{"baseVals":{"rating":4,"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":1.004,"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,"additive":1,"thickoutline":1,"rad":0.04466,"tex_zoom":0.73458,"g":1,"b":1,"a":0.03,"g2":0,"border_a":0},"init_eqs_str":"a.vx=0;","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.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  float tmpvar_3;\n  tmpvar_3 = (((texture (sampler_blur2, \n    (uv + vec2(0.005, 0.0))\n  ).xyz * scale2) + bias2) - ((texture (sampler_blur2, \n    (uv - vec2(0.005, 0.0))\n  ).xyz * scale2) + bias2)).y;\n  float tmpvar_4;\n  tmpvar_4 = (((texture (sampler_blur2, \n    (uv + vec2(0.0, 0.005))\n  ).xyz * scale2) + bias2) - ((texture (sampler_blur2, \n    (uv - vec2(0.0, 0.005))\n  ).xyz * scale2) + bias2)).y;\n  vec2 tmpvar_5;\n  tmpvar_5.x = tmpvar_3;\n  tmpvar_5.y = tmpvar_4;\n  vec2 tmpvar_6;\n  tmpvar_6 = (uv - (tmpvar_5 * 0.01));\n  ret_2.y = texture (sampler_fc_main, (tmpvar_6 - floor(tmpvar_6))).y;\n  ret_2.y = (ret_2.y + ((ret_2.y - \n    ((texture (sampler_blur3, (tmpvar_6 - floor(tmpvar_6))).xyz * scale3) + bias3)\n  .y) * 0.1));\n  vec2 tmpvar_7;\n  tmpvar_7 = floor(uv);\n  ret_2.y = (ret_2.y + (0.006 - (\n    ((texture (sampler_blur3, (uv - tmpvar_7)).xyz * scale3) + bias3)\n  .x * 5.0)));\n  ret_2.y = ret_2.y;\n  vec2 tmpvar_8;\n  tmpvar_8.x = -(tmpvar_4);\n  tmpvar_8.y = tmpvar_3;\n  my_uv_1 = (tmpvar_8 * 0.05);\n  vec2 tmpvar_9;\n  tmpvar_9.x = (((texture (sampler_blur2, \n    (uv + vec2(0.01, 0.0))\n  ).xyz * scale2) + bias2) - ((texture (sampler_blur2, \n    (uv - vec2(0.01, 0.0))\n  ).xyz * scale2) + bias2)).z;\n  tmpvar_9.y = (((texture (sampler_blur2, \n    (uv + vec2(0.0, 0.01))\n  ).xyz * scale2) + bias2) - ((texture (sampler_blur2, \n    (uv - vec2(0.0, 0.01))\n  ).xyz * scale2) + bias2)).z;\n  my_uv_1 = (my_uv_1 + (uv - (tmpvar_9 * 0.005)));\n  ret_2.z = texture (sampler_fw_main, (my_uv_1 - floor(my_uv_1))).z;\n  ret_2.z = (ret_2.z + ((ret_2.z - \n    ((texture (sampler_blur3, (my_uv_1 - floor(my_uv_1))).xyz * scale3) + bias3)\n  .z) * 0.13));\n  ret_2.z = (ret_2.z * 0.95);\n  ret_2.z = (ret_2.z + ((0.03 - \n    ((texture (sampler_blur3, (uv - tmpvar_7)).xyz * scale3) + bias3)\n  .x) - (texture (sampler_main, \n    (my_uv_1 - floor(my_uv_1))\n  ).y * 0.05)));\n  ret_2.x = (texture (sampler_main, uv).x - 0.3);\n  vec4 tmpvar_10;\n  tmpvar_10.w = 1.0;\n  tmpvar_10.xyz = ret_2;\n  ret = tmpvar_10.xyz;\n }","comp":" shader_body { \n  vec3 ret_1;\n  ret_1 = (1.4 * pow ((\n    clamp (((texture (sampler_blur1, uv).xyz * scale1) + bias1), 0.0, 1.0)\n   * \n    (texture (sampler_pc_main, uv).xyz - ((texture (sampler_blur3, uv).xyz * scale3) + bias3))\n  ), vec3(0.5, 0.5, 0.5)));\n  ret_1 = ((vec3(0.9, 0.5, 0.0) * ret_1.z) + (vec3(0.4, 0.0, 0.8) * ret_1.y));\n  vec4 tmpvar_2;\n  tmpvar_2.w = 1.0;\n  tmpvar_2.xyz = ret_1;\n  ret = tmpvar_2.xyz;\n }"}