{"baseVals":{"rating":2,"gammaadj":1,"decay":1,"echo_zoom":1,"echo_alpha":0.5,"echo_orient":1,"wave_mode":5,"additivewave":1,"wave_a":0,"wave_scale":0.9,"wave_smoothing":0.63,"wave_mystery":1,"modwavealphastart":2,"modwavealphaend":2,"warpanimspeed":2.007,"warpscale":1.341,"zoomexp":4.401,"zoom":1.011,"rot":0.003,"warp":0,"wave_r":0.65,"wave_g":0.65,"wave_b":0.65,"ob_size":0.005,"ob_a":1,"ib_size":0,"mv_x":0,"mv_y":48,"mv_dx":-0.941,"mv_dy":0.426,"mv_l":5,"mv_r":0.316,"mv_g":0.078,"mv_b":0.942,"mv_a":0,"b1ed":0},"shapes":[{"baseVals":{"enabled":1,"sides":100,"additive":1,"thickoutline":1,"x":0.57,"y":0.41,"rad":0.09234,"tex_zoom":0.73458,"r":0,"g":1,"g2":0,"border_a":0},"init_eqs_str":"a.vx=0;","frame_eqs_str":""},{"baseVals":{"enabled":1,"sides":100,"additive":1,"thickoutline":1,"num_inst":10,"x":0.57,"y":0.41,"rad":0.02293,"tex_zoom":0.73458,"g2":0,"border_a":0},"init_eqs_str":"a.vx=0;","frame_eqs_str":"a.x=div(randint(1E3),1E3);a.y=div(randint(1E3),1E3);"},{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}}],"waves":[{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}}],"init_eqs_str":"a.c_inv_i=0;a.translation_x=0;a.a_i=0;a.c_r=0;a.a_r=0;a.iangle=0;a.scale=0;a.q6=0;a.ac_i=0;a.itranslation_u=0;a.q1=0;a.itranslation_v=0;a.q5=0;a.c_inv_r=0;a.d_i=0;a.angle=0;a.mu_i=0;a.bcad_r=0;a.iscale=0;a.q4=0;a.b_r=0;a.mu_r=0;a.bcad_i=0;a.c_i=0;a.q2=0;a.ac_r=0;a.translation_y=0;a.q3=0;a.b_i=0;a.q7=0;a.d_r=0;a.q8=0;","frame_eqs_str":"a.zoom=1;a.warp=.04;a.rot=0;a.scale=3;a.angle=.01*a.time;a.translation_x=0;a.translation_y=.02;a.iscale=.2;a.iangle=.3*Math.sin(.1337*a.time);a.itranslation_u=0;a.itranslation_v=0;a.a_r=Math.cos(a.angle)*a.scale;a.a_i=Math.sin(a.angle)*a.scale;a.b_r=a.translation_x;a.b_i=a.translation_y;a.c_r=-Math.cos(a.iangle)*a.iscale;a.c_i=-Math.sin(a.iangle)*a.iscale;a.d_r=a.itranslation_u;a.d_i=a.itranslation_v;a.c_inv_r=div(a.c_r,a.c_r*a.c_r+a.c_i*a.c_i);a.c_inv_i=div(a.c_i,a.c_r*a.c_r+\na.c_i*a.c_i);a.ac_r=a.a_r*a.c_inv_r-a.a_i*a.c_inv_i;a.ac_i=a.a_r*a.c_inv_i-a.a_i*a.c_inv_r;a.bcad_r=a.b_r*a.c_r-a.b_i*a.c_i-(a.a_r*a.d_r-a.a_i*a.d_i);a.bcad_i=a.b_r*a.c_i-a.b_i*a.c_r-(a.a_r*a.d_i-a.a_i*a.d_r);a.mu_r=a.bcad_r*a.c_inv_r-a.bcad_i*a.c_inv_i;a.mu_i=a.bcad_r*a.c_inv_i-a.bcad_i*a.c_inv_r;a.q1=a.ac_r;a.q2=a.ac_i;a.q3=a.mu_r;a.q4=a.mu_i;a.q5=a.c_r;a.q6=a.c_i;a.q7=a.d_r;a.q8=a.d_i;","pixel_eqs_str":"","pixel_eqs":"","warp":" shader_body { \n  vec2 my_uv2_1;\n  vec2 d_2;\n  vec3 ret_3;\n  vec2 tmpvar_4;\n  tmpvar_4 = (texsize.zw * 12.0);\n  vec2 tmpvar_5;\n  tmpvar_5.x = (((texture (sampler_blur3, \n    (uv + (vec2(1.0, 0.0) * tmpvar_4))\n  ).xyz * scale3) + bias3) - ((texture (sampler_blur3, \n    (uv - (vec2(1.0, 0.0) * tmpvar_4))\n  ).xyz * scale3) + bias3)).x;\n  tmpvar_5.y = (((texture (sampler_blur3, \n    (uv + (vec2(0.0, 1.0) * tmpvar_4))\n  ).xyz * scale3) + bias3) - ((texture (sampler_blur3, \n    (uv - (vec2(0.0, 1.0) * tmpvar_4))\n  ).xyz * scale3) + bias3)).x;\n  ret_3.x = texture (sampler_fc_main, (uv + ((tmpvar_5 * texsize.zw) * 48.0))).x;\n  ret_3.x = (ret_3.x + ((\n    (ret_3 - ((texture (sampler_blur3, (uv - \n      floor(uv)\n    )).xyz * scale3) + bias3))\n  .x * 0.01) - 0.004));\n  vec2 tmpvar_6;\n  tmpvar_6 = ((uv_orig - 0.5) * vec2(1.75, 1.75));\n  vec2 tmpvar_7;\n  tmpvar_7.x = ((tmpvar_6.x * tmpvar_6.x) - (tmpvar_6.y * tmpvar_6.y));\n  tmpvar_7.y = ((2.0 * tmpvar_6.x) * tmpvar_6.y);\n  my_uv2_1 = (tmpvar_7 + vec2(0.4, 0.74));\n  d_2 = (texsize.zw * 8.0);\n  vec2 tmpvar_8;\n  tmpvar_8.x = (((texture (sampler_blur1, \n    (my_uv2_1 + (vec2(1.0, 0.0) * d_2))\n  ).xyz * scale1) + bias1) - ((texture (sampler_blur1, \n    (my_uv2_1 - (vec2(1.0, 0.0) * d_2))\n  ).xyz * scale1) + bias1)).y;\n  tmpvar_8.y = (((texture (sampler_blur1, \n    (my_uv2_1 + (vec2(0.0, 1.0) * d_2))\n  ).xyz * scale1) + bias1) - ((texture (sampler_blur1, \n    (my_uv2_1 - (vec2(0.0, 1.0) * d_2))\n  ).xyz * scale1) + bias1)).y;\n  ret_3.y = texture (sampler_fc_main, (my_uv2_1 + ((tmpvar_8 * texsize.zw) * 4.0))).y;\n  ret_3.z = max (texture (sampler_main, uv).y, (texture (sampler_main, (uv + \n    (texsize.zw * 3.0)\n  )).z - 0.004));\n  vec4 tmpvar_9;\n  tmpvar_9.w = 1.0;\n  tmpvar_9.xyz = ret_3;\n  ret = tmpvar_9.xyz;\n }","comp":" shader_body { \n  vec2 moebius_1;\n  vec3 ret_2;\n  vec2 tmpvar_3;\n  tmpvar_3.x = q1;\n  tmpvar_3.y = q2;\n  vec2 tmpvar_4;\n  tmpvar_4.x = q7;\n  tmpvar_4.y = q8;\n  vec2 tmpvar_5;\n  tmpvar_5 = (uv - 0.5);\n  vec2 tmpvar_6;\n  tmpvar_6.x = ((tmpvar_5.x * q5) - (tmpvar_5.y * q6));\n  tmpvar_6.y = ((tmpvar_5.x * q6) - (tmpvar_5.y * q5));\n  vec2 tmpvar_7;\n  tmpvar_7 = ((tmpvar_6 * aspect.yx) + tmpvar_4);\n  vec2 tmpvar_8;\n  tmpvar_8.x = ((q3 * tmpvar_7.x) + (q4 * tmpvar_7.y));\n  tmpvar_8.y = ((q4 * tmpvar_7.x) - (q3 * tmpvar_7.y));\n  moebius_1 = (0.5 + ((\n    (1.0 - abs(((\n      fract((((tmpvar_8 / \n        ((tmpvar_7.x * tmpvar_7.x) + (tmpvar_7.y * tmpvar_7.y))\n      ) + tmpvar_3) * 0.5))\n     * 2.0) - 1.0)))\n   - 0.5) * 0.9));\n  ret_2 = (pow ((\n    (mix (((texture (sampler_blur3, moebius_1).xyz * scale3) + bias3), texture (sampler_main, moebius_1).xyz, vec3(0.6, 0.6, 0.6)) * 1.2)\n   - 0.1), vec3(4.0, 4.0, 4.0)).yxz * vec3(2.0, 0.5, 1.4));\n  ret_2.yz = (ret_2.yz - ret_2.zx);\n  vec4 tmpvar_9;\n  tmpvar_9.w = 1.0;\n  tmpvar_9.xyz = ret_2;\n  ret = tmpvar_9.xyz;\n }"}