{"baseVals":{"rating":0,"gammaadj":1,"wave_mode":1,"modwavealphabyvolume":1,"wave_a":8.2,"wave_scale":3.228,"wave_smoothing":0.9,"modwavealphastart":1.05,"modwavealphaend":1.65,"zoom":1.045,"warp":0.01605,"wave_r":0.8,"wave_g":0.8,"wave_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+=.3*(.9*Math.sin(1.753*a.time)+.4*Math.sin(1.315*a.time+1));a.wave_g+=.3*(.9*Math.sin(2.883*a.time+3)+.4*Math.sin(1.006*a.time+4));a.wave_b+=.3*(.9*Math.sin(1.393*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+=.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*\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+=.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  vec2 tmpvar_2;\n  tmpvar_2 = (normalize((uv - uv_orig)) * texsize.zw);\n  vec4 tmpvar_3;\n  tmpvar_3.w = 0.0;\n  tmpvar_3.xyz = ret_1;\n  vec4 tmpvar_4;\n  tmpvar_4.w = 0.0;\n  tmpvar_4.xyz = max (tmpvar_3, texture (sampler_main, (uv + (tmpvar_2 * 2.3)))).xyz;\n  ret_1 = (max (tmpvar_4, texture (sampler_main, (uv - \n    (tmpvar_2 * 2.3)\n  ))).xyz * 0.97);\n  vec4 tmpvar_5;\n  tmpvar_5.w = 1.0;\n  tmpvar_5.xyz = ret_1;\n  ret = tmpvar_5.xyz;\n }","comp":" shader_body { \n  vec2 uv2_1;\n  uv2_1 = (uv + (vec2(1.0, 0.0) * texsize.zw));\n  float tmpvar_2;\n  tmpvar_2 = texture (sampler_main, uv2_1).x;\n  uv2_1 = (uv + (vec2(-1.0, 0.0) * texsize.zw));\n  float tmpvar_3;\n  tmpvar_3 = texture (sampler_main, uv2_1).x;\n  uv2_1 = (uv + (vec2(0.0, 1.0) * texsize.zw));\n  float tmpvar_4;\n  tmpvar_4 = texture (sampler_main, uv2_1).x;\n  uv2_1 = (uv + (vec2(0.0, -1.0) * texsize.zw));\n  vec3 tmpvar_5;\n  tmpvar_5.z = 0.15;\n  tmpvar_5.x = (tmpvar_2 - tmpvar_3);\n  tmpvar_5.y = (tmpvar_4 - texture (sampler_main, uv2_1).x);\n  vec3 tmpvar_6;\n  tmpvar_6 = normalize(tmpvar_5);\n  vec4 tmpvar_7;\n  tmpvar_7.w = 1.0;\n  tmpvar_7.xyz = ((vec3(1.95, 1.35, 0.9) * clamp (\n    dot (tmpvar_6, vec3(0.8206099, -0.5333964, 0.2051525))\n  , 0.0, 1.0)) + (vec3(0.5, 0.7, 0.85) * clamp (\n    dot (tmpvar_6, vec3(-0.3160698, 0.9482093, 0.03160698))\n  , 0.0, 1.0)));\n  ret = tmpvar_7.xyz;\n }"}