{"baseVals":{"rating":0,"gammaadj":1,"wave_mode":7,"modwavealphabyvolume":1,"wave_a":8.2,"wave_scale":3.228,"wave_smoothing":0.9,"modwavealphastart":1.05,"modwavealphaend":1.65,"zoom":1.205,"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)) * 0.97)).xyz;\n  vec4 tmpvar_5;\n  tmpvar_5.w = 0.0;\n  tmpvar_5.xyz = max (tmpvar_4, (texture (sampler_main, (uv - tmpvar_2)) * 0.97)).xyz;\n  vec4 tmpvar_6;\n  tmpvar_6.w = 0.0;\n  tmpvar_6.xyz = max (tmpvar_5, (texture (sampler_main, (uv + \n    (tmpvar_2 * 2.0)\n  )) * 0.9)).xyz;\n  ret_1 = (max (tmpvar_6, (texture (sampler_main, \n    (uv - (tmpvar_2 * 2.0))\n  ) * 0.9)).xyz * 0.95);\n  vec4 tmpvar_7;\n  tmpvar_7.w = 1.0;\n  tmpvar_7.xyz = ret_1;\n  ret = tmpvar_7.xyz;\n }","comp":" shader_body { \n  vec3 ret_1;\n  vec2 tmpvar_2;\n  tmpvar_2 = (texsize.zw * 8.0);\n  vec2 tmpvar_3;\n  tmpvar_3.x = (((texture (sampler_blur1, \n    (uv + (vec2(1.0, 0.0) * tmpvar_2))\n  ).xyz * scale1) + bias1) - ((texture (sampler_blur1, \n    (uv - (vec2(1.0, 0.0) * tmpvar_2))\n  ).xyz * scale1) + bias1)).y;\n  tmpvar_3.y = (((texture (sampler_blur1, \n    (uv + (vec2(0.0, 1.0) * tmpvar_2))\n  ).xyz * scale1) + bias1) - ((texture (sampler_blur1, \n    (uv - (vec2(0.0, 1.0) * tmpvar_2))\n  ).xyz * scale1) + bias1)).y;\n  vec2 tmpvar_4;\n  tmpvar_4 = (uv + (tmpvar_3 * 0.55));\n  vec3 tmpvar_5;\n  tmpvar_5 = mix (ret_1, (1.0 - ret_1), ((0.7 * \n    ((texture (sampler_blur1, tmpvar_4).xyz * scale1) + bias1)\n  ) + (0.2 * texture (sampler_main, uv).xyz)));\n  vec3 tmpvar_6;\n  tmpvar_6 = mix (tmpvar_5, ((\n    (tmpvar_5 - (0.1 * ((texture (sampler_blur3, tmpvar_4).xyz * scale3) + bias3)))\n   + \n    (0.1 * ((texture (sampler_blur1, (\n      (tmpvar_4 * 1.25)\n     - 0.125)).xyz * scale1) + bias1))\n  ) + (0.42 * texture (sampler_main, tmpvar_4).xyz)), vec3(0.25, 0.25, 0.25));\n  vec3 x_7;\n  x_7 = (tmpvar_6 - 0.5);\n  ret_1 = (tmpvar_6 * clamp ((\n    sqrt(dot (x_7, x_7))\n   * 5.0), 0.0, 1.0));\n  ret_1 = (vec3(dot (ret_1, vec3(0.32, 0.49, 0.29))) + 1.25);\n  ret_1 = (ret_1 * (ret_1 * 0.45));\n  ret_1 = (ret_1 * mix (ret_1, (\n    (1.3 * ret_1)\n   * \n    ((((texture (sampler_blur3, uv).xyz * scale3) + bias3) - ((texture (sampler_blur1, uv).xyz * scale1) + bias1)) - (0.25 * ((texture (sampler_blur2, tmpvar_4).xyz * scale2) + bias2)))\n  ), pow (hue_shader.zxy, \n    (1.0 - ret_1)\n  )));\n  ret_1 = (ret_1 + 0.05);\n  ret_1 = (ret_1 * (1.1 * ret_1));\n  ret_1 = (ret_1 * ((hue_shader * 4.0) - 2.75));\n  ret_1 = (ret_1 * (3.5 - (0.5 * \n    clamp (ret_1, 0.0, 1.0)\n  )));\n  vec4 tmpvar_8;\n  tmpvar_8.w = 1.0;\n  tmpvar_8.xyz = ret_1;\n  ret = tmpvar_8.xyz;\n }"}