{"baseVals":{"rating":0,"gammaadj":1.56,"decay":1,"echo_zoom":0.362,"echo_orient":1,"wave_mode":7,"additivewave":1,"modwavealphabyvolume":1,"wave_brighten":0,"darken":1,"wave_a":0.001,"wave_scale":1.286,"wave_smoothing":0.63,"modwavealphastart":0.71,"modwavealphaend":1.3,"warpscale":1.331,"fshader":1,"zoom":1.0039,"warp":0.19788,"sx":0.99967,"sy":0.9999,"wave_g":0.65,"wave_b":0.65,"ob_size":0,"ob_a":1,"ib_size":0.005,"ib_a":1,"mv_x":64,"mv_y":48,"mv_l":0,"mv_a":0},"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":"a.n=0;a.y1=0;a.x1=0;a.dy1=0;a.v=0;a.mm=0;a.tt=0;a.angle=0;a.t=0;a.mx=0;a.mn=0;a.dx1=0;a.bb=0;","frame_eqs_str":"a.warp=0;a.zoom=1;a.bb=.99*a.bb+.02*a.bass;a.mm=.99*a.mm+.02*a.mid;a.tt=.99*a.tt+.02*a.treb;a.mx=Math.max(Math.max(a.bb,a.mm),a.tt);a.mn=Math.min(Math.min(a.bb,a.mm),a.tt);a.ib_r=div(a.bb-a.mn,a.mx-a.mn);a.ib_b=div(a.mm-a.mn,a.mx-a.mn);a.ib_g=div(a.tt-a.mn,a.mx-a.mn);","pixel_eqs_str":"a.angle=.5*Math.asin(1)+Math.sin(.05*a.time)*Math.asin(1);a.x1=(a.x-.5)*a.aspectx;a.y1=(a.y-.5)*a.aspecty;a.x=Math.cos(-a.angle)*a.x1-Math.sin(-a.angle)*a.y1;a.y=Math.sin(-a.angle)*a.x1+Math.cos(-a.angle)*a.y1;a.t=.25*a.time;a.v=.0005;a.n=11;a.dx=a.v*Math.sin(a.y*a.n+a.t);a.dy=a.v*Math.sin(a.x*a.n+a.t);a.dx1=Math.cos(a.angle)*a.dx-Math.sin(a.angle)*a.dy;a.dy1=Math.sin(a.angle)*a.dx+Math.cos(a.angle)*a.dy;a.dx=a.dx1*a.aspectx;a.dy=a.dy1*a.aspecty;","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 * 4.0);\n  xlat_mutabledx = (((2.0 * \n    ((texture (sampler_blur1, (uv_orig + (vec2(1.0, 0.0) * xlat_mutabled))).xyz * scale1) + bias1)\n  ) - (2.0 * \n    ((texture (sampler_blur1, (uv_orig - (vec2(1.0, 0.0) * xlat_mutabled))).xyz * scale1) + bias1)\n  )) * 0.5);\n  xlat_mutabledy = (((2.0 * \n    ((texture (sampler_blur1, (uv_orig + (vec2(0.0, 1.0) * xlat_mutabled))).xyz * scale1) + bias1)\n  ) - (2.0 * \n    ((texture (sampler_blur1, (uv_orig - (vec2(0.0, 1.0) * xlat_mutabled))).xyz * scale1) + bias1)\n  )) * 0.5);\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) * 6.0)\n  )).y - 0.008) + ((1.0 - tmpvar_5.x) * 0.018));\n  ret_1.z = ((texture (sampler_main, (uv - \n    ((tmpvar_4 * texsize.zw) * 6.0)\n  )).z - 0.008) + (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    ((2.0 * ret_1.x) - (2.0 * ((texture (sampler_blur3, uv).xyz * scale3) + bias3).x))\n   * 0.075) + (tmpvar_2 * 0.0042)).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 = (((2.0 * \n    ((texture (sampler_blur1, (uv + (vec2(1.0, 0.0) * d_4))).xyz * scale1) + bias1)\n  ) - (2.0 * \n    ((texture (sampler_blur1, (uv - (vec2(1.0, 0.0) * d_4))).xyz * scale1) + bias1)\n  )) * 0.5);\n  dy_2 = (((2.0 * \n    ((texture (sampler_blur1, (uv + (vec2(0.0, 1.0) * d_4))).xyz * scale1) + bias1)\n  ) - (2.0 * \n    ((texture (sampler_blur1, (uv - (vec2(0.0, 1.0) * d_4))).xyz * scale1) + bias1)\n  )) * 0.5);\n  vec2 tmpvar_9;\n  tmpvar_9.x = dx_3.y;\n  tmpvar_9.y = dy_2.y;\n  dz_1 = ((tmpvar_6 * 2.0) + tmpvar_9);\n  vec4 tmpvar_10;\n  tmpvar_10 = texture (sampler_blur1, uv);\n  ret_5 = (vec3(((\n    pow ((sqrt(dot (dz_1, dz_1)) * 0.8), 0.7)\n   * 2.0) + (\n    ((tmpvar_10.xyz * scale1) + bias1)\n  .y * 2.0))) * vec3(0.2, 0.3, 0.6));\n  vec2 tmpvar_11;\n  tmpvar_11.x = q19;\n  tmpvar_11.y = q20;\n  vec2 tmpvar_12;\n  tmpvar_12 = fract(((0.5 + \n    (uv - 0.5)\n  ) + (tmpvar_11 * vec2(-1.0, 1.0))));\n  vec2 tmpvar_13;\n  tmpvar_13.x = dx_3.y;\n  tmpvar_13.y = dy_2.y;\n  vec3 tmpvar_14;\n  tmpvar_14 = mix (((\n    (mix (ret_5, vec3(3.0, 2.0, 1.0), ((texture (sampler_blur3, \n      (tmpvar_12 - tmpvar_13)\n    ).xyz * scale3) + bias3).xxx) * (vec3(1.0, 1.0, 1.0) - ((texture (sampler_blur2, \n      (tmpvar_12 - dz_1)\n    ).xyz * scale2) + bias2).xxx))\n   * \n    (vec3(1.0, 1.0, 1.0) - vec3((0.75 * texture (sampler_main, tmpvar_12).x)))\n  ) * (vec3(1.0, 1.0, 1.0) - vec3(\n    (((tmpvar_10.xyz * scale1) + bias1).z * 4.0)\n  ))), vec3(2.0, 2.0, 2.0), texture (sampler_main, uv).zzz);\n  ret_5 = tmpvar_14;\n  vec4 tmpvar_15;\n  tmpvar_15.w = 1.0;\n  tmpvar_15.xyz = tmpvar_14;\n  ret = tmpvar_15.xyz;\n }"}