{"baseVals":{"rating":0,"gammaadj":1,"wave_mode":2,"modwavealphabyvolume":1,"wave_a":0.125,"wave_scale":1.013,"wave_smoothing":0.9,"modwavealphastart":1.25,"modwavealphaend":1.65,"zoom":1.135,"warp":0.01605,"wave_r":0,"wave_g":0.6,"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_g+=.1*(.9*Math.sin(.583*a.time)+.1*Math.sin(1.006*a.time));a.wave_b+=.1*(.9*Math.sin(.993*a.time)+.1*Math.sin(.933*a.time));a.zoom+=.013*(.6*Math.sin(.339*a.time)+.4*Math.sin(.276*a.time));a.rot+=.04*(.6*Math.sin(.381*a.time)+.4*Math.sin(.579*a.time));a.cx+=.003*(.6*Math.sin(.471*a.time)+.4*Math.sin(.297*a.time));a.cy+=.003*(.6*Math.sin(.379*a.time)+.4*Math.sin(.351*a.time));a.dx+=.003*(.6*Math.sin(.234*a.time)+.4*Math.sin(.277*a.time));a.rot+=.02*(Math.sin(2.134*a.time)+\nMath.sin(1.7134*a.time)+Math.sin(2.834*a.time));a.dx+=.01*(Math.sin(1.134*a.time)+Math.sin(.7134*a.time)+Math.sin(2.334*a.time));a.dy+=.01*(Math.sin(1.8834*a.time)+Math.sin(1.0144*a.time)+Math.sin(1.334*a.time));","pixel_eqs_str":"","pixel_eqs":"","warp":" shader_body { \n  vec3 ret_1;\n  ret_1 = (texture (sampler_main, uv).xyz + ((\n    (texture (sampler_noise_lq, ((uv_orig * texsize.xy) * texsize_noise_lq.zw)).xyz * 2.0)\n   - 1.0) * 0.0017));\n  ret_1 = (ret_1 * 0.993);\n  vec4 tmpvar_2;\n  tmpvar_2.w = 1.0;\n  tmpvar_2.xyz = ret_1;\n  ret = tmpvar_2.xyz;\n }","comp":" shader_body { \n  vec3 ret_1;\n  vec3 tmpvar_2;\n  tmpvar_2.z = 0.0;\n  tmpvar_2.xy = texsize.zw;\n  ret_1 = -(texture (sampler_main, uv).xyz);\n  ret_1 = (ret_1 + (clamp (\n    ((dot (texture (sampler_main, (uv + tmpvar_2.xz)).xyz, vec3(0.32, 0.49, 0.29)) - dot (texture (sampler_main, (uv - tmpvar_2.xz)).xyz, vec3(0.32, 0.49, 0.29))) * 64.0)\n  , 0.0, 1.0) * vec3(1.0, 0.6, 0.1)));\n  ret_1 = (ret_1 + (clamp (\n    ((dot (texture (sampler_main, (uv + tmpvar_2.zy)).xyz, vec3(0.32, 0.49, 0.29)) - dot (texture (sampler_main, (uv - tmpvar_2.zy)).xyz, vec3(0.32, 0.49, 0.29))) * 64.0)\n  , 0.0, 1.0) * vec3(0.2, 0.5, 0.7)));\n  ret_1 = (ret_1 - clamp ((\n    (((texture (sampler_blur1, uv).xyz * scale1) + bias1) * 4.0)\n   - 1.0), 0.0, 1.0));\n  ret_1 = (ret_1 * 1.5);\n  vec4 tmpvar_3;\n  tmpvar_3.w = 1.0;\n  tmpvar_3.xyz = ret_1;\n  ret = tmpvar_3.xyz;\n }"}