{"baseVals":{"rating":3.5,"gammaadj":1.9,"echo_zoom":1.169,"wave_mode":1,"darken_center":1,"wave_a":5.9,"wave_scale":0.408,"wave_smoothing":0.9,"warpscale":7.532,"zoom":1.00284,"warp":0.05541,"wave_r":0.9,"wave_g":0.45,"wave_b":0,"mv_r":0.4,"mv_g":0.7,"mv_b":0.7,"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+=.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+=.02*(.2*Math.sin(.081*a.time)+.045*Math.sin(-.079*a.time));a.cx+=.08*(.6*Math.sin(.274*a.time)+.1*Math.sin(.194*a.time));a.cy+=.08*(.6*Math.sin(.293*a.time)+.1*Math.sin(.123*a.time));a.dx+=.002*(.6*Math.sin(.134*a.time)+.4*Math.sin(.177*a.time));a.dy+=.002*(.6*Math.sin(.184*\na.time)+.4*Math.sin(.147*a.time));a.decay-=.001*equal(mod(a.frame,6),0);","pixel_eqs_str":"","pixel_eqs":"","warp":" shader_body { \n  vec3 xfer_1;\n  vec3 ret_2;\n  vec4 tmpvar_3;\n  vec2 tmpvar_4;\n  tmpvar_4 = (uv - 0.5);\n  tmpvar_3 = texture (sampler_main, (tmpvar_4 + 0.5));\n  ret_2 = (tmpvar_3.xyz / ((tmpvar_3.x + tmpvar_3.y) + tmpvar_3.z));\n  ret_2 = texture (sampler_main, ((tmpvar_4 * dot (ret_2, vec3(1.0, 0.985, 0.95))) + 0.5)).xyz;\n  vec3 tmpvar_5;\n  tmpvar_5 = clamp (((ret_2 - 0.05) * 99.0), 0.0, 1.0);\n  xfer_1.x = tmpvar_5.x;\n  xfer_1.yz = (tmpvar_5.yz * clamp ((\n    (0.1 - ret_2.xy)\n   * 99.0), 0.0, 1.0));\n  ret_2 = (ret_2 + (vec3(-0.014, 0.014, 0.0) * tmpvar_5.xxx));\n  ret_2 = (ret_2 + (vec3(0.0, -0.08, 0.08) * xfer_1.yyy));\n  ret_2 = (ret_2 + (vec3(0.0, 0.0, -0.02) * xfer_1.zzz));\n  ret_2 = (ret_2 + (vec3(5.0, 15.0, 40.0) * (\n    (texture (sampler_noise_lq, (((uv_orig * texsize.xy) * texsize_noise_lq.zw) + rand_frame.xy)).xyz - 0.5)\n   / 256.0)));\n  vec4 tmpvar_6;\n  tmpvar_6.w = 1.0;\n  tmpvar_6.xyz = ret_2;\n  ret = tmpvar_6.xyz;\n }","comp":" shader_body { \n  vec3 ret_1;\n  ret_1 = texture (sampler_main, uv).xyz;\n  vec4 tmpvar_2;\n  tmpvar_2.w = 0.0;\n  tmpvar_2.xyz = ret_1;\n  ret_1 = ((max (tmpvar_2, texture (sampler_main, \n    (1.0 - uv)\n  )).xyz * 1.5) - 0.2);\n  vec4 tmpvar_3;\n  tmpvar_3.w = 1.0;\n  tmpvar_3.xyz = ret_1;\n  ret = tmpvar_3.xyz;\n }"}