{"baseVals":{"rating":3,"decay":0.99,"wave_mode":3,"wave_dots":1,"wave_thick":1,"modwavealphabyvolume":1,"wave_brighten":0,"wave_a":2.965,"wave_scale":23.563,"wave_smoothing":0.9,"modwavealphastart":0.83,"modwavealphaend":1.15,"warpscale":3.138,"zoom":1.053,"warp":0.263,"wave_r":0.49,"wave_g":0.49,"wave_b":0.49,"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":" shader_body { \n  vec3 ret_1;\n  ret_1 = texture (sampler_main, uv).xyz;\n  vec3 tmpvar_2;\n  tmpvar_2 = ((texture (sampler_blur1, uv).xyz * scale1) + bias1);\n  ret_1 = (ret_1 + (mix (\n    (ret_1 - tmpvar_2)\n  , \n    ((((texture (sampler_blur2, uv).xyz * scale2) + bias2) - tmpvar_2) * 2.0)\n  , vec3(rad)) * 0.3));\n  ret_1 = (ret_1 * 0.9);\n  ret_1 = (mix (ret_1, vec3(0.5, 0.5, 0.5), vec3(0.03, 0.03, 0.03)) + (19.52 * (\n    (texture (sampler_noise_lq, (((uv_orig * texsize.xy) * texsize_noise_lq.zw) + rand_frame.xy)).xyz - 0.5)\n   / 256.0)));\n  ret_1 = mix (ret_1, ret_1.zxy, vec3(0.02, 0.02, 0.02));\n  vec4 tmpvar_3;\n  tmpvar_3.w = 1.0;\n  tmpvar_3.xyz = ret_1;\n  ret = tmpvar_3.xyz;\n }","comp":" shader_body { \n  float tmpvar_1;\n  tmpvar_1 = abs(((\n    fract((((ang / 6.28) * 7.0) + (time * 0.05)))\n   * 2.0) - 1.0));\n  vec2 tmpvar_2;\n  tmpvar_2.x = cos(tmpvar_1);\n  tmpvar_2.y = sin(tmpvar_1);\n  vec4 tmpvar_3;\n  tmpvar_3.w = 1.0;\n  tmpvar_3.xyz = (-0.3 + (1.7 * texture (sampler_main, (0.5 + \n    ((pow (rad, 0.5) * 0.5) * tmpvar_2)\n  )).xyz));\n  ret = tmpvar_3.xyz;\n }"}