{"baseVals":{"rating":5,"gammaadj":1,"decay":0.925,"echo_zoom":1.007,"echo_orient":3,"wave_mode":7,"additivewave":1,"wave_brighten":0,"wrap":0,"brighten":1,"darken":1,"solarize":1,"wave_a":0.001,"wave_scale":1.286,"wave_smoothing":0.63,"modwavealphastart":0.71,"modwavealphaend":1.3,"warpscale":1.331,"fshader":1,"zoom":0.99951,"warp":0.01,"wave_r":0.5,"wave_g":0.5,"wave_b":0.5,"ob_size":0.005,"ob_a":1,"ib_size":0.26,"mv_x":64,"mv_y":1.248,"mv_l":5,"mv_b":0,"mv_a":0},"shapes":[{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}}],"waves":[{"baseVals":{"enabled":1,"usedots":1},"init_eqs_str":"a.z=0;a.t1=0;a.q6=0;a.q1=0;a.t3=0;a.t2=0;a.q2=0;a.q7=0;a.q8=0;a.t1=.5;a.t2=.5;","frame_eqs_str":"","point_eqs_str":"a.x=1.4*Math.sin(a.q2*a.t2)-a.t3*Math.cos(.5*a.t1);a.y=a.t3*Math.sin(-a.q1*a.t1)-Math.cos(-.5*a.t2);a.z=Math.sin(a.t1);a.t1=a.x;a.t2=a.y;a.t3=a.z;a.x=.4*a.x+.45;a.y=.4*a.y+.8;a.r=a.q8;a.b=a.q7;a.g=a.q6;"},{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}}],"init_eqs_str":"a.q1=0;a.q2=0;a.q3=0;a.q8=0;a.q7=0;a.q6=0;","frame_eqs_str":"a.q1=-Math.abs(Math.sin(.3*a.time));a.q2=Math.sin(.45*a.time);a.q3=Math.cos(.6*a.time);a.wave_r+=.45*(.6*Math.sin(1.3*a.time)+.4*Math.sin(.98*a.time));a.wave_b+=.45*(.6*Math.sin(1.1*a.time)+.4*Math.sin(.78*a.time));a.wave_g+=.45*(.6*Math.sin(1.2*a.time)+.4*Math.sin(.6*a.time));a.q8=1;a.q7=1;a.q6=1;a.warp=0;a.zoom=1;","pixel_eqs_str":"","pixel_eqs":"","warp":" shader_body { \n  vec2 tmpvar_1;\n  tmpvar_1 = (texsize.zw * 2.0);\n  vec2 tmpvar_2;\n  tmpvar_2.x = dot (((\n    (texture (sampler_blur1, (uv + (vec2(1.0, 0.0) * tmpvar_1))).xyz * scale1)\n   + bias1) - (\n    (texture (sampler_blur1, (uv - (vec2(1.0, 0.0) * tmpvar_1))).xyz * scale1)\n   + bias1)), vec3(0.32, 0.49, 0.29));\n  tmpvar_2.y = dot (((\n    (texture (sampler_blur1, (uv + (vec2(0.0, 1.0) * tmpvar_1))).xyz * scale1)\n   + bias1) - (\n    (texture (sampler_blur1, (uv - (vec2(0.0, 1.0) * tmpvar_1))).xyz * scale1)\n   + bias1)), vec3(0.32, 0.49, 0.29));\n  vec4 tmpvar_3;\n  tmpvar_3.w = 1.0;\n  tmpvar_3.xyz = (texture (sampler_fc_main, (uv + (\n    (tmpvar_2 * texsize.zw)\n   * 6.0))).xyz + ((\n    (texture (sampler_noise_lq, (((uv_orig * texsize.xy) * (texsize_noise_lq.zw * 1.2)) + rand_frame.xy)).xxx - 0.5)\n   * 0.04) - 0.008));\n  ret = tmpvar_3.xyz;\n }","comp":" shader_body { \n  vec3 ret_1;\n  vec2 tmpvar_2;\n  tmpvar_2 = (texsize.zw * 6.0);\n  vec3 tmpvar_3;\n  tmpvar_3 = (((texture (sampler_blur1, \n    (uv + (vec2(1.0, 0.0) * tmpvar_2))\n  ).xyz * scale1) + bias1) - ((texture (sampler_blur1, \n    (uv - (vec2(1.0, 0.0) * tmpvar_2))\n  ).xyz * scale1) + bias1));\n  vec3 tmpvar_4;\n  tmpvar_4 = (((texture (sampler_blur1, \n    (uv + (vec2(0.0, 1.0) * tmpvar_2))\n  ).xyz * scale1) + bias1) - ((texture (sampler_blur1, \n    (uv - (vec2(0.0, 1.0) * tmpvar_2))\n  ).xyz * scale1) + bias1));\n  vec2 tmpvar_5;\n  tmpvar_5.x = dot (tmpvar_3, vec3(0.32, 0.49, 0.29));\n  tmpvar_5.y = dot (tmpvar_4, vec3(0.32, 0.49, 0.29));\n  vec2 tmpvar_6;\n  tmpvar_6 = (uv - (0.25 * tmpvar_5));\n  vec2 tmpvar_7;\n  tmpvar_7.x = dot (tmpvar_3, vec3(0.32, 0.49, 0.29));\n  tmpvar_7.y = dot (tmpvar_4, vec3(0.32, 0.49, 0.29));\n  vec2 tmpvar_8;\n  tmpvar_8 = (uv + (0.25 * tmpvar_7));\n  ret_1 = ((0.8 * (\n    (texture (sampler_blur3, tmpvar_6).xyz * scale3)\n   + bias3)) - ((texture (sampler_blur1, tmpvar_6).xyz * scale1) + bias1));\n  ret_1 = (ret_1 + (0.6 * (\n    (texture (sampler_blur1, uv).xyz * scale1)\n   + bias1)));\n  ret_1 = (ret_1 - ((\n    (texture (sampler_blur2, tmpvar_8).xyz * scale2)\n   + bias2) - (\n    (texture (sampler_blur1, tmpvar_8).xyz * scale1)\n   + bias1)));\n  ret_1 = (ret_1 + ((1.2 * texture (sampler_main, tmpvar_8).xyz) + (0.15 * \n    ((texture (sampler_blur1, tmpvar_8).xyz * scale1) + bias1)\n  )));\n  ret_1 = (ret_1 + 1.0);\n  vec3 tmpvar_9;\n  tmpvar_9.xy = (uv * 1.5);\n  tmpvar_9.z = (0.1 * time);\n  ret_1 = (vec3(dot (ret_1, vec3(0.32, 0.49, 0.29))) - (0.2 * dot (texture (sampler_noisevol_lq, tmpvar_9), vec4(0.32, 0.49, 0.29, 0.0))));\n  ret_1 = (mix (ret_1, (\n    (0.75 * ret_1)\n   * \n    dot ((((0.6 * \n      ((texture (sampler_blur3, tmpvar_6).xyz * scale3) + bias3)\n    ) - (0.7 * texture (sampler_main, uv).xyz)) - (0.3 * (\n      (texture (sampler_blur1, tmpvar_8).xyz * scale1)\n     + bias1))), vec3(0.32, 0.49, 0.29))\n  ), pow (hue_shader, ret_1)) * 0.8);\n  ret_1 = (ret_1 * ret_1);\n  vec3 tmpvar_10;\n  tmpvar_10 = sqrt(ret_1);\n  ret_1 = tmpvar_10;\n  vec4 tmpvar_11;\n  tmpvar_11.w = 1.0;\n  tmpvar_11.xyz = tmpvar_10;\n  ret = tmpvar_11.xyz;\n }"}