{"baseVals":{"rating":2,"gammaadj":1.998,"echo_zoom":1.421,"wave_mode":2,"additivewave":1,"wave_dots":1,"wave_thick":1,"modwavealphabyvolume":1,"darken_center":1,"wave_a":1.193,"wave_scale":5.398,"wave_smoothing":0.9,"modwavealphastart":0.73,"modwavealphaend":1.07,"warpanimspeed":0.248,"warpscale":2.108,"zoomexp":3.86996,"zoom":1.06152,"warp":0.11918,"wave_g":0.8,"wave_b":0.2,"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.t2=0;","frame_eqs_str":"a.wave_r+=.65*(.6*Math.sin(1.437*a.time)+.4*Math.sin(.97*a.time));a.wave_g+=.65*(.6*Math.sin(1.344*a.time)+.4*Math.sin(.841*a.time));a.wave_b+=.65*(.6*Math.sin(1.251*a.time)+.4*Math.sin(1.055*a.time));a.rot+=.02*(.6*Math.sin(.181*a.time)+.09*Math.sin(-.279*a.time));a.dx+=.001*(.6*Math.sin(.234*a.time)+.4*Math.sin(.277*a.time));a.dy+=.001*(.6*Math.sin(.284*a.time)+.4*Math.sin(.247*a.time));a.decay-=.01*equal(mod(a.frame,6),0);a.t2=6*a.time;a.wave_x=.5+.2*(.6*Math.sin(.374*a.t2)+\n.4*Math.sin(.294*a.t2));a.wave_y=.5+.2*(.6*Math.sin(.393*a.t2)+.4*Math.sin(.223*a.t2));","pixel_eqs_str":"","pixel_eqs":"","warp":" shader_body { \n  vec3 ret_1;\n  vec4 tmpvar_2;\n  tmpvar_2 = ((texture (sampler_noise_lq, (rand_frame.xy + \n    ((uv * texsize_noise_lq.zw) * texsize.xy)\n  )) * 2.0) - 1.0);\n  ret_1 = (texture (sampler_pw_main, (uv + (\n    (tmpvar_2.zw * texsize.zw)\n   * 0.5))).xyz + ((0.59 - \n    (0.2 * rad)\n  ) * tmpvar_2.xyz));\n  ret_1 = (clamp ((\n    ((ret_1 - 0.5) * 3.0)\n   + 0.25), 0.0, 1.0) * 1.45);\n  vec4 tmpvar_3;\n  tmpvar_3.w = 1.0;\n  tmpvar_3.xyz = ret_1;\n  ret = tmpvar_3.xyz;\n }","comp":" shader_body { \n  vec3 ret_1;\n  vec2 tmpvar_2;\n  vec2 tmpvar_3;\n  tmpvar_3 = (uv - 0.5);\n  tmpvar_2 = ((tmpvar_3 * 0.8) + 0.5);\n  vec2 tmpvar_4;\n  tmpvar_4 = ((tmpvar_3 * 0.6) + 0.5);\n  ret_1.x = texture (sampler_main, uv).x;\n  ret_1.x = (ret_1.x + ((\n    (texture (sampler_blur1, uv).xyz * scale1)\n   + bias1).x * 1.5));\n  ret_1.y = texture (sampler_main, tmpvar_2).y;\n  ret_1.y = (ret_1.y + ((\n    (texture (sampler_blur1, tmpvar_2).xyz * scale1)\n   + bias1).y * 1.5));\n  ret_1.z = texture (sampler_main, tmpvar_4).z;\n  ret_1.z = (ret_1.z + ((\n    (texture (sampler_blur1, tmpvar_4).xyz * scale1)\n   + bias1).z * 1.5));\n  ret_1 = (((ret_1.x * vec3(0.7, 1.1, 1.5)) + (ret_1.y * vec3(1.5, 1.1, 0.4))) + (ret_1.z * vec3(1.0, 0.5, 1.4)));\n  ret_1 = (ret_1 * 0.4);\n  vec4 tmpvar_5;\n  tmpvar_5.w = 1.0;\n  tmpvar_5.xyz = ret_1;\n  ret = tmpvar_5.xyz;\n }"}