{"baseVals":{"rating":4,"gammaadj":1,"decay":1,"echo_zoom":1,"echo_alpha":0.5,"wave_thick":1,"wave_brighten":0,"wave_a":0.004,"wave_scale":0.01,"wave_smoothing":0,"wave_mystery":-0.44,"modwavealphastart":1,"modwavealphaend":1,"warpanimspeed":0.01,"warpscale":100,"zoomexp":0.24298,"zoom":0.9901,"warp":0.01,"wave_y":0.04,"ob_size":0,"ob_g":1,"ib_size":0,"ib_r":0,"ib_g":0,"ib_b":0,"mv_x":64,"mv_y":48,"mv_l":0,"mv_b":0,"mv_a":0,"b1ed":0},"shapes":[{"baseVals":{"enabled":1,"sides":100,"thickoutline":1,"rad":0.01,"tex_ang":0.12566,"tex_zoom":1.51878,"r":0.05,"a":0.1,"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.x1=.9;a.y1=.5;a.x2=.5;a.y2=.5;a.x3=.5;a.y3=.5;a.x4=.5;a.y4=.5;","frame_eqs_str":"a.zoom=1;a.warp=0;","pixel_eqs_str":"","pixel_eqs":"","warp":" shader_body { \n  vec2 my_uv_1;\n  vec3 ret_2;\n  vec2 tmpvar_3;\n  tmpvar_3 = (0.02 * aspect.zw);\n  vec3 tmpvar_4;\n  tmpvar_4 = (((texture (sampler_blur2, \n    ((uv + (vec2(1.0, 0.0) * tmpvar_3)) - floor((uv + (vec2(1.0, 0.0) * tmpvar_3))))\n  ).xyz * scale2) + bias2) - ((texture (sampler_blur2, \n    ((uv - (vec2(1.0, 0.0) * tmpvar_3)) - floor((uv - (vec2(1.0, 0.0) * tmpvar_3))))\n  ).xyz * scale2) + bias2));\n  vec3 tmpvar_5;\n  tmpvar_5 = (((texture (sampler_blur2, \n    ((uv + (vec2(0.0, 1.0) * tmpvar_3)) - floor((uv + (vec2(0.0, 1.0) * tmpvar_3))))\n  ).xyz * scale2) + bias2) - ((texture (sampler_blur2, \n    ((uv - (vec2(0.0, 1.0) * tmpvar_3)) - floor((uv - (vec2(0.0, 1.0) * tmpvar_3))))\n  ).xyz * scale2) + bias2));\n  vec3 tmpvar_6;\n  tmpvar_6 = ((texture (sampler_blur1, uv).xyz * scale1) + bias1);\n  vec2 tmpvar_7;\n  tmpvar_7.x = tmpvar_4.y;\n  tmpvar_7.y = tmpvar_5.y;\n  vec2 tmpvar_8;\n  tmpvar_8.x = tmpvar_5.x;\n  tmpvar_8.y = -(tmpvar_4.x);\n  vec2 tmpvar_9;\n  tmpvar_9 = ((uv - (tmpvar_7 * vec2(0.01, 0.01))) - (tmpvar_8 * -0.02));\n  ret_2.y = texture (sampler_fc_main, (tmpvar_9 - floor(tmpvar_9))).y;\n  ret_2.y = (ret_2.y + ((\n    (ret_2.y - tmpvar_6.y)\n   * 0.02) + 0.005));\n  vec2 tmpvar_10;\n  tmpvar_10.x = tmpvar_4.x;\n  tmpvar_10.y = tmpvar_5.x;\n  vec2 tmpvar_11;\n  tmpvar_11.x = tmpvar_5.z;\n  tmpvar_11.y = -(tmpvar_4.z);\n  my_uv_1 = ((uv - (tmpvar_10 * vec2(0.01, 0.01))) - (tmpvar_11 * -0.02));\n  ret_2.x = texture (sampler_fc_main, (my_uv_1 - floor(my_uv_1))).x;\n  ret_2.x = (ret_2.x + ((\n    (ret_2.x - tmpvar_6.x)\n   * 0.02) + 0.005));\n  vec2 tmpvar_12;\n  tmpvar_12.x = tmpvar_4.z;\n  tmpvar_12.y = tmpvar_5.z;\n  vec2 tmpvar_13;\n  tmpvar_13.x = tmpvar_5.y;\n  tmpvar_13.y = -(tmpvar_4.y);\n  my_uv_1 = ((uv - (tmpvar_12 * vec2(0.01, 0.01))) - (tmpvar_13 * -0.02));\n  ret_2.z = texture (sampler_fc_main, (my_uv_1 - floor(my_uv_1))).z;\n  ret_2.z = (ret_2.z + ((\n    (ret_2.z - tmpvar_6.z)\n   * 0.02) + 0.005));\n  vec4 tmpvar_14;\n  tmpvar_14.w = 1.0;\n  tmpvar_14.xyz = ret_2;\n  ret = tmpvar_14.xyz;\n }","comp":" shader_body { \n  vec2 uv2_1;\n  vec3 ret_2;\n  uv2_1 = (uv + (vec2(1.0, 0.0) * texsize.zw));\n  float tmpvar_3;\n  tmpvar_3 = (((texture (sampler_main, uv2_1).xyz + \n    (((texture (sampler_blur1, uv2_1).xyz * scale1) + bias1) * 0.4)\n  ) + (\n    ((texture (sampler_blur2, uv2_1).xyz * scale2) + bias2)\n   * 0.15)) + ((\n    (texture (sampler_blur3, uv2_1).xyz * scale3)\n   + bias3) * 0.1)).x;\n  uv2_1 = (uv + (vec2(-1.0, 0.0) * texsize.zw));\n  float tmpvar_4;\n  tmpvar_4 = (((texture (sampler_main, uv2_1).xyz + \n    (((texture (sampler_blur1, uv2_1).xyz * scale1) + bias1) * 0.4)\n  ) + (\n    ((texture (sampler_blur2, uv2_1).xyz * scale2) + bias2)\n   * 0.15)) + ((\n    (texture (sampler_blur3, uv2_1).xyz * scale3)\n   + bias3) * 0.1)).x;\n  uv2_1 = (uv + (vec2(0.0, 1.0) * texsize.zw));\n  float tmpvar_5;\n  tmpvar_5 = (((texture (sampler_main, uv2_1).xyz + \n    (((texture (sampler_blur1, uv2_1).xyz * scale1) + bias1) * 0.4)\n  ) + (\n    ((texture (sampler_blur2, uv2_1).xyz * scale2) + bias2)\n   * 0.15)) + ((\n    (texture (sampler_blur3, uv2_1).xyz * scale3)\n   + bias3) * 0.1)).x;\n  uv2_1 = (uv + (vec2(0.0, -1.0) * texsize.zw));\n  vec3 tmpvar_6;\n  tmpvar_6.z = 0.14;\n  tmpvar_6.x = (tmpvar_3 - tmpvar_4);\n  tmpvar_6.y = (tmpvar_5 - ((\n    (texture (sampler_main, uv2_1).xyz + (((texture (sampler_blur1, uv2_1).xyz * scale1) + bias1) * 0.4))\n   + \n    (((texture (sampler_blur2, uv2_1).xyz * scale2) + bias2) * 0.15)\n  ) + (\n    ((texture (sampler_blur3, uv2_1).xyz * scale3) + bias3)\n   * 0.1)).x);\n  ret_2 = (0.5 + (0.5 * normalize(tmpvar_6)));\n  vec2 x_7;\n  x_7 = (ret_2.xy - 0.5);\n  ret_2 = (ret_2 * clamp ((\n    sqrt(dot (x_7, x_7))\n   * 5.0), 0.0, 1.0));\n  ret_2 = ret_2.xxy;\n  ret_2 = (ret_2 + 1.15);\n  ret_2 = (ret_2 * mix (ret_2, (ret_2 * \n    (((texture (sampler_blur3, uv).xyz * scale3) + bias3) - ((texture (sampler_blur1, uv).xyz * scale1) + bias1))\n  ), pow (hue_shader.zxy, ret_2)));\n  ret_2 = (ret_2 * ret_2);\n  vec4 tmpvar_8;\n  tmpvar_8.w = 1.0;\n  tmpvar_8.xyz = ret_2;\n  ret = tmpvar_8.xyz;\n }"}