{"baseVals":{"rating":5,"gammaadj":1,"decay":1,"echo_zoom":1,"echo_alpha":0.5,"echo_orient":1,"wave_mode":5,"additivewave":1,"wave_a":0,"wave_scale":0.9,"wave_smoothing":0.63,"wave_mystery":1,"modwavealphastart":2,"modwavealphaend":2,"warpscale":1.772,"zoomexp":4.401,"zoom":1.011,"rot":0.003,"warp":0,"wave_r":0.65,"wave_g":0.65,"wave_b":0.65,"mv_x":0,"mv_y":48,"mv_dx":-0.941,"mv_dy":0.426,"mv_l":5,"mv_r":0.316,"mv_g":0.078,"mv_b":0.942,"mv_a":0,"b1ed":0},"shapes":[{"baseVals":{"enabled":1,"sides":12,"additive":1,"rad":0.02508,"r":0,"g":1,"a":0.2,"g2":0,"border_a":0},"init_eqs_str":"","frame_eqs_str":""},{"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.t=0;","frame_eqs_str":"a.t=12.3*a.time;a.wave_x+=.35*(.7*Math.sin(11.105*a.time)+.3*Math.sin(1.821*a.time*15));a.wave_y+=.35*(.3*Math.sin(1.942*a.time*5)+.7*Math.sin(37.83*a.time));a.wave_r+=.79*(.6*Math.sin(.823*a.t)+.4*Math.sin(.916*a.t));a.wave_g+=.79*(.6*Math.sin(.9*a.t)+.4*Math.sin(1.023*a.t));a.wave_b+=.79*(.6*Math.sin(.808*a.t)+.4*Math.sin(.949*a.t));a.rot+=.03*(.6*Math.sin(.38*a.time)+.4*Math.sin(.54*a.time+4));a.zoom+=.015*(.6*Math.sin(.29*a.time+1)+.4*Math.sin(.43*a.time+2));a.dx+=.002*\n(.6*Math.sin(.434*a.time)+.4*Math.sin(.277*a.time));a.dy+=.002*(.6*Math.sin(.384*a.time)+.4*Math.sin(.477*a.time));","pixel_eqs_str":"","pixel_eqs":"","warp":" shader_body { \n  vec3 ret_1;\n  vec2 tmpvar_2;\n  tmpvar_2.x = (((\n    ((texture (sampler_blur2, (uv + vec2(0.01, 0.0))).xyz * scale2) + bias2)\n   - \n    ((texture (sampler_blur2, (uv - vec2(0.01, 0.0))).xyz * scale2) + bias2)\n  ).y * 1280.0) * texsize.z);\n  tmpvar_2.y = (((\n    ((texture (sampler_blur2, (uv + vec2(0.0, 0.01))).xyz * scale2) + bias2)\n   - \n    ((texture (sampler_blur2, (uv - vec2(0.0, 0.01))).xyz * scale2) + bias2)\n  ).y * 1024.0) * texsize.w);\n  ret_1.y = texture (sampler_fw_main, (uv + (tmpvar_2 * 0.005))).y;\n  ret_1 = (ret_1 + ((\n    (ret_1 - ((texture (sampler_blur3, uv).xyz * scale3) + bias3))\n   * 0.3) - 0.05));\n  ret_1 = (ret_1 + ((texture (sampler_noise_lq, \n    (((uv_orig * texsize.xy) * (texsize_noise_lq.zw * 0.25)) + rand_frame.xy)\n  ).xyz - 0.5) * 0.1));\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_3;\n  tmpvar_3.w = 1.0;\n  tmpvar_3.xyz = ret_1;\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  float tmpvar_9;\n  tmpvar_9 = dot (ret_1, vec3(0.32, 0.49, 0.29));\n  ret_1 = (mix (vec3(tmpvar_9), (\n    (0.75 * vec3(tmpvar_9))\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, vec3(tmpvar_9))) * 0.9);\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 }"}