{"baseVals":{"rating":5,"gammaadj":1.9,"echo_zoom":1.169,"wave_mode":6,"wave_dots":1,"modwavealphabyvolume":1,"wave_brighten":0,"wave_a":0.3,"wave_scale":1.128,"wave_smoothing":0.783,"modwavealphastart":1.41,"modwavealphaend":1.67,"warpscale":1.503,"zoom":1.013,"warp":0.06322,"wave_r":0.81,"wave_g":0.79,"wave_b":0.77,"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=1;a.wave_g=1;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;a.bass_thresh=2*above(a.bass_att,a.bass_thresh)+(1-above(a.bass_att,\na.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":" shader_body { \n  float n_1;\n  vec3 ret_2;\n  ret_2 = texture (sampler_pw_main, uv).xyz;\n  n_1 = (clamp ((texture (sampler_pw_main, \n    (uv + texsize.zw)\n  ).x * 999.0), 0.0, 1.0) + clamp ((texture (sampler_pw_main, \n    (uv + (texsize.zw * vec2(1.0, 0.0)))\n  ).x * 999.0), 0.0, 1.0));\n  n_1 = (n_1 + clamp ((texture (sampler_pw_main, \n    (uv + (texsize.zw * vec2(1.0, -1.0)))\n  ).x * 999.0), 0.0, 1.0));\n  n_1 = (n_1 + clamp ((texture (sampler_pw_main, \n    (uv + (texsize.zw * vec2(0.0, 1.0)))\n  ).x * 999.0), 0.0, 1.0));\n  n_1 = (n_1 + clamp ((texture (sampler_pw_main, \n    (uv + (texsize.zw * vec2(0.0, -1.0)))\n  ).x * 999.0), 0.0, 1.0));\n  n_1 = (n_1 + clamp ((texture (sampler_pw_main, \n    (uv + (texsize.zw * vec2(-1.0, 1.0)))\n  ).x * 999.0), 0.0, 1.0));\n  n_1 = (n_1 + clamp ((texture (sampler_pw_main, \n    (uv + (texsize.zw * vec2(-1.0, 0.0)))\n  ).x * 999.0), 0.0, 1.0));\n  n_1 = (n_1 + clamp ((texture (sampler_pw_main, \n    (uv - texsize.zw)\n  ).x * 999.0), 0.0, 1.0));\n  if ((n_1 < 1.5)) {\n    ret_2 = vec3(0.0, 0.0, 0.0);\n  };\n  if ((n_1 > 3.5)) {\n    ret_2 = vec3(0.0, 0.0, 0.0);\n  };\n  bool tmpvar_3;\n  if ((ret_2.x < 0.1)) {\n    tmpvar_3 = (abs((n_1 - 3.0)) < 0.5);\n  } else {\n    tmpvar_3 = bool(0);\n  };\n  if (tmpvar_3) {\n    ret_2 = vec3(1.0, 1.0, 1.0);\n  };\n  vec4 tmpvar_4;\n  tmpvar_4.w = 1.0;\n  tmpvar_4.xyz = ret_2;\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 + (clamp (\n    ((((texture (sampler_blur2, uv).xyz * scale2) + bias2) * 2.8) - 0.13)\n  , 0.0, 1.0) * vec3(1.4, 0.3, 1.3)));\n  ret = tmpvar_1.xyz;\n }"}