{"baseVals":{"rating":2,"gammaadj":1,"decay":0.9,"echo_zoom":7.524,"echo_alpha":0.6,"wave_mode":6,"additivewave":1,"wave_dots":1,"modwavealphabyvolume":1,"wave_brighten":0,"wrap":0,"brighten":1,"wave_a":2.518,"wave_scale":3.166,"wave_smoothing":0.18,"modwavealphastart":0.55,"modwavealphaend":2,"warpanimspeed":1.53,"warpscale":1.731,"zoomexp":0.99817,"zoom":1.00022,"warp":0.1401,"sx":1.006,"sy":0.9999,"wave_g":0.5,"wave_b":0.5,"mv_x":64,"mv_y":48,"mv_r":0.5,"mv_g":0.6,"mv_b":0.6},"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.bass_effect=0;","frame_eqs_str":"a.warp=0;a.bass_effect=Math.max(Math.max(a.bass,a.bass_effect)-1.3,0);a.mv_a=10*a.bass_effect;a.mv_r=.00001<Math.abs(above(a.mid,a.treb))?0:1;a.mv_x=4*Math.sin(3*a.time)+60;a.mv_y=5*Math.sin(5*a.time)+43;a.wave_r=.5*Math.sin(5*a.time)+.5;a.wave_b=.5*Math.cos(12*a.time)+.5;a.wave_g=.5*Math.cos(14*a.time)+.5;","pixel_eqs_str":"a.sx+=.01*a.rad;a.sy+=.00001<Math.abs(above(3.14-a.ang,0))?.1:-.1;","warp":"","comp":" shader_body { \n  vec2 uv2_1;\n  vec3 ret_2;\n  uv2_1 = (uv + (vec2(1.0, 0.0) * texsize.zw));\n  float tmpvar_3;\n  tmpvar_3 = (((texture (sampler_main, uv2_1).xyz + \n    (((texture (sampler_blur1, uv2_1).xyz * scale1) + bias1) * 0.4)\n  ) + (\n    ((texture (sampler_blur2, uv2_1).xyz * scale2) + bias2)\n   * 0.15)) + ((\n    (texture (sampler_blur3, uv2_1).xyz * scale3)\n   + bias3) * 0.1)).x;\n  uv2_1 = (uv + (vec2(-1.0, 0.0) * texsize.zw));\n  float tmpvar_4;\n  tmpvar_4 = (((texture (sampler_main, uv2_1).xyz + \n    (((texture (sampler_blur1, uv2_1).xyz * scale1) + bias1) * 0.4)\n  ) + (\n    ((texture (sampler_blur2, uv2_1).xyz * scale2) + bias2)\n   * 0.15)) + ((\n    (texture (sampler_blur3, uv2_1).xyz * scale3)\n   + bias3) * 0.1)).x;\n  uv2_1 = (uv + (vec2(0.0, 1.0) * texsize.zw));\n  float tmpvar_5;\n  tmpvar_5 = (((texture (sampler_main, uv2_1).xyz + \n    (((texture (sampler_blur1, uv2_1).xyz * scale1) + bias1) * 0.4)\n  ) + (\n    ((texture (sampler_blur2, uv2_1).xyz * scale2) + bias2)\n   * 0.15)) + ((\n    (texture (sampler_blur3, uv2_1).xyz * scale3)\n   + bias3) * 0.1)).x;\n  uv2_1 = (uv + (vec2(0.0, -1.0) * texsize.zw));\n  vec3 tmpvar_6;\n  tmpvar_6.z = 0.14;\n  tmpvar_6.x = (tmpvar_3 - tmpvar_4);\n  tmpvar_6.y = (tmpvar_5 - ((\n    (texture (sampler_main, uv2_1).xyz + (((texture (sampler_blur1, uv2_1).xyz * scale1) + bias1) * 0.4))\n   + \n    (((texture (sampler_blur2, uv2_1).xyz * scale2) + bias2) * 0.15)\n  ) + (\n    ((texture (sampler_blur3, uv2_1).xyz * scale3) + bias3)\n   * 0.1)).x);\n  ret_2 = (0.5 + (0.5 * normalize(tmpvar_6)));\n  vec2 x_7;\n  x_7 = (ret_2.xy - 0.5);\n  ret_2 = (ret_2 * clamp ((\n    sqrt(dot (x_7, x_7))\n   * 5.0), 0.0, 1.0));\n  ret_2 = ret_2.xxy;\n  ret_2 = (ret_2 + 1.15);\n  ret_2 = (ret_2 * mix (ret_2, (ret_2 * \n    (((texture (sampler_blur3, uv).xyz * scale3) + bias3) - ((texture (sampler_blur1, uv).xyz * scale1) + bias1))\n  ), pow (hue_shader.yzx, ret_2)));\n  ret_2 = (ret_2 * ret_2);\n  vec4 tmpvar_8;\n  tmpvar_8.w = 1.0;\n  tmpvar_8.xyz = ret_2;\n  ret = tmpvar_8.xyz;\n }"}