{"baseVals":{"rating":0,"gammaadj":1.9,"echo_zoom":1.16936,"wave_mode":5,"additivewave":1,"wave_dots":1,"wave_a":3.299999,"wave_scale":1.694,"wave_smoothing":0.9,"warpscale":3.138,"zoom":1.053,"warp":0.263,"wave_r":0.5,"wave_g":0.5,"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":"a.dx_residual=0;a.dy_residual=0;a.bass_thresh=0;","frame_eqs_str":"a.wave_r+=.65*(.6*Math.sin(1.437*a.time)+.4*Math.sin(.97*a.time));a.wave_g+=.65*(.6*Math.sin(1.344*a.time)+.4*Math.sin(.841*a.time));a.wave_b+=.65*(.6*Math.sin(1.251*a.time)+.4*Math.sin(1.055*a.time));a.rot+=.01*(.6*Math.sin(.381*a.time)+.4*Math.sin(.579*a.time));a.cx+=.21*(.6*Math.sin(.374*a.time)+.4*Math.sin(.294*a.time));a.cy+=.21*(.6*Math.sin(.393*a.time)+.4*Math.sin(.223*a.time));a.dx+=.01*(.6*Math.sin(.234*a.time)+.4*Math.sin(.277*a.time));a.dy+=.01*(.6*Math.sin(.284*\na.time)+.4*Math.sin(.247*a.time));a.decay-=.01*equal(mod(a.frame,6),0);a.dx+=a.dx_residual;a.dy+=a.dy_residual;a.bass_thresh=2*above(a.bass_att,a.bass_thresh)+(1-above(a.bass_att,a.bass_thresh))*(.96*(a.bass_thresh-1.3)+1.3);a.dx_residual=.016*equal(a.bass_thresh,2)*Math.sin(7*a.time)+(1-equal(a.bass_thresh,2))*a.dx_residual;a.dy_residual=.012*equal(a.bass_thresh,2)*Math.sin(9*a.time)+(1-equal(a.bass_thresh,2))*a.dy_residual;","pixel_eqs_str":"","pixel_eqs":"","warp":"uniform sampler2D sampler_cells;\n shader_body { \n  vec3 ret_1;\n  ret_1 = (texture (sampler_main, uv).xyz + ((texture (sampler_noise_lq, \n    (((uv_orig * texsize.xy) * texsize_noise_lq.zw) + rand_frame.xy)\n  ).xyz - 0.5) / 256.0));\n  vec4 tmpvar_2;\n  tmpvar_2 = texture (sampler_cells, (uv_orig * aspect.xy));\n  vec2 x_3;\n  x_3 = (uv - uv_orig);\n  ret_1 = (mix (ret_1, tmpvar_2.xyz, vec3(clamp (\n    ((1.0 - (abs(\n      (((dot (tmpvar_2.xyz, vec3(0.32, 0.49, 0.29)) * 0.8) + 0.1) - (0.5 + (roam_cos.y * 0.25)))\n    ) * (3.0 + \n      (9.0 * rand_preset.x)\n    ))) - ((texture (sampler_noise_lq, (\n      (uv * 0.1)\n     + \n      (time * 0.01)\n    )).x * 6.0) - 2.0))\n  , 0.0, 1.0))) * (0.97 + (0.03 * \n    clamp ((sqrt(dot (x_3, x_3)) * 200.0), 0.0, 1.0)\n  )));\n  vec4 tmpvar_4;\n  tmpvar_4.w = 1.0;\n  tmpvar_4.xyz = ret_1;\n  ret = tmpvar_4.xyz;\n }","comp":" shader_body { \n  vec4 tmpvar_1;\n  tmpvar_1.w = 1.0;\n  tmpvar_1.xyz = (((\n    (texture (sampler_main, uv).xyz * -2.0)\n   + \n    (((texture (sampler_blur1, uv).xyz * scale1) + bias1) * 2.0)\n  ) + (\n    ((texture (sampler_blur2, uv).xyz * scale2) + bias2)\n   * 2.0)) - 0.7);\n  ret = tmpvar_1.xyz;\n }"}