{"baseVals":{"rating":0,"decay":0.96,"wave_mode":7,"wave_thick":1,"wrap":0,"darken_center":1,"wave_a":1.704,"wave_scale":0.329,"wave_smoothing":0.45,"fshader":1,"sx":0.9803,"wave_r":0.5,"wave_g":0.5,"wave_b":0.5,"wave_x":0.55,"wave_y":0.38,"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.progress=0;","frame_eqs_str":"a.warp=0;a.wave_r=1;a.wave_g=1;a.wave_b=0;a.sy+=.05*a.progress;","pixel_eqs_str":"a.zoom=1+div(pow(4*a.rad+5*a.y,2),200);","warp":" shader_body { \n  vec4 tmpvar_1;\n  tmpvar_1.w = 1.0;\n  tmpvar_1.xyz = (texture (sampler_fc_main, uv).xyz * 0.97);\n  ret = tmpvar_1.xyz;\n }","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 + 0.03);\n  ret_1 = (ret_1 * (0.75 * ret_1));\n  ret_1 = (ret_1 * ((hue_shader.zxy * 3.5) - 2.25));\n  ret_1 = (ret_1 * (2.75 - (1.25 * ret_1)));\n  vec4 tmpvar_8;\n  tmpvar_8.w = 1.0;\n  tmpvar_8.xyz = ret_1;\n  ret = tmpvar_8.xyz;\n }"}