*(bass+bass_att);\nmv_a = if(above(bass-1.2,1),1,bass-1.2);\nq2 = oldq2 + 0.05*(pow(1+1.2*treb+0.4*treb_att+0.1*treb+0.1*treb_att+0.1*mid+0.1*mid_att,6)/fps);\n\n//q2 = oldq2 +q1;\noldq2 = q2 ;\nmonitor = q2;","pixel_eqs_eel":"zoom = zoom + rad*0.1*q1;","warp":" shader_body { \n vec3 ret_1;\n ret_1 = texture (sampler_main, uv).xyz;\n vec2 tmpvar_2;\n tmpvar_2 = (normalize((uv - uv_orig)) * texsize.zw);\n vec4 tmpvar_3;\n tmpvar_3.w = 0.0;\n tmpvar_3.xyz = ret_1;\n vec4 tmpvar_4;\n tmpvar_4.w = 0.0;\n tmpvar_4.xyz = max (tmpvar_3, (texture (sampler_main, (uv + tmpvar_2)) * 0.97)).xyz;\n vec4 tmpvar_5;\n tmpvar_5.w = 0.0;\n tmpvar_5.xyz = max (tmpvar_4, (texture (sampler_main, (uv - tmpvar_2)) * 0.97)).xyz;\n vec4 tmpvar_6;\n tmpvar_6.w = 0.0;\n tmpvar_6.xyz = max (tmpvar_5, (texture (sampler_main, (uv + \n (tmpvar_2 * 2.0)\n )) * 0.9)).xyz;\n ret_1 = (max (tmpvar_6, (texture (sampler_main, \n (uv - (tmpvar_2 * 2.0))\n ) * 0.9)).xyz * 0.95);\n vec4 tmpvar_7;\n tmpvar_7.w = 1.0;\n tmpvar_7.xyz = ret_1;\n ret = tmpvar_7.xyz;\n }","comp":" shader_body { \n vec2 uv2_1;\n vec3 ret_2;\n uv2_1 = (uv + (vec2(1.0, 0.0) * texsize.zw));\n float tmpvar_3;\n tmpvar_3 = (((texture (sampler_main, uv2_1).xyz + \n (((texture (sampler_blur1, uv2_1).xyz * scale1) + bias1) * 0.4)\n ) + (\n ((texture (sampler_blur2, uv2_1).xyz * scale2) + bias2)\n * 0.15)) + ((\n (texture (sampler_blur3, uv2_1).xyz * scale3)\n + bias3) * 0.1)).x;\n uv2_1 = (uv + (vec2(-1.0, 0.0) * texsize.zw));\n float tmpvar_4;\n tmpvar_4 = (((texture (sampler_main, uv2_1).xyz + \n (((texture (sampler_blur1, uv2_1).xyz * scale1) + bias1) * 0.4)\n ) + (\n ((texture (sampler_blur2, uv2_1).xyz * scale2) + bias2)\n * 0.15)) + ((\n (texture (sampler_blur3, uv2_1).xyz * scale3)\n + bias3) * 0.1)).x;\n uv2_1 = (uv + (vec2(0.0, 1.0) * texsize.zw));\n float tmpvar_5;\n tmpvar_5 = (((texture (sampler_main, uv2_1).xyz + \n (((texture (sampler_blur1, uv2_1).xyz * scale1) + bias1) * 0.4)\n ) + (\n ((texture (sampler_blur2, uv2_1).xyz * scale2) + bias2)\n * 0.15)) + ((\n (texture (sampler_blur3, uv2_1).xyz * scale3)\n + bias3) * 0.1)).x;\n uv2_1 = (uv + (vec2(0.0, -1.0) * texsize.zw));\n vec3 tmpvar_6;\n tmpvar_6.z = 0.14;\n tmpvar_6.x = (tmpvar_3 - tmpvar_4);\n tmpvar_6.y = (tmpvar_5 - ((\n (texture (sampler_main, uv2_1).xyz + (((texture (sampler_blur1, uv2_1).xyz * scale1) + bias1) * 0.4))\n + \n (((texture (sampler_blur2, uv2_1).xyz * scale2) + bias2) * 0.15)\n ) + (\n ((texture (sampler_blur3, uv2_1).xyz * scale3) + bias3)\n * 0.1)).x);\n ret_2 = (0.5 + (0.5 * normalize(tmpvar_6)));\n vec2 x_7;\n x_7 = (ret_2.xy - 0.5);\n ret_2 = (ret_2 * clamp ((\n sqrt(dot (x_7, x_7))\n * 5.0), 0.0, 1.0));\n ret_2 = ret_2.xxy;\n ret_2 = (ret_2 + 1.15);\n ret_2 = (ret_2 * mix (ret_2, (ret_2 * \n (((texture (sampler_blur3, uv).xyz * scale3) + bias3) - ((texture (sampler_blur1, uv).xyz * scale1) + bias1))\n ), pow (hue_shader.zyx, ret_2)));\n ret_2 = (ret_2 * ret_2);\n vec4 tmpvar_8;\n tmpvar_8.w = 1.0;\n tmpvar_8.xyz = ret_2;\n ret = tmpvar_8.xyz;\n }"}