{"baseVals":{"rating":3,"wave_mode":3,"wave_dots":1,"modwavealphabyvolume":1,"wave_scale":16.217,"wave_mystery":-0.44,"wave_r":0.5,"wave_g":0.5,"wave_b":0.5,"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.warp=0;a.wave_r=a.wave_r+.2*Math.sin(1.33*a.time)+.3*a.bass;a.wave_g=a.wave_g+.2*Math.sin(a.time)+.3*a.treb;a.wave_b=a.wave_b+.2*Math.sin(.988*a.time)+.3*a.mid;a.zoom=1+.01*a.bass;","pixel_eqs_str":"a.zoom+=.01*a.rad*a.treb;","warp":" shader_body { \n  vec3 ret_1;\n  vec2 tmpvar_2;\n  tmpvar_2 = (uv - 0.5);\n  ret_1.x = texture (sampler_main, (tmpvar_2 + 0.5)).x;\n  ret_1.y = texture (sampler_main, ((tmpvar_2 * 0.98) + 0.5)).y;\n  ret_1.z = texture (sampler_main, ((tmpvar_2 * 0.96) + 0.5)).z;\n  ret_1 = (ret_1 - (ret_1 * 0.5));\n  ret_1 = ((ret_1 * abs(\n    (((texture (sampler_blur2, uv).xyz * scale2) + bias2) - 0.5)\n  )) * 5.0);\n  ret_1 = (ret_1 - 0.01);\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  vec2 uv2_1;\n  vec3 ret_2;\n  uv2_1 = (uv + (vec2(1.0, 0.0) * texsize.zw));\n  float tmpvar_3;\n  tmpvar_3 = (((texture (sampler_main, uv2_1).xyz + \n    (((texture (sampler_blur1, uv2_1).xyz * scale1) + bias1) * 0.4)\n  ) + (\n    ((texture (sampler_blur2, uv2_1).xyz * scale2) + bias2)\n   * 0.15)) + ((\n    (texture (sampler_blur3, uv2_1).xyz * scale3)\n   + bias3) * 0.1)).x;\n  uv2_1 = (uv + (vec2(-1.0, 0.0) * texsize.zw));\n  float tmpvar_4;\n  tmpvar_4 = (((texture (sampler_main, uv2_1).xyz + \n    (((texture (sampler_blur1, uv2_1).xyz * scale1) + bias1) * 0.4)\n  ) + (\n    ((texture (sampler_blur2, uv2_1).xyz * scale2) + bias2)\n   * 0.15)) + ((\n    (texture (sampler_blur3, uv2_1).xyz * scale3)\n   + bias3) * 0.1)).x;\n  uv2_1 = (uv + (vec2(0.0, 1.0) * texsize.zw));\n  float tmpvar_5;\n  tmpvar_5 = (((texture (sampler_main, uv2_1).xyz + \n    (((texture (sampler_blur1, uv2_1).xyz * scale1) + bias1) * 0.4)\n  ) + (\n    ((texture (sampler_blur2, uv2_1).xyz * scale2) + bias2)\n   * 0.15)) + ((\n    (texture (sampler_blur3, uv2_1).xyz * scale3)\n   + bias3) * 0.1)).x;\n  uv2_1 = (uv + (vec2(0.0, -1.0) * texsize.zw));\n  vec3 tmpvar_6;\n  tmpvar_6.z = 0.14;\n  tmpvar_6.x = (tmpvar_3 - tmpvar_4);\n  tmpvar_6.y = (tmpvar_5 - ((\n    (texture (sampler_main, uv2_1).xyz + (((texture (sampler_blur1, uv2_1).xyz * scale1) + bias1) * 0.4))\n   + \n    (((texture (sampler_blur2, uv2_1).xyz * scale2) + bias2) * 0.15)\n  ) + (\n    ((texture (sampler_blur3, uv2_1).xyz * scale3) + bias3)\n   * 0.1)).x);\n  ret_2 = (0.5 + (0.5 * normalize(tmpvar_6)));\n  vec2 x_7;\n  x_7 = (ret_2.xy - 0.5);\n  ret_2 = (ret_2 * clamp ((\n    sqrt(dot (x_7, x_7))\n   * 5.0), 0.0, 1.0));\n  ret_2 = ret_2.xxy;\n  ret_2 = (ret_2 + 1.15);\n  ret_2 = (ret_2 * mix (ret_2, (ret_2 * \n    (((texture (sampler_blur3, uv).xyz * scale3) + bias3) - ((texture (sampler_blur1, uv).xyz * scale1) + bias1))\n  ), pow (hue_shader.yxz, ret_2)));\n  ret_2 = (ret_2 * ret_2);\n  vec4 tmpvar_8;\n  tmpvar_8.w = 1.0;\n  tmpvar_8.xyz = ret_2;\n  ret = tmpvar_8.xyz;\n }"}