{"baseVals":{"rating":0,"decay":0.99,"wave_mode":1,"wave_thick":1,"modwavealphabyvolume":1,"wave_brighten":0,"wave_a":2.426,"wave_scale":3.935,"wave_smoothing":0.36,"wave_mystery":0.32,"modwavealphastart":1.05,"modwavealphaend":1.43,"zoom":1.05,"warp":0.00115,"wave_r":0.7,"wave_g":0.74,"wave_b":0.67,"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.q1=0;a.q2=0;","frame_eqs_str":"a.wave_r+=.6*Math.sin(1.517*a.time)+.4*Math.sin(1.58*a.time);a.wave_g+=.6*Math.sin(1.088*a.time)+.4*Math.sin(1.076*a.time);a.wave_b+=.6*Math.sin(1.037*a.time)+.4*Math.sin(.922*a.time);a.cx+=.11*(.6*Math.sin(.374*a.time)+.4*Math.sin(.294*a.time));a.cy+=.11*(.6*Math.sin(.393*a.time)+.4*Math.sin(.223*a.time));a.q1=Math.cos(1.41*a.time);a.q2=a.time+.3*Math.sin(1.47*a.time);a.wave_mystery+=.2*Math.cos(.35*a.time);","pixel_eqs_str":"","pixel_eqs":"","warp":" shader_body { \n  vec3 rsamp_1;\n  vec3 ret_2;\n  vec4 tmpvar_3;\n  tmpvar_3 = texture (sampler_noise_lq, (((uv_orig * texsize.xy) * texsize_noise_lq.zw) + rand_frame.xy));\n  vec4 tmpvar_4;\n  tmpvar_4 = texture (sampler_pw_main, uv_orig);\n  ret_2 = tmpvar_4.xyz;\n  vec4 tmpvar_5;\n  tmpvar_5 = texture (sampler_pw_main, (uv_orig + ((\n    (tmpvar_3.xy - 0.5)\n   * 12.0) * texsize.zw)));\n  vec3 tmpvar_6;\n  tmpvar_6 = tmpvar_5.xyz;\n  rsamp_1 = tmpvar_6;\n  float tmpvar_7;\n  vec2 x_8;\n  x_8 = (tmpvar_4.xy - uv_orig);\n  tmpvar_7 = sqrt(dot (x_8, x_8));\n  float tmpvar_9;\n  vec2 x_10;\n  x_10 = (tmpvar_5.xy - uv_orig);\n  tmpvar_9 = sqrt(dot (x_10, x_10));\n  if ((tmpvar_7 > tmpvar_9)) {\n    ret_2.xy = tmpvar_6.xy;\n  };\n  vec4 tmpvar_11;\n  tmpvar_11 = texture (sampler_pw_main, (uv_orig + ((\n    (tmpvar_3.zw - 0.5)\n   * 48.0) * texsize.zw)));\n  rsamp_1 = tmpvar_11.xyz;\n  float tmpvar_12;\n  vec2 x_13;\n  x_13 = (ret_2.xy - uv_orig);\n  tmpvar_12 = sqrt(dot (x_13, x_13));\n  float tmpvar_14;\n  vec2 x_15;\n  x_15 = (tmpvar_11.xy - uv_orig);\n  tmpvar_14 = sqrt(dot (x_15, x_15));\n  if ((tmpvar_12 > tmpvar_14)) {\n    ret_2.xy = rsamp_1.xy;\n  };\n  ret_2.z = texture (sampler_fw_main, ret_2.xy).z;\n  ret_2.z = (ret_2.z - (q1 * 0.005));\n  if ((ret_2.z < 0.09)) {\n    ret_2 = vec3(0.0, 0.0, 0.0);\n  };\n  vec4 tmpvar_16;\n  tmpvar_16.w = 1.0;\n  tmpvar_16.xyz = ret_2;\n  ret = tmpvar_16.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  vec4 tmpvar_8;\n  tmpvar_8.w = 1.0;\n  tmpvar_8.xyz = ret_2;\n  ret = tmpvar_8.xyz;\n }"}