{"baseVals":{"rating":0,"gammaadj":1,"decay":0.5,"echo_zoom":1,"echo_orient":3,"additivewave":1,"wave_thick":1,"modwavealphabyvolume":1,"wave_a":0.009,"wave_scale":1.554,"wave_smoothing":0,"modwavealphastart":1.2,"modwavealphaend":1.2,"warpanimspeed":0.01,"warpscale":100,"zoomexp":0.26311,"warp":0.01359,"wave_r":0,"wave_b":0.04,"ob_size":0.005,"ob_a":1,"ib_size":0.5,"ib_r":1,"ib_g":1,"ib_b":1,"mv_x":64,"mv_y":48,"mv_l":0.85,"mv_r":0.5,"mv_g":0.5,"mv_b":0.5,"mv_a":0},"shapes":[{"baseVals":{"enabled":1,"sides":100,"additive":1,"thickoutline":1,"rad":0.86644,"g":0.03,"g2":0,"border_a":0},"init_eqs_str":"","frame_eqs_str":""},{"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":"a.d=0;a.xx=0;a.w=0;a.cz=0;a.my=0;a.vx=0;a.vy=0;a.mx=0;a.yy=0;","frame_eqs_str":"a.wave_a=0;","pixel_eqs_str":"a.vx=.5+.5*Math.cos(.2*a.time);a.vy=.5+.5*Math.sin(.2*a.time);a.x-=a.vx;a.y-=a.vy;a.d=.1*a.time;a.xx=Math.sin(a.d)*a.x+Math.cos(a.d)*a.y;a.yy=Math.cos(a.d)*a.x-Math.sin(a.d)*a.y;a.x=a.xx;a.y=a.yy;a.cz=.5;a.zoom=.33;a.w=div(1,a.zoom)*(1+sqrt(sqr(a.cz)+sqr(a.x-a.cx)+sqr(a.y-a.cy)));a.dx=(a.x-a.mx)*a.w;a.dy=(a.y-a.my)*a.w;","warp":" shader_body { \n  vec2 uv_z_1;\n  vec3 ret_2;\n  vec2 tmpvar_3;\n  tmpvar_3 = (1.0 - abs((\n    (fract((uv * 0.5)) * 2.0)\n   - 1.0)));\n  ret_2.x = (texture (sampler_fc_main, tmpvar_3).x * 0.5);\n  vec2 tmpvar_4;\n  tmpvar_4 = (texsize.zw * 4.0);\n  vec2 tmpvar_5;\n  vec2 tmpvar_6;\n  tmpvar_6 = (uv_orig - 0.5);\n  tmpvar_5 = ((tmpvar_6 * 0.996) + 0.5);\n  vec2 tmpvar_7;\n  tmpvar_7.x = (((texture (sampler_blur1, \n    (tmpvar_5 + (vec2(1.0, 0.0) * tmpvar_4))\n  ).xyz * scale1) + bias1) - ((texture (sampler_blur1, \n    (tmpvar_5 - (vec2(1.0, 0.0) * tmpvar_4))\n  ).xyz * scale1) + bias1)).z;\n  tmpvar_7.y = (((texture (sampler_blur1, \n    (tmpvar_5 + (vec2(0.0, 1.0) * tmpvar_4))\n  ).xyz * scale1) + bias1) - ((texture (sampler_blur1, \n    (tmpvar_5 - (vec2(0.0, 1.0) * tmpvar_4))\n  ).xyz * scale1) + bias1)).z;\n  uv_z_1 = (tmpvar_5 - ((tmpvar_7 * texsize.zw) * 2.0));\n  ret_2.z = max (((\n    (texture (sampler_fc_main, tmpvar_3).x - 0.5)\n   * 3.0) * clamp (\n    (1.0 - (sqrt(dot (tmpvar_6, tmpvar_6)) * 3.2))\n  , 0.0, 1.0)), texture (sampler_fc_main, uv_z_1).z);\n  ret_2.z = (ret_2.z + ((texture (sampler_fc_main, uv_z_1).z - \n    ((texture (sampler_blur1, clamp (uv_z_1, 0.0, 1.0)).xyz * scale1) + bias1)\n  .z) * 0.02));\n  ret_2.y = (max (texture (sampler_fc_main, mix (uv, uv_orig, vec2(0.9996, 0.9996))).y, texture (sampler_fc_main, uv_orig).z) - 0.008);\n  ret_2.z = (ret_2.z * (1.0 + (ret_2.y * 0.026)));\n  vec4 tmpvar_8;\n  tmpvar_8.w = 1.0;\n  tmpvar_8.xyz = ret_2;\n  ret = tmpvar_8.xyz;\n }","comp":" shader_body { \n  vec3 ret_1;\n  vec2 tmpvar_2;\n  tmpvar_2 = (texsize.zw * 6.0);\n  vec3 tmpvar_3;\n  tmpvar_3 = (((texture (sampler_blur1, \n    (uv + (vec2(1.0, 0.0) * tmpvar_2))\n  ).xyz * scale1) + bias1) - ((texture (sampler_blur1, \n    (uv - (vec2(1.0, 0.0) * tmpvar_2))\n  ).xyz * scale1) + bias1));\n  vec3 tmpvar_4;\n  tmpvar_4 = (((texture (sampler_blur1, \n    (uv + (vec2(0.0, 1.0) * tmpvar_2))\n  ).xyz * scale1) + bias1) - ((texture (sampler_blur1, \n    (uv - (vec2(0.0, 1.0) * tmpvar_2))\n  ).xyz * scale1) + bias1));\n  vec2 tmpvar_5;\n  tmpvar_5.x = dot (tmpvar_3, vec3(0.32, 0.49, 0.29));\n  tmpvar_5.y = dot (tmpvar_4, vec3(0.32, 0.49, 0.29));\n  vec2 tmpvar_6;\n  tmpvar_6 = (uv - (0.25 * tmpvar_5));\n  vec2 tmpvar_7;\n  tmpvar_7.x = dot (tmpvar_3, vec3(0.32, 0.49, 0.29));\n  tmpvar_7.y = dot (tmpvar_4, vec3(0.32, 0.49, 0.29));\n  vec2 tmpvar_8;\n  tmpvar_8 = (uv + (0.25 * tmpvar_7));\n  ret_1 = ((0.8 * (\n    (texture (sampler_blur3, tmpvar_6).xyz * scale3)\n   + bias3)) - ((texture (sampler_blur1, tmpvar_6).xyz * scale1) + bias1));\n  ret_1 = (ret_1 + (0.6 * (\n    (texture (sampler_blur1, uv).xyz * scale1)\n   + bias1)));\n  ret_1 = (ret_1 - ((\n    (texture (sampler_blur2, tmpvar_8).xyz * scale2)\n   + bias2) - (\n    (texture (sampler_blur1, tmpvar_8).xyz * scale1)\n   + bias1)));\n  ret_1 = (ret_1 + ((1.2 * texture (sampler_main, tmpvar_8).xyz) + (0.15 * \n    ((texture (sampler_blur1, tmpvar_8).xyz * scale1) + bias1)\n  )));\n  ret_1 = (ret_1 + 1.0);\n  float tmpvar_9;\n  tmpvar_9 = dot (ret_1, vec3(0.32, 0.49, 0.29));\n  ret_1 = (mix (vec3(tmpvar_9), (\n    (0.75 * vec3(tmpvar_9))\n   * \n    dot ((((0.6 * \n      ((texture (sampler_blur3, tmpvar_6).xyz * scale3) + bias3)\n    ) - (0.7 * texture (sampler_main, uv).xyz)) - (0.3 * (\n      (texture (sampler_blur1, tmpvar_8).xyz * scale1)\n     + bias1))), vec3(0.32, 0.49, 0.29))\n  ), pow (hue_shader, vec3(tmpvar_9))) * 0.9);\n  ret_1 = (ret_1 * ret_1);\n  vec3 tmpvar_10;\n  tmpvar_10 = sqrt(ret_1);\n  ret_1 = tmpvar_10;\n  vec4 tmpvar_11;\n  tmpvar_11.w = 1.0;\n  tmpvar_11.xyz = tmpvar_10;\n  ret = tmpvar_11.xyz;\n }"}