{"baseVals":{"rating":5,"gammaadj":1,"decay":1,"echo_zoom":1,"echo_orient":2,"wave_mode":1,"wave_thick":1,"wave_brighten":0,"wrap":0,"wave_a":0.004,"wave_scale":0.01,"wave_smoothing":0,"wave_mystery":-0.44,"modwavealphastart":1,"modwavealphaend":1,"warpscale":1.331,"zoom":1.03442,"warp":0.19788,"sx":0.99967,"sy":0.9999,"wave_y":0.04,"ob_size":0,"ob_r":1,"ob_a":0.7,"ib_size":0,"ib_r":0,"ib_g":0,"ib_b":0,"ib_a":1,"mv_x":0,"mv_y":0,"mv_l":1,"mv_g":0.91,"mv_b":0.71,"mv_a":0,"b1ed":0},"shapes":[{"baseVals":{"enabled":1,"sides":100,"thickoutline":1,"rad":0.04043,"tex_zoom":0.73458,"r":0,"a":0.1,"g2":0,"border_a":0},"init_eqs_str":"a.vx=0;","frame_eqs_str":""},{"baseVals":{"enabled":1,"sides":100,"thickoutline":1,"textured":1,"rad":0.53189,"ang":0.25133,"tex_zoom":1.3345,"g":1,"b":1,"r2":1,"b2":1,"a2":1,"border_a":0},"init_eqs_str":"a.xx=.5;a.yy=.4;","frame_eqs_str":""},{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}}],"waves":[{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}}],"init_eqs_str":"a.du=0;a.q1=0;a.dv=0;a.q2=0;a.dist=0;a.ang2=0;a.mult=0;","frame_eqs_str":"a.mv_r+=.2*(.6*Math.sin(.98*a.time)+.4*Math.sin(1.047*a.time));a.mv_g+=.2*(.6*Math.sin(.835*a.time)+.4*Math.sin(1.081*a.time));a.mv_b+=.2*(.6*Math.sin(.814*a.time)+.4*Math.sin(1.011*a.time));a.q1=2*a.cx-1+.6*(.6*Math.sin(.374*a.time)+.4*Math.sin(.294*a.time));a.q2=2*a.cy-1+.6*(.6*Math.sin(.393*a.time)+.4*Math.sin(.223*a.time));a.ob_r=1-.4*Math.abs(a.q1);a.ob_g=.3*Math.abs(a.q2);a.ob_b=.4*Math.abs(a.q1);a.wave_x=1-Math.abs(a.q2)-.05;a.wave_y=1-Math.abs(a.q1)-.06;a.wave_r+=.4*\n(.6*Math.sin(.514*a.time)+.4*Math.sin(1.211*a.time));a.wave_b+=.4*(.6*Math.sin(.714*a.time)+.4*Math.sin(a.q2));a.wave_g+=.4*(.6*Math.sin(10*a.q1)+.4*Math.sin(10*a.q2));","pixel_eqs_str":"a.du=2*a.x-1-a.q1;a.dv=2*a.y-1-a.q2;a.dist=sqrt(a.du*a.du+a.dv*a.dv);a.ang2=Math.atan2(a.du,a.dv)+.15*a.time;a.mult=-.2*Math.sin(.05*a.dist);a.dx=a.mult*Math.sin(2*a.ang2-1.5)*a.aspectx;a.dy=a.mult*Math.cos(2*a.ang2-1.5)*a.aspecty;","warp":" shader_body { \n  vec2 my_uv_1;\n  vec3 ret_2;\n  vec2 tmpvar_3;\n  tmpvar_3 = (vec2(1280.0, 1024.0) * texsize.zw);\n  float tmpvar_4;\n  vec2 tmpvar_5;\n  tmpvar_5 = (uv + vec2(0.005, 0.0));\n  vec2 tmpvar_6;\n  tmpvar_6 = (uv - vec2(0.005, 0.0));\n  tmpvar_4 = (((\n    (texture (sampler_blur2, tmpvar_5).xyz * scale2)\n   + bias2) - (\n    (texture (sampler_blur2, tmpvar_6).xyz * scale2)\n   + bias2)).x * tmpvar_3.x);\n  float tmpvar_7;\n  vec2 tmpvar_8;\n  tmpvar_8 = (uv + vec2(0.0, 0.005));\n  vec2 tmpvar_9;\n  tmpvar_9 = (uv - vec2(0.0, 0.005));\n  tmpvar_7 = (((\n    (texture (sampler_blur2, tmpvar_8).xyz * scale2)\n   + bias2) - (\n    (texture (sampler_blur2, tmpvar_9).xyz * scale2)\n   + bias2)).x * tmpvar_3.y);\n  vec2 tmpvar_10;\n  tmpvar_10.x = tmpvar_4;\n  tmpvar_10.y = tmpvar_7;\n  vec2 tmpvar_11;\n  tmpvar_11.x = (((\n    (texture (sampler_blur2, tmpvar_5).xyz * scale2)\n   + bias2) - (\n    (texture (sampler_blur2, tmpvar_6).xyz * scale2)\n   + bias2)).x * tmpvar_3.x);\n  tmpvar_11.y = (((\n    (texture (sampler_blur2, tmpvar_8).xyz * scale2)\n   + bias2) - (\n    (texture (sampler_blur2, tmpvar_9).xyz * scale2)\n   + bias2)).x * tmpvar_3.y);\n  ret_2.x = texture (sampler_fw_main, ((uv - (tmpvar_10 * 0.01)) + (tmpvar_11 * 0.003))).x;\n  vec4 tmpvar_12;\n  tmpvar_12 = texture (sampler_blur3, uv);\n  ret_2.x = (ret_2.x + ((ret_2.x - \n    ((tmpvar_12.xyz * scale3) + bias3)\n  .x) * 0.1));\n  ret_2.x = (ret_2.x + 0.004);\n  vec2 tmpvar_13;\n  tmpvar_13.x = tmpvar_7;\n  tmpvar_13.y = -(tmpvar_4);\n  my_uv_1 = (uv + ((tmpvar_13 * 0.05) * (1.2 - \n    ((tmpvar_12.xyz * scale3) + bias3)\n  .y)));\n  ret_2.z = texture (sampler_fw_main, my_uv_1).z;\n  vec2 x_14;\n  x_14 = (my_uv_1 - uv);\n  ret_2.z = (ret_2.z + ((\n    ((ret_2.z - ((texture (sampler_blur1, uv).xyz * scale1) + bias1).z) * sqrt(dot (x_14, x_14)))\n   * 180.0) / sqrt(\n    dot (tmpvar_3, tmpvar_3)\n  )));\n  ret_2.z = (ret_2.z * 0.8);\n  ret_2.z = (ret_2.z + 0.004);\n  vec2 tmpvar_15;\n  tmpvar_15.x = -(tmpvar_7);\n  tmpvar_15.y = tmpvar_4;\n  my_uv_1 = (tmpvar_15 * 0.045);\n  vec2 tmpvar_16;\n  tmpvar_16.x = (((\n    (texture (sampler_blur2, (uv + vec2(0.01, 0.0))).xyz * scale2)\n   + bias2) - (\n    (texture (sampler_blur2, (uv - vec2(0.01, 0.0))).xyz * scale2)\n   + bias2)).y * tmpvar_3.x);\n  tmpvar_16.y = (((\n    (texture (sampler_blur2, (uv + vec2(0.0, 0.01))).xyz * scale2)\n   + bias2) - (\n    (texture (sampler_blur2, (uv - vec2(0.0, 0.01))).xyz * scale2)\n   + bias2)).y * tmpvar_3.y);\n  my_uv_1 = (my_uv_1 + (uv - (tmpvar_16 * 0.03)));\n  ret_2.y = texture (sampler_fw_main, my_uv_1).y;\n  ret_2.y = (ret_2.y + ((\n    (ret_2.y - ((texture (sampler_blur3, my_uv_1).xyz * scale3) + bias3).y)\n   * 0.1) + 0.01));\n  vec4 tmpvar_17;\n  tmpvar_17.w = 1.0;\n  tmpvar_17.xyz = ret_2;\n  ret = tmpvar_17.xyz;\n }","comp":"vec2 xlat_mutabled;\nvec3 xlat_mutabledx;\nvec3 xlat_mutabledy;\n shader_body { \n  vec2 my_uv2_1;\n  vec2 tmpvar_2;\n  tmpvar_2.x = (0.448 + q9);\n  tmpvar_2.y = (0.701 + q10);\n  vec2 tmpvar_3;\n  tmpvar_3 = ((uv - 0.5) * 1.81);\n  vec2 tmpvar_4;\n  tmpvar_4.x = ((tmpvar_3.x * tmpvar_3.x) - (tmpvar_3.y * tmpvar_3.y));\n  tmpvar_4.y = ((2.0 * tmpvar_3.x) * tmpvar_3.y);\n  my_uv2_1 = (tmpvar_4 + tmpvar_2);\n  my_uv2_1 = (1.0 - abs((\n    (fract((my_uv2_1 * 0.5)) * 2.0)\n   - 1.0)));\n  xlat_mutabled = (texsize.zw * 3.0);\n  xlat_mutabledx = (((texture (sampler_blur1, \n    (uv + (vec2(1.0, 0.0) * xlat_mutabled))\n  ).xyz * scale1) + bias1) - ((texture (sampler_blur1, \n    (uv - (vec2(1.0, 0.0) * xlat_mutabled))\n  ).xyz * scale1) + bias1));\n  xlat_mutabledy = (((texture (sampler_blur1, \n    (uv + (vec2(0.0, 1.0) * xlat_mutabled))\n  ).xyz * scale1) + bias1) - ((texture (sampler_blur1, \n    (uv - (vec2(0.0, 1.0) * xlat_mutabled))\n  ).xyz * scale1) + bias1));\n  vec4 tmpvar_5;\n  tmpvar_5 = texture (sampler_main, uv);\n  vec2 tmpvar_6;\n  tmpvar_6.x = xlat_mutabledx.x;\n  tmpvar_6.y = xlat_mutabledy.x;\n  float tmpvar_7;\n  tmpvar_7 = sqrt(dot (tmpvar_6, tmpvar_6));\n  vec2 tmpvar_8;\n  tmpvar_8.x = xlat_mutabledx.y;\n  tmpvar_8.y = xlat_mutabledy.y;\n  vec4 tmpvar_9;\n  tmpvar_9.w = 1.0;\n  tmpvar_9.xyz = mix (mix (mix (\n    mix (((vec3(0.6, 0.5, 0.4) * tmpvar_5.x) * ((\n      (-(xlat_mutabledx) + xlat_mutabledy)\n     + 1.0) * 1.4).x), (vec3(4.0, 2.0, 1.0) * tmpvar_7), vec3((tmpvar_7 * 2.0)))\n  , vec3(0.3, 0.0, 0.0), vec3(\n    (texture (sampler_main, my_uv2_1).z * 4.0)\n  )), vec3(0.0, 0.0, 1.4), vec3((\n    sqrt(dot (tmpvar_8, tmpvar_8))\n   * 1.4))), vec3(0.5, 0.5, 0.5), vec3((tmpvar_5.y * 2.0)));\n  ret = tmpvar_9.xyz;\n }"}