{"baseVals":{"rating":0,"gammaadj":1.998,"echo_zoom":1.421,"wave_mode":1,"additivewave":1,"wave_dots":1,"modwavealphabyvolume":1,"darken_center":1,"wave_a":0.22,"wave_scale":1.712,"wave_smoothing":0,"wave_mystery":-0.4,"modwavealphastart":0.97,"modwavealphaend":2,"warpanimspeed":1.348,"warpscale":1.16,"zoom":1.01035,"warp":0.08979,"wave_r":0.5,"wave_g":0.5,"wave_b":0.5,"wave_x":0.6,"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.t2=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.wave_b*=a.wave_g;a.wave_r*=sqrt(a.wave_b);a.rot+=.02*(.6*Math.sin(.181*a.time)+.09*Math.sin(-.279*a.time));a.zoom+=.01*(.6*Math.sin(.3131*a.time+2)+.4*Math.sin(-.479*a.time+4));a.dx+=.0074*(.6*Math.sin(.234*a.time)+.4*Math.sin(.277*a.time));a.dy+=.0074*(.6*Math.sin(.284*a.time)+\n.4*Math.sin(.247*a.time));a.decay-=.01*equal(mod(a.frame,6),0);a.t2=6*a.time;a.wave_x=.5+.3*(.6*Math.sin(.374*a.t2)+.4*Math.sin(.294*a.t2));a.wave_y=.5+.3*(.6*Math.sin(.393*a.t2)+.4*Math.sin(.223*a.t2));","pixel_eqs_str":"a.dx+=2*div(Math.cos(29.37*a.y-1.9*a.time),a.pixelsx);a.dy+=2*div(Math.cos(33.21*a.x-1.7*a.time),a.pixelsy);a.dx+=1.5*div(Math.cos(77.55*a.y-2.1*a.time),a.pixelsx);a.dy+=1.5*div(Math.cos(78.32*a.x-2.4*a.time),a.pixelsy);","warp":" shader_body { \n  vec4 tmpvar_1;\n  tmpvar_1.w = 1.0;\n  tmpvar_1.xyz = (max (max (\n    max (max (max (texture (sampler_fw_main, uv_orig).xyz, texture (sampler_fw_main, mix (uv_orig, uv, vec2(0.2, 0.2))).xyz), texture (sampler_fw_main, mix (uv_orig, uv, vec2(0.4, 0.4))).xyz), texture (sampler_fw_main, mix (uv_orig, uv, vec2(0.6, 0.6))).xyz)\n  , texture (sampler_fw_main, \n    mix (uv_orig, uv, vec2(0.8, 0.8))\n  ).xyz), texture (sampler_fw_main, uv).xyz) - 0.02);\n  ret = tmpvar_1.xyz;\n }","comp":" shader_body { \n  vec4 tmpvar_1;\n  tmpvar_1.w = 1.0;\n  tmpvar_1.xyz = texture (sampler_main, uv).xyz;\n  ret = tmpvar_1.xyz;\n }"}