{"baseVals":{"rating":5,"gammaadj":1.14,"decay":1,"echo_zoom":1.002,"echo_orient":1,"wave_mode":6,"wave_thick":1,"wave_a":1.577,"wave_scale":1.031,"wave_smoothing":0,"modwavealphastart":0.5,"modwavealphaend":1,"warpanimspeed":32.544,"warpscale":9.738,"dx":-0.005,"warp":0.01,"wave_r":0.5,"wave_g":0.5,"wave_b":0.5,"wave_x":0,"wave_y":1,"ob_size":0.005,"ob_r":0.01,"ob_a":0.6,"ib_size":0.26,"mv_x":16,"mv_y":16.8,"mv_l":0.15,"mv_g":0,"mv_b":0,"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.red_rand=0;a.blue_rand=0;","frame_eqs_str":"a.dy-=.0085;a.red_rand=randint(100);a.blue_rand=randint(100);a.wave_r=.01*a.red_rand+.2*Math.sin(1.311*a.time);a.wave_b=.01*a.blue_rand-.2*Math.sin(1.46*a.time);a.wave_g=1-.5*(a.wave_r+a.wave_b)+.2*Math.cos(.789*a.time);","pixel_eqs_str":"","pixel_eqs":"","warp":" shader_body { \n  vec4 tmpvar_1;\n  tmpvar_1.w = 1.0;\n  tmpvar_1.xyz = (texture (sampler_main, (uv + (\n    (texture (sampler_main, (uv + texsize.zw)).xy - 0.37)\n   * 0.03))).xyz - 0.004);\n  ret = tmpvar_1.xyz;\n }","comp":" shader_body { \n  vec2 uv2_1;\n  vec3 ret_2;\n  uv2_1 = (uv + (vec2(1.0, 0.0) * texsize.zw));\n  float tmpvar_3;\n  tmpvar_3 = (((texture (sampler_main, uv2_1).xyz + \n    (((texture (sampler_blur1, uv2_1).xyz * scale1) + bias1) * 0.4)\n  ) + (\n    ((texture (sampler_blur2, uv2_1).xyz * scale2) + bias2)\n   * 0.15)) + ((\n    (texture (sampler_blur3, uv2_1).xyz * scale3)\n   + bias3) * 0.1)).x;\n  uv2_1 = (uv + (vec2(-1.0, 0.0) * texsize.zw));\n  float tmpvar_4;\n  tmpvar_4 = (((texture (sampler_main, uv2_1).xyz + \n    (((texture (sampler_blur1, uv2_1).xyz * scale1) + bias1) * 0.4)\n  ) + (\n    ((texture (sampler_blur2, uv2_1).xyz * scale2) + bias2)\n   * 0.15)) + ((\n    (texture (sampler_blur3, uv2_1).xyz * scale3)\n   + bias3) * 0.1)).x;\n  uv2_1 = (uv + (vec2(0.0, 1.0) * texsize.zw));\n  float tmpvar_5;\n  tmpvar_5 = (((texture (sampler_main, uv2_1).xyz + \n    (((texture (sampler_blur1, uv2_1).xyz * scale1) + bias1) * 0.4)\n  ) + (\n    ((texture (sampler_blur2, uv2_1).xyz * scale2) + bias2)\n   * 0.15)) + ((\n    (texture (sampler_blur3, uv2_1).xyz * scale3)\n   + bias3) * 0.1)).x;\n  uv2_1 = (uv + (vec2(0.0, -1.0) * texsize.zw));\n  vec3 tmpvar_6;\n  tmpvar_6.z = 0.14;\n  tmpvar_6.x = (tmpvar_3 - tmpvar_4);\n  tmpvar_6.y = (tmpvar_5 - ((\n    (texture (sampler_main, uv2_1).xyz + (((texture (sampler_blur1, uv2_1).xyz * scale1) + bias1) * 0.4))\n   + \n    (((texture (sampler_blur2, uv2_1).xyz * scale2) + bias2) * 0.15)\n  ) + (\n    ((texture (sampler_blur3, uv2_1).xyz * scale3) + bias3)\n   * 0.1)).x);\n  ret_2 = (0.5 + (0.5 * normalize(tmpvar_6)));\n  vec2 x_7;\n  x_7 = (ret_2.xy - 0.5);\n  ret_2 = (ret_2 * clamp ((\n    sqrt(dot (x_7, x_7))\n   * 5.0), 0.0, 1.0));\n  ret_2 = ret_2.xxy;\n  vec4 tmpvar_8;\n  tmpvar_8.w = 1.0;\n  tmpvar_8.xyz = ret_2;\n  ret = tmpvar_8.xyz;\n }"}