{"baseVals":{"rating":0,"gammaadj":1.9,"echo_zoom":1.16936,"wave_mode":2,"additivewave":1,"wave_dots":1,"wave_thick":1,"wave_a":0.274263,"wave_scale":2.827,"wave_smoothing":0.09,"modwavealphastart":0.83,"modwavealphaend":1.31,"warpscale":3.138,"zoom":0.993,"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=.85+.25*Math.sin(.437*a.time+1);a.wave_g=.85+.25*Math.sin(.544*a.time+2);a.wave_b=.85+.25*Math.sin(.751*a.time+3);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+=\na.dx_residual;a.dy+=a.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":"uniform sampler2D sampler_onefish;\n shader_body { \n  vec3 ret_1;\n  ret_1 = (texture (sampler_main, uv).xyz + ((texture (sampler_noise_lq, \n    (((uv_orig * texsize.xy) * texsize_noise_lq.zw) + rand_frame.xy)\n  ).xyz - 0.5) / 256.0));\n  vec4 tmpvar_2;\n  tmpvar_2 = texture (sampler_onefish, (uv_orig * aspect.xy));\n  vec2 x_3;\n  x_3 = (uv - uv_orig);\n  ret_1 = (mix (ret_1, tmpvar_2.xyz, vec3(clamp (\n    (1.0 - (abs((\n      ((dot (tmpvar_2.xyz, vec3(0.32, 0.49, 0.29)) * 0.8) + 0.1)\n     - \n      ((fract((time * 0.2)) * 0.5) + 0.25)\n    )) * 13.0))\n  , 0.0, 1.0))) * (0.97 + (0.03 * \n    clamp ((sqrt(dot (x_3, x_3)) * 200.0), 0.0, 1.0)\n  )));\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  vec4 tmpvar_1;\n  tmpvar_1.w = 1.0;\n  tmpvar_1.xyz = (texture (sampler_main, uv).xyz * 1.15);\n  ret = tmpvar_1.xyz;\n }"}