{"baseVals":{"rating":5,"gammaadj":1,"decay":1,"wave_mode":6,"modwavealphabyvolume":1,"wave_a":0.22,"wave_scale":1.141,"wave_smoothing":0.522,"wave_mystery":0.4,"modwavealphastart":0.83,"modwavealphaend":1.31,"warpscale":3.138,"zoom":1.023,"warp":0.05724,"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":"a.dx_residual=0;a.dy_residual=0;a.bass_thresh=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.rot+=.01*(.6*Math.sin(.381*a.time)+.4*Math.sin(.579*a.time));a.cx+=.21*(.6*Math.sin(.374*a.time)+.4*Math.sin(.294*a.time));a.cy+=.21*(.6*Math.sin(.393*a.time)+.4*Math.sin(.223*a.time));a.dx+=.005*(.6*Math.sin(.234*a.time)+.4*Math.sin(.277*a.time));a.dy+=.005*(.6*Math.sin(.284*\na.time)+.4*Math.sin(.247*a.time));a.decay-=.01*equal(mod(a.frame,6),0);a.dx+=.33*a.dx_residual;a.dy+=.33*a.dy_residual;a.bass_thresh=2*above(a.bass_att,a.bass_thresh)+(1-above(a.bass_att,a.bass_thresh))*(.96*(a.bass_thresh-1.3)+1.3);a.dx_residual=.016*equal(a.bass_thresh,2)*Math.sin(7*a.time)+(1-equal(a.bass_thresh,2))*a.dx_residual;a.dy_residual=.012*equal(a.bass_thresh,2)*Math.sin(9*a.time)+(1-equal(a.bass_thresh,2))*a.dy_residual;","pixel_eqs_str":"","pixel_eqs":"","warp":" shader_body { \n  vec3 ret_1;\n  vec4 tmpvar_2;\n  tmpvar_2 = texture (sampler_main, uv);\n  ret_1 = (tmpvar_2.xyz + ((tmpvar_2.xyz - \n    ((texture (sampler_blur2, uv).xyz * scale2) + bias2)\n  ) * 0.3));\n  ret_1 = (ret_1 * 0.9);\n  ret_1 = (ret_1 + ((\n    (texture (sampler_noise_lq, (((uv_orig * texsize.xy) * (texsize_noise_lq.zw * 0.4)) + rand_frame.xy)).xyz - 0.5)\n   / 256.0) * 112.0));\n  vec3 tmpvar_3;\n  tmpvar_3 = mix (ret_1, vec3(dot (ret_1, vec3(0.32, 0.49, 0.29))), vec3(0.2, 0.2, 0.2));\n  ret_1 = tmpvar_3;\n  vec4 tmpvar_4;\n  tmpvar_4.w = 1.0;\n  tmpvar_4.xyz = tmpvar_3;\n  ret = tmpvar_4.xyz;\n }","comp":" shader_body { \n  vec3 ret_1;\n  vec3 tmpvar_2;\n  tmpvar_2.z = 0.0;\n  tmpvar_2.xy = texsize.zw;\n  vec3 tmpvar_3;\n  tmpvar_3 = (tmpvar_2 * 2.5);\n  ret_1 = (texture (sampler_main, uv).xyz * 0.5);\n  ret_1 = (ret_1 + (vec3(1.4, 0.98, 0.42) * (\n    dot (((texture (sampler_blur1, (uv + tmpvar_3.xz)).xyz * scale1) + bias1), vec3(0.32, 0.49, 0.29))\n   - \n    dot (((texture (sampler_blur1, (uv - tmpvar_3.xz)).xyz * scale1) + bias1), vec3(0.32, 0.49, 0.29))\n  )));\n  ret_1 = (ret_1 + (vec3(0.28, 0.7, 0.98) * (\n    dot (((texture (sampler_blur1, (uv + tmpvar_3.zy)).xyz * scale1) + bias1), vec3(0.32, 0.49, 0.29))\n   - \n    dot (((texture (sampler_blur1, (uv - tmpvar_3.zy)).xyz * scale1) + bias1), vec3(0.32, 0.49, 0.29))\n  )));\n  ret_1 = (ret_1 * 1.5);\n  vec4 tmpvar_4;\n  tmpvar_4.w = 1.0;\n  tmpvar_4.xyz = ret_1;\n  ret = tmpvar_4.xyz;\n }"}