{"baseVals":{"rating":0,"gammaadj":1.98,"wave_mode":2,"wave_thick":1,"wave_brighten":0,"wave_a":7.9,"wave_scale":0.769,"wave_smoothing":0.9,"zoom":1.135,"warp":0.28,"wave_r":0,"wave_g":0,"wave_b":0,"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":"a.dx_residual=0;a.dy_residual=0;a.bass_thresh=0;","frame_eqs_str":"a.wave_b=0;a.wave_r=1;a.wave_g=1;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+=.005*(.6*Math.sin(.471*a.time)+.4*Math.sin(.297*a.time));a.cy+=.005*(.6*Math.sin(.379*a.time)+.4*Math.sin(.351*a.time));a.dx+=.009*(.6*Math.sin(.234*a.time)+.4*Math.sin(.277*a.time));a.dx+=a.dx_residual;a.dy+=a.dy_residual;a.bass_thresh=2.5*above(a.bass_att,a.bass_thresh)+(1-above(a.bass_att,a.bass_thresh))*(.98*\n(a.bass_thresh-1.4)+1.4);a.dx_residual=.016*equal(a.bass_thresh,2.5)*Math.sin(7*a.time)+(1-equal(a.bass_thresh,2.5))*a.dx_residual;a.dy_residual=.012*equal(a.bass_thresh,2.5)*Math.sin(9*a.time)+(1-equal(a.bass_thresh,2.5))*a.dy_residual;","pixel_eqs_str":"a.zoom+=.1*a.rad;","warp":"","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, ret_1)));\n  ret_1 = (ret_1 + 0.0325);\n  ret_1 = (ret_1 * (0.8 * ret_1));\n  ret_1 = (ret_1 * ((hue_shader.zxy * 4.0) - 2.75));\n  ret_1 = (ret_1 * (2.0 - ret_1));\n  vec4 tmpvar_8;\n  tmpvar_8.w = 1.0;\n  tmpvar_8.xyz = ret_1;\n  ret = tmpvar_8.xyz;\n }"}