{"baseVals":{"rating":5,"gammaadj":1,"decay":1,"wave_mode":6,"modwavealphabyvolume":1,"wave_a":100,"wave_scale":3.266,"wave_smoothing":0.207,"modwavealphastart":1.61,"modwavealphaend":1.79,"warpscale":1.331,"zoom":1.01971,"warp":0,"wave_y":0.58,"mv_x":64,"mv_y":48,"mv_l":0,"mv_r":0.35,"mv_g":0.35,"mv_b":0.35,"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":"","frame_eqs_str":"a.wave_r+=.35*(.6*Math.sin(.98*a.time)+.4*Math.sin(1.047*a.time));a.wave_g+=.35*(.6*Math.sin(.835*a.time)+.4*Math.sin(1.081*a.time));a.wave_b+=.35*(.6*Math.sin(.814*a.time)+.4*Math.sin(1.011*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.decay-=.01*equal(mod(a.frame,20),0);","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  ret_2 = ((ret_2 - 0.016) * 0.985);\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 + ((\n    (texture (sampler_blur1, uv).xyz * scale1)\n   + bias1) * 2.5));\n  ret = tmpvar_1.xyz;\n }"}