{"baseVals":{"rating":5,"gammaadj":1.9,"echo_zoom":1.16936,"wave_mode":5,"additivewave":1,"wave_a":0,"wave_scale":0.899719,"wave_smoothing":0.63,"wave_mystery":1,"modwavealphastart":2,"modwavealphaend":2,"warpscale":2.593743,"zoom":1.00496,"warp":0.278033,"sx":0.999666,"sy":0.9999,"wave_r":0.65,"wave_g":0.65,"wave_b":0.65,"mv_x":0,"mv_y":48,"mv_dx":-0.941273,"mv_dy":0.426319,"mv_l":5,"mv_r":0.315997,"mv_g":0.078173,"mv_b":0.941976,"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.du=0;a.q1=0;a.rg=0;a.q9=0;a.mult=0;a.ang2=0;a.dv=0;a.q4=0;a.q2=0;a.dist=0;a.q3=0;a.rg=0;","frame_eqs_str":"a.wave_r+=.35*(.6*Math.sin(.98*a.time)+.4*Math.sin(1.047*a.time));a.wave_g+=.35*(.6*Math.sin(.835*a.time)+.4*Math.sin(1.081*a.time));a.wave_b+=.35*(.6*Math.sin(.814*a.time)+.4*Math.sin(1.011*a.time));a.q1=2*a.cx-1+.52*(.6*Math.sin(.374*a.time)+.4*Math.sin(.294*a.time));a.q2=2*a.cy-1+.52*(.6*Math.sin(.393*a.time)+.4*Math.sin(.223*a.time));a.q3=2*a.cx-1+.52*(.6*Math.sin(.174*-a.time)+.4*Math.sin(.364*a.time));a.q4=2*a.cy-1+.52*(.6*Math.sin(.234*a.time)+.4*Math.sin(.271*-a.time));\na.decay-=.01*equal(mod(a.frame,5),0);a.rg=Math.max(.95*a.rg,.3+.5*Math.min(2,1.3*Math.max(0,a.mid_att-1)));a.q9=a.rg;","pixel_eqs_str":"a.du=2*a.x-1-a.q1;a.dv=2*a.y-1-a.q2;a.dist=sqrt(a.du*a.du+a.dv*a.dv);a.ang2=Math.atan2(a.du,a.dv);a.mult=div(.008,a.dist+.4);a.dx=a.mult*Math.sin(a.ang2-1.5);a.dy=a.mult*Math.cos(a.ang2-1.5);a.du=2*a.x-1-a.q3;a.dv=2*a.y-1-a.q4;a.dist=sqrt(a.du*a.du+a.dv*a.dv);a.ang2=Math.atan2(a.du,a.dv);a.mult=div(.008,a.dist+.4);a.dx+=a.mult*Math.sin(a.ang2+1.5);a.dy+=a.mult*Math.cos(a.ang2+1.5);","warp":" shader_body { \n  vec3 ret_1;\n  vec2 tmpvar_2;\n  tmpvar_2 = mix (uv_orig, uv, vec2(q9));\n  ret_1 = texture (sampler_main, tmpvar_2).xyz;\n  ret_1 = (ret_1 + ((ret_1 - \n    ((texture (sampler_blur1, tmpvar_2).xyz * scale1) + bias1)\n  ) * 0.3));\n  ret_1 = (ret_1 * 0.9);\n  ret_1 = (ret_1 + ((\n    ((texture (sampler_noise_lq, ((\n      (uv_orig * texsize.xy)\n     * \n      (texsize_noise_lq.zw * 0.4)\n    ) + rand_frame.xy)).xyz - 0.5) / 256.0)\n   * 122.0) * clamp (\n    (treb_att - 1.0)\n  , 0.0, 1.0)));\n  ret_1 = mix (ret_1, vec3(dot (ret_1, vec3(0.32, 0.49, 0.29))), vec3(0.2, 0.2, 0.2));\n  vec4 tmpvar_3;\n  tmpvar_3.w = 1.0;\n  tmpvar_3.xyz = ret_1;\n  ret = tmpvar_3.xyz;\n }","comp":" shader_body { \n  vec4 tmpvar_1;\n  tmpvar_1.w = 1.0;\n  tmpvar_1.xyz = (0.3 + (0.4 * vec3(dot (texture (sampler_main, uv).xyz, vec3(0.32, 0.49, 0.29)))));\n  ret = tmpvar_1.xyz;\n }"}