{"version":2,"baseVals":{"rating":3,"gammaadj":1.98,"decay":0.5,"echo_zoom":1,"echo_alpha":0.5,"echo_orient":3,"wave_mode":6,"additivewave":1,"wave_thick":1,"modwavealphabyvolume":1,"wave_brighten":0,"darken":1,"wave_a":0.002,"wave_scale":2.103,"wave_smoothing":0.54,"wave_mystery":0.38,"modwavealphastart":0.81,"modwavealphaend":1.4,"warpanimspeed":1.459,"warpscale":2.007,"zoom":0.9999,"warp":0.01,"sx":0.9999,"wave_r":0,"wave_g":0,"wave_b":0,"ob_size":0,"ob_b":0.2,"ob_a":1,"ib_size":0,"ib_r":0,"ib_g":0,"ib_a":1,"mv_x":32,"mv_y":24,"mv_l":0.2,"mv_r":0.6,"mv_g":0.2,"mv_b":0.7,"mv_a":0,"b1ed":0},"shapes":[{"baseVals":{"sides":32,"num_inst":155,"x":0.37,"rad":0.17915,"tex_zoom":1.25943,"r":0,"g":0.1,"b":0.6,"a":0.8,"g2":0,"border_b":0,"border_a":0,"enabled":0},"init_eqs_eel":"","frame_eqs_eel":""},{"baseVals":{"enabled":1,"sides":34,"num_inst":100,"x":0.6,"rad":0.02217,"tex_zoom":60.80383,"r":0,"g":1,"b":1,"a":0.9,"g2":0,"border_r":0,"border_g":0,"border_b":0,"border_a":0},"init_eqs_eel":"lit = 0;","frame_eqs_eel":"k1 = 1-instance/num_inst;\ndist = k1+.15;\n\n\nfov = .1;\nposx = fov/dist * sin(dist*6.28*3*q5+time/2)*k1;\nposy = fov * cos(dist*6.28*5*q6+time/3);\n\nx = .55 + (posx + -k1/2 + q5/2*k1) + .1*q5;\ny = .65 - k1/1.8 + .001/k1 +posy*k1;\n\nrad0 = .05/dist;\n\ntrig1 = q24 * bnot(q27%4);\ntrel1 = time*.66;\nt01 = t01 * bnot(trig1) + trig1*trel1;\nlit1 = (1-trel1+t01)*num_inst;\n\ntrig2 = q24 * bnot((q27+2)%4);\ntrel2 = time*2;\nt02 = t02 * bnot(trig2) + trig2*trel2;\nlit2 = (trel2-t02)*num_inst;\n\nb = min(1,dist*2*q23/abs(instance-lit1)); b2 = b/4;\ng = min(1,2*q23/abs(instance-lit2)); g2 = g/4;\ndick = min(1,1/abs(instance-lit1));\nr = .8; \na = .0;\na2 = 1;\n\nrad = rad0 + dick*.04*(1+q22/4) ;"},{"baseVals":{"sides":63,"x":0.123,"y":0,"rad":0.27319,"tex_zoom":0.49981,"g":1,"b":1,"r2":1,"b2":1,"border_r":0.5,"border_g":0.5,"border_b":0.5,"border_a":0,"enabled":0},"init_eqs_eel":"","frame_eqs_eel":""},{"baseVals":{"y":0.51,"rad":0.19869,"tex_ang":1.00531,"tex_zoom":0.49981,"g":0.4,"a":0.7,"r2":1,"b2":1,"border_r":0.5,"border_g":0.5,"border_b":0.5,"border_a":0,"enabled":0},"init_eqs_eel":"","frame_eqs_eel":""}],"waves":[{"baseVals":{"samples":128,"usedots":1,"additive":1,"scaling":0.89152,"smoothing":0,"enabled":0},"init_eqs_eel":"","frame_eqs_eel":"","point_eqs_eel":"x = sample; y = .4;"},{"baseVals":{"samples":100,"usedots":1,"thick":1,"scaling":0.89152,"smoothing":0,"a":0.1,"enabled":0},"init_eqs_eel":"","frame_eqs_eel":"","point_eqs_eel":""},{"baseVals":{"thick":1,"scaling":0.89152,"smoothing":0.82,"a":0.1,"enabled":0},"init_eqs_eel":"","frame_eqs_eel":"","point_eqs_eel":""},{"baseVals":{"spectrum":1,"usedots":1,"enabled":0},"init_eqs_eel":"","frame_eqs_eel":"","point_eqs_eel":""}],"init_eqs_eel":"","frame_eqs_eel":"dec_med = pow (0.5, 30/fps);\ndec_slow = pow (0.94, 30/fps);\nbeat = max (max (bass, mid), treb); \navg = avg*dec_slow + beat*(1-dec_slow);\nis_beat = above(beat, 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) %16;\nindex2 = (index2 + is_beat*bnot(index))%4;\nmonitor = index2;\n\nq20 = avg;\nq21 = beat;\nq22 = peak;\nq23 = index;\nq24 = is_beat;\nq26 = bass + mid + treb;\nq27 = index;\nq28 = index2;\nsb = sb*dec_med + q21*(1-dec_med);\nq29 = sb;\n\npuls = puls*dec_slow + (1-dec_slow)*q22*2;\nq23 = puls;\n\nk1 = is_beat*bnot(index%4);\np1 = p1+k1;\n\np2 = dec_slow * p2+ (1-dec_slow)*p1;\np3 = dec_slow * p3+ (1-dec_slow)*p2;\nrott = p3*3.14/2;\nq1 = cos(rott);\nq2 = sin(rott);\nq3 = -q2;\nq4 = q1;\n\n\ntrel1 = trel1 + .2/fps*(1+q23);\ntrel2 = trel2 + .12/fps*(1+q23*q1);\nq5 = cos(trel1);\nq6 = sin(trel2);\n\n\ntrelx = .5 + .5*sin(time/11);\nq13 = trelx-trelx_0;\ntrelx_0 = trelx;\ntrely = .5 + .5*sin(time/8);\nq11 = trelx;\nq12 = trely;\n\n\n\nzoom = 1;","pixel_eqs_eel":"","warp":"vec2 xlat_mutablers;\nvec2 xlat_mutablersufo;\nvec2 xlat_mutableuv1;\n shader_body { \n vec3 ufo_1;\n vec3 ret_2;\n xlat_mutableuv1 = (uv_orig - vec2(0.5, 0.1));\n xlat_mutablers.x = xlat_mutableuv1.x;\n xlat_mutablers.y = (1.0/(xlat_mutableuv1.y));\n vec2 tmpvar_3;\n tmpvar_3.x = (1.0 - (2.0 * q11));\n tmpvar_3.y = (2.0 - q12);\n xlat_mutablersufo = (((xlat_mutablers - tmpvar_3) * (16.0 + \n (64.0 * rand_preset.x)\n )) * (2.0 - trelx));\n float tmpvar_4;\n tmpvar_4 = clamp (inversesqrt(dot (xlat_mutablersufo, xlat_mutablersufo)), 0.0, 1.0);\n ufo_1 = (vec3(tmpvar_4) * vec3(tmpvar_4));\n ufo_1 = (ufo_1 * float((\n dot (ufo_1, vec3(0.32, 0.49, 0.29))\n >= 0.05)));\n vec2 tmpvar_5;\n tmpvar_5 = normalize(xlat_mutablersufo);\n float tmpvar_6;\n float tmpvar_7;\n tmpvar_7 = (min (abs(\n (tmpvar_5.x / tmpvar_5.y)\n ), 1.0) / max (abs(\n (tmpvar_5.x / tmpvar_5.y)\n ), 1.0));\n float tmpvar_8;\n tmpvar_8 = (tmpvar_7 * tmpvar_7);\n tmpvar_8 = (((\n ((((\n ((((-0.01213232 * tmpvar_8) + 0.05368138) * tmpvar_8) - 0.1173503)\n * tmpvar_8) + 0.1938925) * tmpvar_8) - 0.3326756)\n * tmpvar_8) + 0.9999793) * tmpvar_7);\n tmpvar_8 = (tmpvar_8 + (float(\n (abs((tmpvar_5.x / tmpvar_5.y)) > 1.0)\n ) * (\n (tmpvar_8 * -2.0)\n + 1.570796)));\n tmpvar_6 = (tmpvar_8 * sign((tmpvar_5.x / tmpvar_5.y)));\n if ((abs(tmpvar_5.y) > (1e-08 * abs(tmpvar_5.x)))) {\n if ((tmpvar_5.y < 0.0)) {\n if ((tmpvar_5.x >= 0.0)) {\n tmpvar_6 += 3.141593;\n } else {\n tmpvar_6 = (tmpvar_6 - 3.141593);\n };\n };\n } else {\n tmpvar_6 = (sign(tmpvar_5.x) * 1.570796);\n };\n float tmpvar_9;\n tmpvar_9 = (sqrt(dot (xlat_mutablersufo, xlat_mutablersufo)) - 4.0);\n ret_2 = ((ufo_1 * vec3(0.21, 0.4, 0.8)) + ((\n clamp ((0.002 / (tmpvar_9 * tmpvar_9)), 0.0, 1.0)\n * \n sin(((tmpvar_6 * 16.0) + (time * 12.0)))\n ) * (0.1 + \n (q22 / 4.0)\n )));\n vec2 tmpvar_10;\n tmpvar_10.y = -0.0035;\n tmpvar_10.x = -(q13);\n vec4 tmpvar_11;\n tmpvar_11 = texture (sampler_main, (uv_orig - tmpvar_10));\n ret_2 = (ret_2 + ((\n (vec3(0.0, 0.4, 0.4) * (1.0 + dot (tmpvar_11.xyz, vec3(0.32, 0.49, 0.29))))\n * tmpvar_11.xyz) - 0.01));\n vec4 tmpvar_12;\n tmpvar_12.w = 1.0;\n tmpvar_12.xyz = ret_2;\n ret = tmpvar_12.xyz;\n }","comp":"vec3 xlat_mutableclouds;\nvec2 xlat_mutablers;\nvec2 xlat_mutablers0;\nvec2 xlat_mutableuv1;\nvec2 xlat_mutableuv5;\nvec2 xlat_mutableuv_wat;\nvec3 xlat_mutablewater;\nfloat xlat_mutablez;\n shader_body { \n vec2 tmpvar_1;\n tmpvar_1.x = (rand_preset.x - 0.5);\n tmpvar_1.y = (rand_preset.y * 0.2);\n vec3 ret_2;\n xlat_mutableuv1 = ((uv - vec2(0.5, 0.4)) * aspect.xy);\n float tmpvar_3;\n tmpvar_3 = clamp ((128.0 * xlat_mutableuv1.y), 0.0, 1.0);\n xlat_mutablez = (0.5 / xlat_mutableuv1.y);\n xlat_mutablers0.x = (xlat_mutableuv1.x * xlat_mutablez);\n xlat_mutablers0.y = xlat_mutablez;\n vec2 tmpvar_4;\n tmpvar_4.y = 2.7;\n tmpvar_4.x = (0.15 + (0.3 * q5));\n vec2 x_5;\n x_5 = (xlat_mutablers0 - tmpvar_4);\n float tmpvar_6;\n tmpvar_6 = (2.0 * sqrt(dot (x_5, x_5)));\n xlat_mutablers0 = (xlat_mutablers0 - tmpvar_6);\n vec2 tmpvar_7;\n tmpvar_7.x = (xlat_mutablers0.x + (time / -2.0));\n tmpvar_7.y = (xlat_mutablers0.y + (time / 2.0));\n xlat_mutablers = (tmpvar_7 * tmpvar_3);\n xlat_mutablewater = ((texture (sampler_noise_hq, xlat_mutablers) + texture (sampler_noise_hq, (\n (xlat_mutablers / 4.0)\n + \n (time / -8.0)\n ))).xyz - 1.0);\n vec2 tmpvar_8;\n tmpvar_8.x = xlat_mutableuv1.x;\n tmpvar_8.y = abs(xlat_mutableuv1.y);\n xlat_mutableuv_wat = (tmpvar_8 - ((\n (xlat_mutablewater / xlat_mutablez)\n * 0.1) * tmpvar_3).xy);\n vec2 tmpvar_9;\n tmpvar_9.x = xlat_mutableuv1.x;\n tmpvar_9.y = abs((xlat_mutableuv1.y - 0.45));\n vec2 tmpvar_10;\n tmpvar_10.x = xlat_mutableuv1.x;\n tmpvar_10.y = abs(xlat_mutableuv1.y);\n vec2 x_11;\n x_11 = (xlat_mutableuv_wat - tmpvar_1);\n vec3 tmpvar_12;\n tmpvar_12 = clamp (vec3((0.013 / sqrt(\n dot (x_11, x_11)\n ))), 0.0, 1.0);\n vec2 tmpvar_13;\n tmpvar_13 = fract(((\n (aspect.yx * tmpvar_9)\n - \n (((xlat_mutablewater / xlat_mutablez) * 0.1) * clamp ((16.0 * (xlat_mutableuv1.y - 0.18)), 0.0, 1.0))\n .xy) + vec2(0.5, 0.0)));\n xlat_mutableclouds = ((texture (sampler_main, tmpvar_13) * 2.0).xyz + ((texture (sampler_blur1, tmpvar_13).xyz * scale1) + bias1));\n vec2 tmpvar_14;\n tmpvar_14.x = 0.0;\n tmpvar_14.y = (time * 1e-05);\n xlat_mutableuv5 = ((xlat_mutableuv_wat / 6.0) + tmpvar_14);\n vec2 tmpvar_15;\n tmpvar_15.y = 0.0;\n tmpvar_15.x = (xlat_mutableuv5.x / 4.0);\n vec2 tmpvar_16;\n tmpvar_16.x = (xlat_mutableuv5.x * 4.0);\n tmpvar_16.y = (xlat_mutableuv5.y * 64.0);\n vec3 tmpvar_17;\n tmpvar_17 = clamp ((1.0 - vec3((\n ((((\n abs(xlat_mutableuv_wat.y)\n * 8.0) / abs(\n (4.0 - (4.0 * (uv.x + rand_preset)))\n ).x) * (1.0 + texture (sampler_noise_lq, vec2((xlat_mutableuv5.x / 4.0))).x)) * (1.0 + (0.5 * texture (sampler_noise_lq, (tmpvar_15 * 18.0)).x)))\n * \n (1.0 + (0.5 * texture (sampler_noise_lq, (tmpvar_16 * 4.0)).x))\n ))), 0.0, 1.0);\n vec2 tmpvar_18;\n tmpvar_18 = ((64.0 * (\n ((tmpvar_10 - ((\n (xlat_mutablewater / xlat_mutablez)\n * 0.02) * tmpvar_3).xy) * aspect.xy)\n * mat2(0.7, -0.7, 0.7, 0.7))) + (time * 0.25));\n vec2 tmpvar_19;\n tmpvar_19 = abs((fract(tmpvar_18) - 0.5));\n vec3 tmpvar_20;\n tmpvar_20 = clamp (((0.3 / \n sqrt(dot (tmpvar_19, tmpvar_19))\n ) * vec3((texture (sampler_pw_noise_lq, \n (tmpvar_18 / 256.0)\n ).y - 0.9))), 0.0, 1.0);\n vec2 x_21;\n x_21 = (sin((\n (2.0 * xlat_mutablers)\n - \n (2.0 * time)\n )) - 0.21);\n float tmpvar_22;\n tmpvar_22 = clamp ((1.0 - dot (vec3(\n (xlat_mutableclouds.x * 16.0)\n ), vec3(0.32, 0.49, 0.29))), 0.0, 1.0);\n ret_2 = (((\n clamp (((clamp (\n (vec3(0.0408, 0.0816, 0.204) * (1.0 - xlat_mutableuv_wat.y))\n , 0.0, 1.0) - (xlat_mutableclouds * 2.0)) + tmpvar_12), 0.0, 1.0)\n * \n clamp (1.0, 0.0, 1.0)\n ) + (\n (tmpvar_20.x * tmpvar_20.x)\n * \n (1.0 - (0.5 * tmpvar_3))\n )) + (clamp (\n ((0.1 / sqrt(dot (x_21, x_21))) * vec3(0.1, 0.2, 0.0))\n , 0.0, 1.0) * tmpvar_3));\n vec3 tmpvar_23;\n tmpvar_23.x = (xlat_mutableclouds.x * 0.3);\n tmpvar_23.yz = xlat_mutableclouds.yz;\n ret_2 = (((\n (max ((ret_2 * clamp (\n (1.0 - (tmpvar_17 * 4.0))\n , 0.0, 1.0)), clamp ((\n ((vec3(4.0, 8.0, 4.8) * (1.0 - tmpvar_17)) * ((abs(\n dFdx(tmpvar_17)\n ) + abs(\n dFdy(tmpvar_17)\n )) * sqrt(tmpvar_12)))\n * \n (1.0 - (tmpvar_3 * 0.7))\n ), 0.0, 1.0)) * tmpvar_22)\n + tmpvar_23) + (\n (vec3(0.0, 4.0, 4.0) * ((clamp (\n (1.0 - sqrt((tmpvar_6 / 2.0)))\n , 0.0, 1.0) * tmpvar_3) * texture (sampler_main, vec2(0.7, 0.3)).xyz))\n * tmpvar_22)) + ((\n clamp ((1.0 - sqrt((tmpvar_6 / 3.0))), 0.0, 1.0)\n * tmpvar_22) * 0.2));\n vec4 tmpvar_24;\n tmpvar_24.w = 1.0;\n tmpvar_24.xyz = ret_2;\n ret = tmpvar_24.xyz;\n }"}