{"baseVals":{"rating":0,"gammaadj":1,"wave_mode":5,"wave_dots":1,"modwavealphabyvolume":1,"wave_a":8.2,"wave_scale":3.587,"wave_smoothing":0.9,"modwavealphastart":1.19,"modwavealphaend":1.71,"zoom":1.195,"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  vec4 b_1;\n  vec3 ret_2;\n  ret_2 = texture (sampler_main, uv).xyz;\n  b_1.x = dot (((texture (sampler_blur2, vec2(0.35, 0.35)).xyz * scale2) + bias2), vec3(0.32, 0.49, 0.29));\n  b_1.y = dot (((texture (sampler_blur2, vec2(0.65, 0.35)).xyz * scale2) + bias2), vec3(0.32, 0.49, 0.29));\n  b_1.z = dot (((texture (sampler_blur2, vec2(0.35, 0.65)).xyz * scale2) + bias2), vec3(0.32, 0.49, 0.29));\n  b_1.w = dot (((texture (sampler_blur2, vec2(0.65, 0.65)).xyz * scale2) + bias2), vec3(0.32, 0.49, 0.29));\n  float tmpvar_3;\n  tmpvar_3 = (min (min (b_1.x, b_1.y), min (b_1.z, b_1.w)) * 0.8);\n  vec3 tmpvar_4;\n  tmpvar_4 = mix (ret_2, ((ret_2 - tmpvar_3) / (\n    (max (max (b_1.x, b_1.y), max (b_1.z, b_1.w)) / 0.8)\n   - tmpvar_3)).xxx, vec3(0.04, 0.04, 0.04));\n  ret_2 = tmpvar_4;\n  vec4 tmpvar_5;\n  tmpvar_5.w = 1.0;\n  tmpvar_5.xyz = tmpvar_4;\n  ret = tmpvar_5.xyz;\n }","comp":" shader_body { \n  vec4 tmpvar_1;\n  tmpvar_1 = texture (sampler_main, uv);\n  float tmpvar_2;\n  tmpvar_2 = dot (tmpvar_1.xyz, vec3(0.32, 0.49, 0.29));\n  vec4 tmpvar_3;\n  tmpvar_3.w = 1.0;\n  tmpvar_3.xyz = ((tmpvar_1.xyz * tmpvar_1.xyz) * (1.0 + (\n    (clamp (((\n      cos(((tmpvar_2 * 27.0) + 3.0))\n     * 30.0) - 26.0), 0.0, 1.0) * clamp (((\n      cos(((tmpvar_2 * 27.0) + 3.0))\n     * 30.0) - 26.0), 0.0, 1.0))\n   * 0.5)));\n  ret = tmpvar_3.xyz;\n }"}