{"baseVals":{"rating":0,"gammaadj":1,"wave_mode":7,"modwavealphabyvolume":1,"wave_a":8.2,"wave_scale":3.228,"wave_smoothing":0.9,"modwavealphastart":1.05,"modwavealphaend":1.65,"zoom":1.205,"warp":0.01605,"wave_r":0.8,"wave_g":0.8,"wave_b":0.8,"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+=.3*(.9*Math.sin(1.753*a.time)+.4*Math.sin(1.315*a.time+1));a.wave_g+=.3*(.9*Math.sin(2.883*a.time+3)+.4*Math.sin(1.006*a.time+4));a.wave_b+=.3*(.9*Math.sin(1.393*a.time+5)+.4*Math.sin(2.733*a.time+2));a.zoom+=.013*(.6*Math.sin(.339*a.time)+.4*Math.sin(.276*a.time));a.rot+=.04*(.6*Math.sin(.381*a.time)+.4*Math.sin(.579*a.time));a.cx+=.003*(.6*Math.sin(.471*a.time)+.4*Math.sin(.297*a.time));a.cy+=.003*(.6*Math.sin(.379*a.time)+.4*Math.sin(.351*a.time));a.dx+=.003*(.6*\nMath.sin(.234*a.time)+.4*Math.sin(.277*a.time));a.rot+=.02*(Math.sin(2.134*a.time)+Math.sin(1.7134*a.time)+Math.sin(2.834*a.time));a.dx+=.01*(Math.sin(1.134*a.time)+Math.sin(.7134*a.time)+Math.sin(2.334*a.time));a.dy+=.01*(Math.sin(1.8834*a.time)+Math.sin(1.0144*a.time)+Math.sin(1.334*a.time));","pixel_eqs_str":"","pixel_eqs":"","warp":" shader_body { \n  vec3 ret_1;\n  ret_1 = texture (sampler_main, uv).xyz;\n  vec2 tmpvar_2;\n  tmpvar_2 = (normalize((uv - uv_orig)) * texsize.zw);\n  vec4 tmpvar_3;\n  tmpvar_3.w = 0.0;\n  tmpvar_3.xyz = ret_1;\n  vec4 tmpvar_4;\n  tmpvar_4.w = 0.0;\n  tmpvar_4.xyz = max (tmpvar_3, (texture (sampler_main, (uv + tmpvar_2)) * 0.97)).xyz;\n  vec4 tmpvar_5;\n  tmpvar_5.w = 0.0;\n  tmpvar_5.xyz = max (tmpvar_4, (texture (sampler_main, (uv - tmpvar_2)) * 0.97)).xyz;\n  vec4 tmpvar_6;\n  tmpvar_6.w = 0.0;\n  tmpvar_6.xyz = max (tmpvar_5, (texture (sampler_main, (uv + \n    (tmpvar_2 * 2.0)\n  )) * 0.9)).xyz;\n  ret_1 = (max (tmpvar_6, (texture (sampler_main, \n    (uv - (tmpvar_2 * 2.0))\n  ) * 0.9)).xyz * 0.95);\n  vec4 tmpvar_7;\n  tmpvar_7.w = 1.0;\n  tmpvar_7.xyz = ret_1;\n  ret = tmpvar_7.xyz;\n }","comp":" shader_body { \n  vec3 N_1;\n  vec3 ret_2;\n  vec2 tmpvar_3;\n  tmpvar_3 = (texsize.zw * 4.0);\n  N_1.x = (((\n    (texture (sampler_blur2, (uv + (vec2(1.0, 0.0) * tmpvar_3))).xyz * scale2)\n   + bias2) - (\n    (texture (sampler_blur2, (uv - (vec2(1.0, 0.0) * tmpvar_3))).xyz * scale2)\n   + bias2)).x * 0.7);\n  N_1.y = (((\n    (texture (sampler_blur2, (uv + (vec2(0.0, 1.0) * tmpvar_3))).xyz * scale2)\n   + bias2) - (\n    (texture (sampler_blur2, (uv - (vec2(0.0, 1.0) * tmpvar_3))).xyz * scale2)\n   + bias2)).x * 0.7);\n  N_1.x = (N_1.x + ((\n    ((texture (sampler_blur1, (uv + (vec2(1.0, 0.0) * tmpvar_3))).xyz * scale1) + bias1)\n   - \n    ((texture (sampler_blur1, (uv - (vec2(1.0, 0.0) * tmpvar_3))).xyz * scale1) + bias1)\n  ).x * 0.3));\n  N_1.y = (N_1.y + ((\n    ((texture (sampler_blur1, (uv + (vec2(0.0, 1.0) * tmpvar_3))).xyz * scale1) + bias1)\n   - \n    ((texture (sampler_blur1, (uv - (vec2(0.0, 1.0) * tmpvar_3))).xyz * scale1) + bias1)\n  ).x * 0.3));\n  N_1.z = -0.1;\n  vec3 tmpvar_4;\n  tmpvar_4 = normalize(N_1);\n  N_1 = tmpvar_4;\n  vec3 tmpvar_5;\n  tmpvar_5.z = -0.8;\n  tmpvar_5.x = q1;\n  tmpvar_5.y = q2;\n  vec3 tmpvar_6;\n  tmpvar_6.z = 0.0;\n  tmpvar_6.xy = ((uv_orig * 2.0) - 1.0);\n  vec3 tmpvar_7;\n  tmpvar_7 = normalize((tmpvar_5 - tmpvar_6));\n  vec3 tmpvar_8;\n  tmpvar_8 = normalize((tmpvar_6 - vec3(0.0, 0.0, 1.0)));\n  ret_2 = (vec3(clamp (dot (tmpvar_4, tmpvar_7), 0.0, 1.0)) * normalize((\n    ((texture (sampler_blur3, uv_orig).xyz * scale3) + bias3)\n   + 0.05)));\n  ret_2 = (ret_2 + (pow (\n    clamp (dot (normalize((tmpvar_8 + \n      ((2.0 * tmpvar_4) * dot (tmpvar_8, tmpvar_4))\n    )), tmpvar_7), 0.0, 1.0)\n  , 16.0) * 0.5));\n  vec4 tmpvar_9;\n  tmpvar_9.w = 1.0;\n  tmpvar_9.xyz = ret_2;\n  ret = tmpvar_9.xyz;\n }"}