{"baseVals":{"rating":0,"gammaadj":1.9,"echo_zoom":1.169,"wave_mode":7,"wave_thick":1,"wave_a":0.303,"wave_scale":1.719,"wave_smoothing":0.522,"modwavealphastart":0.95,"modwavealphaend":1.47,"warpscale":3.138,"zoom":1.203,"rot":-0.04,"warp":0.00054,"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=.5+.65*Math.sin(10.437*a.time+1);a.wave_g=.5+.65*Math.sin(18.344*a.time+2);a.wave_b=1;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+=a.dy_residual;\na.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;","pixel_eqs_str":"","pixel_eqs":"","warp":" shader_body { \n  vec2 tmpvar_1;\n  tmpvar_1 = normalize((uv - 0.5));\n  vec4 tmpvar_2;\n  tmpvar_2.w = 1.0;\n  tmpvar_2.xyz = (((\n    (((texture (sampler_main, (uv + \n      (texsize.zw * (tmpvar_1 * -4.5))\n    )) * 0.19) + (texture (sampler_main, (uv + \n      (texsize.zw * (tmpvar_1 * -1.5))\n    )) * 0.31)) + (texture (sampler_main, (uv + (texsize.zw * \n      (tmpvar_1 * 1.5)\n    ))) * 0.31))\n   + \n    (texture (sampler_main, (uv + (texsize.zw * (tmpvar_1 * 4.5)))) * 0.19)\n  ) - 0.005).xyz * (0.9 + (0.1 * \n    clamp ((rad * 5.0), 0.0, 1.0)\n  )));\n  ret = tmpvar_2.xyz;\n }","comp":" shader_body { \n  vec3 ret_1;\n  ret_1 = (texture (sampler_main, uv).xyz + ((\n    (texture (sampler_blur1, uv).xyz * scale1)\n   + bias1) * 1.2));\n  ret_1 = (pow (ret_1, vec3(0.5, 0.7, 1.4)) * 1.6);\n  vec4 tmpvar_2;\n  tmpvar_2.w = 1.0;\n  tmpvar_2.xyz = ret_1;\n  ret = tmpvar_2.xyz;\n }"}