{"baseVals":{"rating":4,"gammaadj":1,"decay":1,"wave_mode":2,"wrap":0,"wave_a":0.327,"wave_scale":1.605,"wave_smoothing":0.6,"warpscale":2.853,"zoom":1.064,"warp":0,"wave_r":0.6,"wave_g":0.6,"wave_b":0.6,"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+=.4*(.6*Math.sin(.933*a.time)+.4*Math.sin(1.045*a.time));a.wave_g+=.4*(.6*Math.sin(.9*a.time)+.4*Math.sin(.956*a.time));a.wave_b+=.4*(.6*Math.sin(.91*a.time)+.4*Math.sin(.92*a.time));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));","pixel_eqs_str":"a.zoom=a.zoom+(2*a.x-1)*(.08+.15*Math.sin(.321*a.time))+(2*a.y-1)*(.08+.15*Math.cos(.321*a.time));a.sx-=.1*(a.zoom-1);a.sy-=.1*(a.zoom-1);","warp":" shader_body { \n  vec3 ret_1;\n  ret_1 = texture (sampler_main, uv).xyz;\n  ret_1 = (ret_1 + ((\n    (ret_1 - mix (((texture (sampler_blur2, uv).xyz * scale2) + bias2), ((texture (sampler_blur1, uv).xyz * scale1) + bias1), uv_orig.xxx))\n   * 0.3) - (0.00666 * \n    (((bass + treb) + mid) - 0.5)\n  )));\n  ret_1 = (ret_1 * 0.95);\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_2;\n  tmpvar_2.w = 1.0;\n  tmpvar_2.xyz = ret_1;\n  ret = tmpvar_2.xyz;\n }","comp":"float xlat_mutablea;\nfloat xlat_mutableb;\nfloat xlat_mutablec;\n shader_body { \n  vec2 uv_1;\n  vec3 ret_2;\n  uv_1 = ((0.5 + (\n    (uv - 0.5)\n   * vec2(0.75, -0.9))) - vec2(0.0, 0.05));\n  vec3 tmpvar_3;\n  tmpvar_3 = (((\n    (((texture (sampler_blur3, uv_1).xyz * scale3) + bias3) + ((texture (sampler_blur2, uv_1).xyz * scale2) + bias2))\n   + \n    ((texture (sampler_blur1, uv_1).xyz * scale1) + bias1)\n  ) + (texture (sampler_main, uv_1) * 0.8).xyz) - 0.4);\n  xlat_mutablea = (tmpvar_3.x / 4.0);\n  xlat_mutableb = (tmpvar_3.y / 4.0);\n  xlat_mutablec = (tmpvar_3.z / 4.0);\n  xlat_mutablec = ((xlat_mutablec + xlat_mutableb) - (xlat_mutablec * xlat_mutableb));\n  xlat_mutablea = ((xlat_mutablea + xlat_mutablec) - (xlat_mutablea * xlat_mutablec));\n  vec3 tmpvar_4;\n  tmpvar_4 = vec3((1.4 * xlat_mutablea));\n  ret_2 = ((vec3(2.8, 4.0, 0.0) * (\n    (tmpvar_4 * (1.0 - tmpvar_4))\n   * \n    (1.0 - tmpvar_4)\n  )) + ((tmpvar_4 * tmpvar_4) * vec3(-0.1, 0.1, 0.5)));\n  ret_2 = (0.6 - ret_2);\n  vec4 tmpvar_5;\n  tmpvar_5.w = 1.0;\n  tmpvar_5.xyz = ret_2;\n  ret = tmpvar_5.xyz;\n }"}