{"baseVals":{"rating":5,"gammaadj":1.9,"echo_zoom":1.169,"wave_thick":1,"modwavealphabyvolume":1,"wave_brighten":0,"wave_a":0.209,"wave_scale":1.486,"wave_smoothing":0,"wave_mystery":-0.3,"modwavealphastart":0.71,"modwavealphaend":1.3,"warpscale":2.853,"zoom":1.04,"dx":0.03,"warp":0.47402,"wave_r":0,"wave_g":0,"wave_b":0,"wave_y":0.33,"mv_x":33.152,"mv_y":28.8,"mv_dx":0.006,"mv_l":1,"mv_r":0.2,"mv_g":0,"mv_b":0,"mv_a":0.6},"shapes":[{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}}],"waves":[{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}}],"init_eqs_str":"","frame_eqs_str":"a.wave_r+=.7*(.2*Math.sin(.933*a.time)+.3*Math.sin(1.045*a.time));a.wave_g+=.7*(.2*Math.sin(.9*a.time)+.3*Math.sin(.956*a.time));a.wave_b+=.2*(.2*Math.sin(.91*a.time)+.3*Math.sin(.92*a.time));a.zoom+=.02*Math.cos(1.713*a.time+2);a.zoom+=.02*Math.cos(2.319*a.time+4);a.zoom+=.02*Math.cos(1.522*a.time+1);","pixel_eqs_str":"a.dx=.002*Math.cos(a.ang+1.57);a.dy=-.002*Math.sin(a.ang+1.57);","warp":" shader_body { \n  vec2 my_uv_1;\n  vec3 ret_2;\n  float tmpvar_3;\n  tmpvar_3 = (((texture (sampler_blur2, \n    (uv + vec2(0.005, 0.0))\n  ).xyz * scale2) + bias2) - ((texture (sampler_blur2, \n    (uv - vec2(0.005, 0.0))\n  ).xyz * scale2) + bias2)).y;\n  float tmpvar_4;\n  tmpvar_4 = (((texture (sampler_blur2, \n    (uv + vec2(0.0, 0.005))\n  ).xyz * scale2) + bias2) - ((texture (sampler_blur2, \n    (uv - vec2(0.0, 0.005))\n  ).xyz * scale2) + bias2)).y;\n  vec2 tmpvar_5;\n  tmpvar_5.x = tmpvar_3;\n  tmpvar_5.y = tmpvar_4;\n  vec2 tmpvar_6;\n  tmpvar_6 = (uv - (tmpvar_5 * 0.01));\n  ret_2.y = texture (sampler_fc_main, (tmpvar_6 - floor(tmpvar_6))).y;\n  ret_2.y = (ret_2.y + ((ret_2.y - \n    ((texture (sampler_blur3, (tmpvar_6 - floor(tmpvar_6))).xyz * scale3) + bias3)\n  .y) * 0.1));\n  vec2 tmpvar_7;\n  tmpvar_7 = floor(uv);\n  ret_2.y = (ret_2.y + (0.006 - (\n    ((texture (sampler_blur3, (uv - tmpvar_7)).xyz * scale3) + bias3)\n  .x * 5.0)));\n  ret_2.y = ret_2.y;\n  vec2 tmpvar_8;\n  tmpvar_8.x = -(tmpvar_4);\n  tmpvar_8.y = tmpvar_3;\n  my_uv_1 = (tmpvar_8 * 0.05);\n  vec2 tmpvar_9;\n  tmpvar_9.x = (((texture (sampler_blur2, \n    (uv + vec2(0.01, 0.0))\n  ).xyz * scale2) + bias2) - ((texture (sampler_blur2, \n    (uv - vec2(0.01, 0.0))\n  ).xyz * scale2) + bias2)).z;\n  tmpvar_9.y = (((texture (sampler_blur2, \n    (uv + vec2(0.0, 0.01))\n  ).xyz * scale2) + bias2) - ((texture (sampler_blur2, \n    (uv - vec2(0.0, 0.01))\n  ).xyz * scale2) + bias2)).z;\n  my_uv_1 = (my_uv_1 + (uv - (tmpvar_9 * 0.005)));\n  ret_2.z = texture (sampler_fw_main, (my_uv_1 - floor(my_uv_1))).z;\n  ret_2.z = (ret_2.z + ((ret_2.z - \n    ((texture (sampler_blur3, (my_uv_1 - floor(my_uv_1))).xyz * scale3) + bias3)\n  .z) * 0.13));\n  ret_2.z = (ret_2.z * 0.95);\n  ret_2.z = (ret_2.z + ((0.03 - \n    ((texture (sampler_blur3, (uv - tmpvar_7)).xyz * scale3) + bias3)\n  .x) - (texture (sampler_main, \n    (my_uv_1 - floor(my_uv_1))\n  ).y * 0.05)));\n  ret_2.x = (texture (sampler_main, uv_orig).x - 0.3);\n  vec4 tmpvar_10;\n  tmpvar_10.w = 1.0;\n  tmpvar_10.xyz = ret_2;\n  ret = tmpvar_10.xyz;\n }","comp":" shader_body { \n  float ang2_1;\n  ang2_1 = ((ang * 0.1591549) + (time * 0.025));\n  float tmpvar_2;\n  tmpvar_2 = (3.0 + floor((rand_preset.z * 5.95)));\n  ang2_1 = (fract((ang2_1 * tmpvar_2)) / tmpvar_2);\n  ang2_1 = (abs((ang2_1 - \n    (0.5 / tmpvar_2)\n  )) * 6.283185);\n  vec2 tmpvar_3;\n  tmpvar_3.x = cos(ang2_1);\n  tmpvar_3.y = sin(ang2_1);\n  vec4 tmpvar_4;\n  tmpvar_4.w = 1.0;\n  tmpvar_4.xyz = (texture (sampler_main, (0.5 + (\n    ((0.4 * (rad * sqrt(\n      dot (texsize.xy, texsize.xy)\n    ))) * tmpvar_3)\n   * texsize.zw))).xyz * 1.333);\n  ret = tmpvar_4.xyz;\n }"}