{"baseVals":{"rating":0,"gammaadj":1,"wave_mode":1,"modwavealphabyvolume":1,"wave_a":1.2,"wave_scale":3.587,"wave_smoothing":0.9,"wave_mystery":-0.28,"modwavealphastart":0.97,"modwavealphaend":1.67,"zoom":1.065,"warp":0.01459,"wave_r":0.7,"wave_g":0.65,"wave_b":0.7,"mv_x":31.2,"mv_y":2.28,"mv_l":2.5,"mv_b":0.8,"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+=.2*(.9*Math.sin(2.753*a.time)+.4*Math.sin(2.315*a.time+1));a.wave_g+=.1*(.9*Math.sin(3.183*a.time+3)+.4*Math.sin(2.006*a.time+4));a.wave_b+=.1*(.9*Math.sin(2.393*a.time+5)+.4*Math.sin(2.733*a.time+2));a.zoom+=.013*(.6*Math.sin(.339*a.time)+.4*Math.sin(.276*a.time));a.rot+=.02*(.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+=.002*(.6*\nMath.sin(.234*a.time)+.4*Math.sin(.277*a.time));a.rot+=.02*(Math.sin(2.134*a.time)+Math.sin(1.7134*a.time)+Math.sin(2.834*a.time));a.dx+=.0025*(Math.sin(1.134*a.time)+Math.sin(.7134*a.time)+Math.sin(2.334*a.time));a.dy+=.0025*(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  vec2 uv_1;\n  vec3 ret_2;\n  ret_2 = ((1.25 * (\n    (texture (sampler_blur3, uv).xyz * scale3)\n   + bias3)) - (0.25 * (\n    (texture (sampler_blur1, uv).xyz * scale1)\n   + bias1)));\n  vec3 theta_3;\n  theta_3 = (1.33 * ((texture (sampler_blur1, \n    clamp (ret_2.xy, 0.0, 1.0)\n  ).xyz * scale1) + bias1));\n  uv_1 = (uv * (1.0 + (0.15 * \n    (sin(theta_3) / cos(theta_3))\n  )).xy);\n  vec3 theta_4;\n  theta_4 = (1.33 * ((texture (sampler_blur1, \n    clamp (ret_2.xy, 0.0, 1.0)\n  ).xyz * scale1) + bias1));\n  uv_1 = (uv_1 - (0.075 * (\n    sin(theta_4)\n   / \n    cos(theta_4)\n  )).xy);\n  float tmpvar_5;\n  tmpvar_5 = dot (texsize.zw, texsize.zw);\n  ret_2 = (max (max (texture (sampler_main, uv_1).xyz, texture (sampler_main, \n    (((uv_1 - 0.5) * (1.0 - (8.0 * \n      sqrt(tmpvar_5)\n    ))) + 0.5)\n  ).xyz), texture (sampler_main, (\n    ((uv_1 - 0.5) * (1.0 + (8.0 * sqrt(tmpvar_5))))\n   + 0.5)).xyz) - 0.024);\n  vec4 tmpvar_6;\n  tmpvar_6.w = 1.0;\n  tmpvar_6.xyz = ret_2;\n  ret = tmpvar_6.xyz;\n }","comp":" shader_body { \n  vec2 uv_1;\n  vec3 ret3_2;\n  vec3 ret_3;\n  vec2 tmpvar_4;\n  tmpvar_4 = (((uv - 0.5) * vec2(-1.0, 1.0)) + 0.5);\n  vec3 tmpvar_5;\n  tmpvar_5 = abs(((texture (sampler_main, uv).xyz * \n    clamp ((((\n      (texture (sampler_blur2, uv).xyz * scale2)\n     + bias2) * 2.8) - 0.13), 0.0, 1.0)\n  ) - (texture (sampler_main, tmpvar_4).xyz * \n    clamp ((((\n      (texture (sampler_blur2, tmpvar_4).xyz * scale2)\n     + bias2) * 2.8) - 0.13), 0.0, 1.0)\n  )));\n  ret3_2 = (tmpvar_5 * sqrt(tmpvar_5));\n  ret3_2 = (ret3_2 * vec3(0.9, 1.6, 2.3));\n  ret3_2 = (ret3_2 * 3.0);\n  vec3 tmpvar_6;\n  tmpvar_6 = pow (ret3_2, (1.0 - ret3_2));\n  ret3_2 = tmpvar_6;\n  uv_1 = (uv * 2.0);\n  vec2 tmpvar_7;\n  tmpvar_7 = floor((fract(\n    (uv_1 * 0.5)\n  ) * 2.0));\n  uv_1 = ((fract(uv_1) * (1.0 - tmpvar_7)) + (tmpvar_7 * fract(\n    (1.0 - uv_1)\n  )));\n  vec2 tmpvar_8;\n  tmpvar_8.x = rad;\n  tmpvar_8.y = uv_1.y;\n  uv_1 = tmpvar_8;\n  vec2 tmpvar_9;\n  tmpvar_9 = ((0.5 - tmpvar_8.yx) + 0.5);\n  ret_3 = (texture (sampler_main, tmpvar_8.yx).xyz * clamp ((\n    (((texture (sampler_blur2, tmpvar_8.yx).xyz * scale2) + bias2) * 2.8)\n   - 0.13), 0.0, 1.0));\n  vec3 tmpvar_10;\n  tmpvar_10 = mix (ret_3, (texture (sampler_main, tmpvar_9).xyz * clamp (\n    ((((texture (sampler_blur2, tmpvar_9).xyz * scale2) + bias2) * 2.8) - 0.13)\n  , 0.0, 1.0)), vec3(0.5, 0.5, 0.5));\n  ret_3 = (tmpvar_10 * tmpvar_10);\n  ret_3 = (ret_3 * vec3(0.9, 1.6, 2.3));\n  ret_3 = (ret_3 * 3.0);\n  vec3 tmpvar_11;\n  tmpvar_11 = max (tmpvar_6, (0.8 * vec3((0.5 * \n    dot (ret_3, vec3(0.32, 0.49, 0.29))\n  ))));\n  ret_3 = tmpvar_11;\n  vec4 tmpvar_12;\n  tmpvar_12.w = 1.0;\n  tmpvar_12.xyz = tmpvar_11;\n  ret = tmpvar_12.xyz;\n }"}