{"version":2,"baseVals":{"rating":3,"gammaadj":1.3,"decay":1,"echo_zoom":1.75,"echo_alpha":0.15,"echo_orient":3,"wave_mode":1,"wave_dots":1,"darken":1,"wave_scale":0.5,"wave_smoothing":0.9,"warp":0.01,"mv_l":5},"shapes":[{"baseVals":{"enabled":1,"sides":100,"border_a":0},"init_eqs_eel":"","frame_eqs_eel":"r = r + 1*sin(time*0.339);\ng = g + 1*sin(time*0.369);\nb = b + 1*sin(time*0.399);\nr2 = r2 + 1*sin(time*0.113);\ng2 = g2 + 1*sin(time*0.123);\nb2 = b2 + 1*sin(time*0.133);\nrad = q1/3;"},{"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":"q1 = 0.0003*(pow(1+1.2*bass+0.4*bass_att+0.1*treb+0.1*treb_att+0.1*mid+0.1*mid_att,6));\nmv_a = q1;\nmv_x = mv_x + 1*sin(time);\nmv_y = mv_y + 1*cos(time);\nmv_dx = mv_dx + 1.25*sin(fps*8);\nmv_dy = mv_dy + 1.35*sin(fps*8);\nmv_r = mv_r + 1*sin(time*0.565);\nmv_g = mv_g + 1*sin(time*0.615);\nmv_b = mv_b + 1*sin(time*0.665);\nwave_r = wave_r + 0.5*sin(time*1.13);\nwave_g = wave_g + 0.5*sin(time*1.23);\nwave_b = wave_b + 0.5*sin(time*1.33);","pixel_eqs_eel":"zoom = zoom + 0.0125*q1;\nrot = rot + 0.025*sin(fps*10)*q1;\nwarp = 0;","warp":"vec2 xlat_mutabled;\nvec3 xlat_mutabledx;\nvec3 xlat_mutabledy;\n shader_body { \n vec3 ret_1;\n vec3 tmpvar_2;\n tmpvar_2 = (texture (sampler_noise_lq, ((\n (uv_orig * texsize.xy)\n * texsize_noise_lq.zw) + rand_frame.xy)).xyz - 0.5);\n xlat_mutabled = (texsize.zw * 16.0);\n xlat_mutabledx = (((texture (sampler_blur2, \n (uv_orig + (vec2(1.0, 0.0) * xlat_mutabled))\n ).xyz * scale2) + bias2) - ((texture (sampler_blur2, \n (uv_orig - (vec2(1.0, 0.0) * xlat_mutabled))\n ).xyz * scale2) + bias2));\n xlat_mutabledy = (((texture (sampler_blur2, \n (uv_orig + (vec2(0.0, 1.0) * xlat_mutabled))\n ).xyz * scale2) + bias2) - ((texture (sampler_blur2, \n (uv_orig - (vec2(0.0, 1.0) * xlat_mutabled))\n ).xyz * scale2) + bias2));\n xlat_mutabled = uv;\n vec2 tmpvar_3;\n tmpvar_3.x = xlat_mutabledx.y;\n tmpvar_3.y = xlat_mutabledy.y;\n vec2 tmpvar_4;\n tmpvar_4.x = xlat_mutabledx.z;\n tmpvar_4.y = xlat_mutabledy.z;\n vec4 tmpvar_5;\n tmpvar_5 = texture (sampler_main, uv_orig);\n ret_1.y = ((texture (sampler_main, (uv - \n ((tmpvar_3 * texsize.zw) * 16.0)\n )).y - 0.006) + ((1.0 - tmpvar_5.x) * 0.018));\n ret_1.z = ((texture (sampler_main, (uv - \n ((tmpvar_4 * texsize.zw) * 16.0)\n )).z - 0.006) + (tmpvar_5.x * 0.018));\n ret_1.x = texture (sampler_fc_main, (uv + ((tmpvar_2.xy * texsize.zw) * 0.5))).x;\n ret_1.x = (ret_1.x + ((\n (ret_1.x - ((texture (sampler_blur3, uv).xyz * scale3) + bias3).x)\n * 0.2) + (tmpvar_2 * 0.01)).x);\n vec4 tmpvar_6;\n tmpvar_6.w = 1.0;\n tmpvar_6.xyz = ret_1;\n ret = tmpvar_6.xyz;\n }","comp":" shader_body { \n vec2 dz_1;\n vec3 dy_2;\n vec3 dx_3;\n vec2 d_4;\n vec3 ret_5;\n vec2 tmpvar_6;\n vec2 tmpvar_7;\n tmpvar_7 = (vec2(1.0, 0.0) * texsize.zw);\n tmpvar_6.x = (texture (sampler_main, (uv + tmpvar_7)).xyz - texture (sampler_main, (uv - tmpvar_7)).xyz).y;\n vec2 tmpvar_8;\n tmpvar_8 = (vec2(0.0, 1.0) * texsize.zw);\n tmpvar_6.y = (texture (sampler_main, (uv + tmpvar_8)).xyz - texture (sampler_main, (uv - tmpvar_8)).xyz).y;\n d_4 = (texsize.zw * 2.0);\n dx_3 = (((texture (sampler_blur1, \n (uv + (vec2(1.0, 0.0) * d_4))\n ).xyz * scale1) + bias1) - ((texture (sampler_blur1, \n (uv - (vec2(1.0, 0.0) * d_4))\n ).xyz * scale1) + bias1));\n dy_2 = (((texture (sampler_blur1, \n (uv + (vec2(0.0, 1.0) * d_4))\n ).xyz * scale1) + bias1) - ((texture (sampler_blur1, \n (uv - (vec2(0.0, 1.0) * d_4))\n ).xyz * scale1) + bias1));\n vec2 tmpvar_9;\n tmpvar_9.x = dx_3.y;\n tmpvar_9.y = dy_2.y;\n dz_1 = ((tmpvar_6 * 3.0) + tmpvar_9);\n ret_5 = (vec3(((\n pow ((sqrt(dot (dz_1, dz_1)) * 0.8), 0.7)\n * 2.0) + (\n ((texture (sampler_blur1, uv).xyz * scale1) + bias1)\n .y * 2.0))) * vec3(0.2, 0.3, 0.6));\n vec2 tmpvar_10;\n tmpvar_10.x = q19;\n tmpvar_10.y = q20;\n vec2 tmpvar_11;\n tmpvar_11 = fract(((0.5 + \n (uv - 0.5)\n ) + (tmpvar_10 * vec2(-1.0, 1.0))));\n vec2 tmpvar_12;\n tmpvar_12.x = dx_3.y;\n tmpvar_12.y = dy_2.y;\n vec3 tmpvar_13;\n tmpvar_13 = ((mix (ret_5, vec3(3.0, 2.0, 1.0), \n ((texture (sampler_blur3, (tmpvar_11 - tmpvar_12)).xyz * scale3) + bias3)\n .xxx) * (vec3(1.0, 1.0, 1.0) - \n ((texture (sampler_blur2, (tmpvar_11 - dz_1)).xyz * scale2) + bias2)\n .xxx)) * (vec3(1.0, 1.0, 1.0) - vec3((1.5 * texture (sampler_main, tmpvar_11).x))));\n ret_5 = tmpvar_13;\n vec4 tmpvar_14;\n tmpvar_14.w = 1.0;\n tmpvar_14.xyz = tmpvar_13;\n ret = tmpvar_14.xyz;\n }"}