{"baseVals":{"rating":0,"gammaadj":1.5,"wave_dots":1,"wave_thick":1,"modwavealphabyvolume":1,"wave_a":2.707,"wave_scale":1.862,"wave_smoothing":0,"wave_mystery":-0.2,"modwavealphastart":0.77,"modwavealphaend":1.01,"warpscale":1.772,"zoomexp":4.401,"zoom":1.031,"rot":0.003,"warp":0,"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=Math.min(1,Math.max(0,1.3*(a.bass_att-1)));a.wave_g=.7*a.wave_r;a.wave_b=.1*a.wave_r;a.rot+=.01*(.6*Math.sin(.038*a.time)+.4*Math.sin(.054*a.time));a.dx+=.002*(.6*Math.sin(.434*a.time)+.4*Math.sin(.277*a.time));a.dy+=.002*(.6*Math.sin(.384*a.time)+.4*Math.sin(.477*a.time));","pixel_eqs_str":"","pixel_eqs":"","warp":" shader_body { \n  vec4 tmpvar_1;\n  tmpvar_1.w = 1.0;\n  float tmpvar_2;\n  tmpvar_2 = dot (texsize.zw, texsize.zw);\n  vec2 tmpvar_3;\n  tmpvar_3 = (uv - 0.5);\n  tmpvar_1.xyz = (max (max (texture (sampler_main, uv).xyz, texture (sampler_main, \n    ((tmpvar_3 * (1.0 - (8.0 * \n      sqrt(tmpvar_2)\n    ))) + 0.5)\n  ).xyz), texture (sampler_main, (\n    (tmpvar_3 * (1.0 + (8.0 * sqrt(tmpvar_2))))\n   + 0.5)).xyz) - 0.03);\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 * 0.4));\n  vec3 tmpvar_5;\n  tmpvar_5 = mix (ret_1, (1.1 - ret_1), ((0.8 * \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 - (0.135 * ((texture (sampler_blur3, tmpvar_4).xyz * scale3) + bias3)))\n   + \n    (0.125 * ((texture (sampler_blur1, (\n      (tmpvar_4 * 1.25)\n     - 0.125)).xyz * scale1) + bias1))\n  ) + (0.35 * texture (sampler_main, tmpvar_4).xyz)), vec3(0.25, 0.25, 0.25));\n  vec2 x_7;\n  x_7 = (tmpvar_6.xy - 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 = ret_1.xxy;\n  ret_1 = (ret_1 + 1.15);\n  ret_1 = (ret_1 * mix (ret_1, (ret_1 * \n    (((texture (sampler_blur3, uv).xyz * scale3) + bias3) - ((texture (sampler_blur1, uv).xyz * scale1) + bias1))\n  ), pow (hue_shader.zxy, ret_1)));\n  vec3 tmpvar_8;\n  tmpvar_8 = pow (ret_1, vec3(2.55, 2.55, 2.55));\n  ret_1 = tmpvar_8;\n  vec4 tmpvar_9;\n  tmpvar_9.w = 1.0;\n  tmpvar_9.xyz = tmpvar_8;\n  ret = tmpvar_9.xyz;\n }"}