{"baseVals":{"rating":3,"wave_mode":2,"wrap":0,"wave_a":0.001,"wave_scale":5.819,"wave_mystery":-0.38,"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":1,"thick":1},"init_eqs_str":"","frame_eqs_str":"","point_eqs_str":"a.y=a.sample;a.x=.003*(a.value1+a.value2);a.a=.1*(a.value1+a.value2);a.r=.5+.3*Math.sin(10*a.sample+a.time);a.g=.5+.3*Math.cos(10*a.sample-1.334*a.time);a.b=.5+.3*Math.sin(10*a.sample+.998*a.time);"},{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}}],"init_eqs_str":"","frame_eqs_str":"a.warp=0;a.wave_r=a.wave_r+.4*Math.sin(.333*a.time)+.2*a.bass_att;a.wave_g=a.wave_g+.4*Math.sin(.555*a.time)+.2*a.treb_att;a.wave_b=a.wave_b+.4*Math.sin(.444*a.time)+.2*a.mid_att;","pixel_eqs_str":"","pixel_eqs":"","warp":" shader_body { \n  vec2 muv_1;\n  vec3 ret_2;\n  float tmpvar_3;\n  tmpvar_3 = (2.0 * bass_att);\n  muv_1.x = (uv.x - ((\n    ((0.01 * cos((\n      (uv.x * (5.0 + tmpvar_3))\n     + time))) + (0.01 * cos((\n      (uv.y * (5.0 + tmpvar_3))\n     + time))))\n   * 0.5) * treb_att));\n  float tmpvar_4;\n  tmpvar_4 = (2.0 * mid_att);\n  muv_1.y = (uv.y + ((\n    ((0.01 * sin((\n      (uv.x * (5.0 + tmpvar_4))\n     + time))) - (0.01 * cos((\n      (uv.y * (5.0 + tmpvar_4))\n     + time))))\n   * 0.5) * bass_att));\n  vec3 tmpvar_5;\n  tmpvar_5 = ((texture (sampler_blur2, muv_1).xyz * scale2) + bias2);\n  vec4 tmpvar_6;\n  tmpvar_6 = texture (sampler_pw_main, muv_1);\n  ret_2.x = (tmpvar_6.x + (tmpvar_5.x * (bass_att * 0.05)));\n  ret_2.y = (tmpvar_6.y + (tmpvar_5.y * (treb_att * 0.05)));\n  ret_2.z = (tmpvar_6.z + (tmpvar_5.z * (mid_att * 0.05)));\n  if ((ret_2.x > 0.9)) {\n    ret_2.x = 0.0;\n  };\n  if ((ret_2.y > 0.9)) {\n    ret_2.y = 0.0;\n  };\n  if ((ret_2.z > 0.9)) {\n    ret_2.z = 0.0;\n  };\n  vec4 tmpvar_7;\n  tmpvar_7.w = 1.0;\n  tmpvar_7.xyz = ret_2;\n  ret = tmpvar_7.xyz;\n }","comp":" shader_body { \n  vec3 ret1_1;\n  vec2 uv1_2;\n  vec3 ret_3;\n  vec4 tmpvar_4;\n  tmpvar_4 = texture (sampler_main, uv);\n  ret_3 = (tmpvar_4.xyz * (0.6 + (0.3 * \n    sin(((uv.x * 10.0) + time))\n  )));\n  vec2 tmpvar_5;\n  tmpvar_5.x = (texture (sampler_main, (uv - vec2(0.001, 0.0))).xyz - texture (sampler_main, (uv + vec2(0.001, 0.0))).xyz).x;\n  tmpvar_5.y = (texture (sampler_main, (uv - vec2(0.0, 0.001))).xyz - texture (sampler_main, (uv + vec2(0.0, 0.001))).xyz).x;\n  uv1_2 = ((0.5 * cos(\n    (((uv - 0.5) * 1.5) + 1.6)\n  )) - (3.0 * tmpvar_5));\n  ret1_1 = ((0.3 * dot (tmpvar_4.xyz, vec3(0.32, 0.49, 0.29))) + ((\n    clamp ((0.01 / sqrt(dot (uv1_2, uv1_2))), 0.0, 1.0)\n   * \n    mix (vec3(dot (((texture (sampler_blur2, uv).xyz * scale2) + bias2), vec3(0.32, 0.49, 0.29))), ret_3, pow (ret_3, vec3((0.05 + (mid_att * 0.03)))))\n  ) * (\n    (4.0 + bass)\n   + \n    (mid + treb_att)\n  )));\n  ret_3 = ret1_1;\n  vec4 tmpvar_6;\n  tmpvar_6.w = 1.0;\n  tmpvar_6.xyz = ret1_1;\n  ret = tmpvar_6.xyz;\n }"}