{"baseVals":{"rating":0,"gammaadj":1.9,"echo_zoom":1.16936,"wave_mode":6,"modwavealphabyvolume":1,"wave_a":2.928553,"wave_scale":1.739303,"wave_smoothing":0.18,"wave_mystery":0.4,"modwavealphastart":0.83,"modwavealphaend":1.31,"warpscale":3.138,"zoom":1.023,"warp":0.000536,"wave_r":0.5,"wave_g":0.5,"wave_b":0.5,"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.dx_residual=0;a.dy_residual=0;a.bass_thresh=0;","frame_eqs_str":"a.wave_r=1;a.wave_g=0;a.wave_b=0;a.wave_r=sqrt(a.wave_r);a.wave_g=sqrt(a.wave_g);a.wave_b=sqrt(a.wave_b);a.rot+=.01*(.6*Math.sin(.381*a.time)+.4*Math.sin(.579*a.time));a.cx+=.21*(.6*Math.sin(.374*a.time)+.4*Math.sin(.294*a.time));a.cy+=.21*(.6*Math.sin(.393*a.time)+.4*Math.sin(.223*a.time));a.dx+=.003*(.6*Math.sin(.234*a.time)+.4*Math.sin(.277*a.time));a.dy+=.003*(.6*Math.sin(.284*a.time)+.4*Math.sin(.247*a.time));a.decay-=.01*equal(mod(a.frame,6),0);a.dx+=a.dx_residual;a.dy+=\na.dy_residual;a.bass_thresh=2*above(a.bass_att,a.bass_thresh)+(1-above(a.bass_att,a.bass_thresh))*(.96*(a.bass_thresh-1.3)+1.3);a.dx_residual=.016*equal(a.bass_thresh,2.13)*Math.sin(7*a.time)+(1-equal(a.bass_thresh,2.13))*a.dx_residual;a.dy_residual=.012*equal(a.bass_thresh,2.13)*Math.sin(9*a.time)+(1-equal(a.bass_thresh,2.13))*a.dy_residual;a.wave_x-=7*a.dx_residual;a.wave_y-=7*a.dy_residual;a.wave_mystery=.03*a.time;","pixel_eqs_str":"","pixel_eqs":"","warp":" shader_body { \n  vec3 ret_1;\n  vec2 tmpvar_2;\n  tmpvar_2 = (uv - 0.5);\n  ret_1.x = texture (sampler_main, (tmpvar_2 + 0.5)).x;\n  ret_1.y = texture (sampler_main, ((tmpvar_2 * 0.985) + 0.5)).y;\n  ret_1.z = texture (sampler_main, ((tmpvar_2 * 0.97) + 0.5)).z;\n  vec3 tmpvar_3;\n  tmpvar_3.x = -(ret_1.x);\n  tmpvar_3.y = (ret_1.x - ret_1.y);\n  tmpvar_3.z = (ret_1.y - ret_1.z);\n  ret_1 = (ret_1 + (tmpvar_3 * 0.03));\n  ret_1 = (ret_1 + ((\n    (texture (sampler_noise_lq, (((uv_orig * texsize.xy) * texsize_noise_lq.zw) + rand_frame.xy)).xyz - 0.5)\n   / 256.0) * 3.0));\n  vec4 tmpvar_4;\n  tmpvar_4.w = 1.0;\n  tmpvar_4.xyz = ret_1;\n  ret = tmpvar_4.xyz;\n }","comp":" shader_body { \n  vec3 tmpvar_1;\n  tmpvar_1 = texture (sampler_main, uv).xyz;\n  vec4 tmpvar_2;\n  tmpvar_2.w = 1.0;\n  tmpvar_2.xyz = (mix (mix (\n    (vec3(1.0, 0.8, 0.1) * tmpvar_1.xxx)\n  , vec3(1.1, 0.7, 0.5), tmpvar_1.yyy), vec3(0.4, 1.1, 0.6), tmpvar_1.zzz) * 1.5);\n  ret = tmpvar_2.xyz;\n }"}