{"baseVals":{"rating":5,"gammaadj":1.28,"decay":0.8,"echo_zoom":1,"echo_orient":3,"wave_mode":7,"additivewave":1,"modwavealphabyvolume":1,"wave_brighten":0,"wrap":0,"brighten":1,"wave_a":0.001,"wave_scale":1.286,"wave_smoothing":0.63,"modwavealphastart":0.71,"modwavealphaend":1.3,"warpscale":1.331,"zoom":1.004,"warp":0.19788,"sx":0.99967,"sy":0.9999,"wave_r":0.65,"wave_g":0.65,"wave_b":0.65,"ob_size":0,"ob_r":1,"ob_a":0.7,"ib_size":0,"ib_r":0,"ib_g":0,"ib_b":0,"ib_a":1,"mv_x":64,"mv_y":48,"mv_l":0,"mv_a":0,"b1ed":0},"shapes":[{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}},{"baseVals":{"enabled":1,"sides":14,"rad":0.15964,"tex_ang":0.62832,"a":0,"r2":1,"b2":1,"border_a":0},"init_eqs_str":"","frame_eqs_str":""}],"waves":[{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}}],"init_eqs_str":"a.du=0;a.q1=0;a.dv=0;a.q2=0;a.dist=0;a.ang2=0;a.mult=0;","frame_eqs_str":"a.mv_r+=.2*(.6*Math.sin(.98*a.time)+.4*Math.sin(1.047*a.time));a.mv_g+=.2*(.6*Math.sin(.835*a.time)+.4*Math.sin(1.081*a.time));a.mv_b+=.2*(.6*Math.sin(.814*a.time)+.4*Math.sin(1.011*a.time));a.q1=2*a.cx-1+.6*(.6*Math.sin(.374*a.time)+.4*Math.sin(.294*a.time));a.q2=2*a.cy-1+.6*(.6*Math.sin(.393*a.time)+.4*Math.sin(.223*a.time));a.ob_r=1-.4*Math.abs(a.q1);a.ob_g=.3*Math.abs(a.q2);a.ob_b=.4*Math.abs(a.q1);a.wave_x=1-Math.abs(a.q2)-.05;a.wave_y=1-Math.abs(a.q1)-.06;a.wave_r+=.4*\n(.6*Math.sin(.514*a.time)+.4*Math.sin(1.211*a.time));a.wave_b+=.4*(.6*Math.sin(.714*a.time)+.4*Math.sin(a.q2));a.wave_g+=.4*(.6*Math.sin(10*a.q1)+.4*Math.sin(10*a.q2));a.zoom=1;a.warp=0;","pixel_eqs_str":"a.du=2*a.x-1-a.q1;a.dv=2*a.y-1-a.q2;a.dist=sqrt(a.du*a.du+a.dv*a.dv);a.ang2=Math.atan2(a.du,a.dv)+.15*a.time;a.mult=.04*Math.sin(.05*a.dist);a.dx=a.mult*Math.sin(2*a.ang2-1.5)*a.aspectx;a.dy=a.mult*Math.cos(2*a.ang2-1.5)*a.aspecty;","warp":" shader_body { \n  vec3 ret_1;\n  vec2 tmpvar_2;\n  tmpvar_2 = (texsize.zw * 4.0);\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 = tmpvar_3.x;\n  tmpvar_5.y = tmpvar_4.x;\n  vec2 tmpvar_6;\n  tmpvar_6 = (uv + ((tmpvar_5 * texsize.zw) * 4.0));\n  vec2 tmpvar_7;\n  tmpvar_7.x = tmpvar_3.y;\n  tmpvar_7.y = tmpvar_4.y;\n  vec2 tmpvar_8;\n  tmpvar_8 = (uv + ((tmpvar_7 * texsize.zw) * 4.0));\n  vec2 tmpvar_9;\n  tmpvar_9.x = tmpvar_3.z;\n  tmpvar_9.y = tmpvar_4.z;\n  vec2 tmpvar_10;\n  tmpvar_10 = (uv + ((tmpvar_9 * texsize.zw) * 4.0));\n  ret_1.x = (texture (sampler_main, tmpvar_6).x - ((texture (sampler_main, tmpvar_6).xyz - \n    ((texture (sampler_blur3, tmpvar_6).xyz * scale3) + bias3)\n  ).x * 0.02));\n  ret_1.y = (texture (sampler_main, tmpvar_8).y - ((texture (sampler_main, tmpvar_8).xyz - \n    ((texture (sampler_blur3, tmpvar_8).xyz * scale3) + bias3)\n  ).y * 0.02));\n  ret_1.z = (texture (sampler_main, tmpvar_10).z - ((texture (sampler_main, tmpvar_10).xyz - \n    ((texture (sampler_blur3, tmpvar_10).xyz * scale3) + bias3)\n  ).z * 0.02));\n  ret_1 = (ret_1 - ((ret_1.yzx * 0.1) - 0.04));\n  vec4 tmpvar_11;\n  tmpvar_11.w = 1.0;\n  tmpvar_11.xyz = ret_1;\n  ret = tmpvar_11.xyz;\n }","comp":" shader_body { \n  vec2 tmpvar_1;\n  tmpvar_1 = (texsize.zw * 4.0);\n  vec2 tmpvar_2;\n  tmpvar_2.x = (((texture (sampler_blur1, \n    (uv + (vec2(1.0, 0.0) * tmpvar_1))\n  ).xyz * scale1) + bias1) - ((texture (sampler_blur1, \n    (uv - (vec2(1.0, 0.0) * tmpvar_1))\n  ).xyz * scale1) + bias1)).y;\n  tmpvar_2.y = (((texture (sampler_blur1, \n    (uv + (vec2(0.0, 1.0) * tmpvar_1))\n  ).xyz * scale1) + bias1) - ((texture (sampler_blur1, \n    (uv - (vec2(0.0, 1.0) * tmpvar_1))\n  ).xyz * scale1) + bias1)).y;\n  vec4 tmpvar_3;\n  tmpvar_3 = texture (sampler_main, uv);\n  vec4 tmpvar_4;\n  tmpvar_4.w = 1.0;\n  tmpvar_4.xyz = mix (mix ((vec3(0.8, 0.6, 0.5) * texture (sampler_fc_main, \n    (uv - (tmpvar_2 * 0.4))\n  ).x), mix (vec3(2.0, 1.2, 0.0), vec3(-1.0, 0.8, -1.0), tmpvar_3.zzz), vec3((\n    ((texture (sampler_blur1, uv).xyz * scale1) + bias1)\n  .y * 0.35))), vec3(0.4, 0.0, 0.0), vec3(((tmpvar_3.z * \n    (1.0 - tmpvar_3.y)\n  ) * 2.0)));\n  ret = tmpvar_4.xyz;\n }"}