{"baseVals":{"rating":5,"gammaadj":1,"decay":1,"modwavealphabyvolume":1,"wave_a":0.207,"wave_scale":0.397,"wave_smoothing":0,"wave_mystery":0.24,"modwavealphaend":1.17,"warpanimspeed":0.451,"warpscale":3.04,"zoomexp":2.19476,"zoom":1.02971,"warp":0.09862,"mv_x":64,"mv_y":48,"mv_l":0,"mv_r":0.35,"mv_g":0.35,"mv_b":0.35,"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+=.35*(.6*Math.sin(.98*a.time)+.4*Math.sin(1.047*a.time));a.wave_g+=.35*(.6*Math.sin(.835*a.time)+.4*Math.sin(1.081*a.time));a.wave_b+=.35*(.6*Math.sin(.814*a.time)+.4*Math.sin(1.011*a.time));a.cx+=.11*(.6*Math.sin(.374*a.time)+.4*Math.sin(.294*a.time));a.cy+=.11*(.6*Math.sin(.393*a.time)+.4*Math.sin(.223*a.time));a.decay-=.01*equal(mod(a.frame,20),0);a.zoom+=.7*(.01*Math.cos(.317*a.time+1)+.01*Math.cos(.1132*a.time+4));a.rot+=.5*(.01*Math.cos(.214*a.time+3)+.01*Math.cos(.2732*\na.time+2));a.wave_mystery=.05*a.time;a.rot+=Math.min(.3,.2*pow(Math.max(0,a.bass_att-1),2));","pixel_eqs_str":"a.zoom+=.005*Math.cos(5*a.ang+1.5*a.time);","warp":" shader_body { \n  vec3 ret_1;\n  ret_1 = texture (sampler_main, uv).xyz;\n  ret_1 = (ret_1 + ((ret_1 - \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, ((\n      (uv_orig * texsize.xy)\n     * \n      (texsize_noise_lq.zw * 0.4)\n    ) + rand_frame.xy)).xyz - 0.5) / 256.0)\n   * 122.0) * clamp (\n    (treb_att - 1.0)\n  , 0.0, 1.0)));\n  ret_1 = mix (ret_1, vec3(dot (ret_1, vec3(0.32, 0.49, 0.29))), vec3(0.2, 0.2, 0.2));\n  vec4 tmpvar_2;\n  tmpvar_2.w = 1.0;\n  tmpvar_2.xyz = ret_1;\n  ret = tmpvar_2.xyz;\n }","comp":" shader_body { \n  vec2 uv2_1;\n  float blur_2;\n  float crisp_3;\n  vec3 ret_4;\n  vec2 tmpvar_5;\n  tmpvar_5 = (uv - 0.5);\n  uv2_1 = ((tmpvar_5 * 0.8) + 0.5);\n  crisp_3 = texture (sampler_main, uv2_1).y;\n  blur_2 = ((texture (sampler_blur1, uv2_1).xyz * scale1) + bias1).y;\n  ret_4 = (texture (sampler_main, ((tmpvar_5 * 0.6) + 0.5)).zzz * (1.0 - (blur_2 * 1.15)));\n  vec3 tmpvar_6;\n  tmpvar_6 = max (ret_4, vec3(crisp_3));\n  uv2_1 = uv;\n  crisp_3 = texture (sampler_main, uv).x;\n  blur_2 = ((texture (sampler_blur1, uv).xyz * scale1) + bias1).x;\n  ret_4 = (tmpvar_6 * (1.0 - (blur_2 * 1.15)));\n  vec3 tmpvar_7;\n  tmpvar_7 = max (ret_4, vec3(crisp_3));\n  ret_4 = tmpvar_7;\n  vec4 tmpvar_8;\n  tmpvar_8.w = 1.0;\n  tmpvar_8.xyz = tmpvar_7;\n  ret = tmpvar_8.xyz;\n }"}