{"baseVals":{"rating":0,"gammaadj":1.9,"echo_zoom":1.16936,"wave_mode":7,"wave_thick":1,"modwavealphabyvolume":1,"wave_a":0.203483,"wave_scale":1.718927,"wave_smoothing":0.522,"modwavealphastart":0.95,"modwavealphaend":1.47,"warpscale":3.138,"zoom":1.203,"rot":-0.04,"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=.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 + (texsize.zw * \n      (tmpvar_1 * -4.5)\n    ))) * 0.19) + (texture (sampler_main, (uv + (texsize.zw * \n      (tmpvar_1 * -1.5)\n    ))) * 0.31))\n   + \n    (texture (sampler_main, (uv + (texsize.zw * (tmpvar_1 * 1.5)))) * 0.31)\n  ) + (texture (sampler_main, \n    (uv + (texsize.zw * (tmpvar_1 * 4.5)))\n  ) * 0.19)) - 0.008).xyz;\n  ret = tmpvar_2.xyz;\n }","comp":"uniform sampler2D sampler_seaweed;\n shader_body { \n  float tmpvar_1;\n  tmpvar_1 = abs((texture (sampler_main, uv).z - texture (sampler_pw_main, (\n    ((uv - 0.5) * 0.08)\n   + 0.5)).z));\n  vec2 tmpvar_2;\n  tmpvar_2.x = slow_roam_cos.x;\n  tmpvar_2.y = slow_roam_sin.y;\n  vec4 tmpvar_3;\n  tmpvar_3.w = 1.0;\n  tmpvar_3.xyz = ((pow (tmpvar_1, 0.5) * (1.0 - texture (sampler_seaweed, \n    (tmpvar_2 + (vec2(0.1, 0.0) * tmpvar_1))\n  ))).xyz * 2.0);\n  ret = tmpvar_3.xyz;\n }"}