{"baseVals":{"rating":1,"gammaadj":1,"wave_thick":1,"wave_brighten":0,"wrap":0,"wave_a":0.004,"wave_scale":0.037,"wave_smoothing":0,"wave_mystery":-0.44,"modwavealphastart":1,"modwavealphaend":1,"warpanimspeed":0.803,"warpscale":1.22,"zoomexp":1.50374,"warp":0.31218,"wave_y":0.04,"ob_size":0.005,"ob_a":1,"ib_size":0,"ib_r":1,"ib_g":0,"ib_b":0.75,"ib_a":1,"mv_x":64,"mv_y":48,"mv_l":0,"mv_b":0,"mv_a":0},"shapes":[{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}},{"baseVals":{"enabled":1,"sides":64,"additive":1,"thickoutline":1,"rad":0.16283,"ang":0.75398,"tex_zoom":0.73458,"r":0,"g":1,"border_a":0},"init_eqs_str":"a.vx=0;","frame_eqs_str":""}],"waves":[{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}}],"init_eqs_str":"","frame_eqs_str":"a.warp=.1;a.zoom=1;a.wave_a=0;","pixel_eqs_str":"","pixel_eqs":"","warp":" shader_body { \n  vec3 ret_1;\n  vec2 tmpvar_2;\n  tmpvar_2 = ((uv_orig - 0.5) * vec2(1.8, 1.8));\n  vec2 tmpvar_3;\n  tmpvar_3.x = ((tmpvar_2.x * tmpvar_2.x) - (tmpvar_2.y * tmpvar_2.y));\n  tmpvar_3.y = ((2.0 * tmpvar_2.x) * tmpvar_2.y);\n  ret_1.y = texture (sampler_fc_main, (tmpvar_3 + vec2(0.5, 0.71))).y;\n  vec2 tmpvar_4;\n  tmpvar_4 = (texsize.zw * 2.0);\n  vec3 tmpvar_5;\n  tmpvar_5 = (((texture (sampler_blur1, \n    (uv + (vec2(1.0, 0.0) * tmpvar_4))\n  ).xyz * scale1) + bias1) - ((texture (sampler_blur1, \n    (uv - (vec2(1.0, 0.0) * tmpvar_4))\n  ).xyz * scale1) + bias1));\n  vec3 tmpvar_6;\n  tmpvar_6 = (((texture (sampler_blur1, \n    (uv + (vec2(0.0, 1.0) * tmpvar_4))\n  ).xyz * scale1) + bias1) - ((texture (sampler_blur1, \n    (uv - (vec2(0.0, 1.0) * tmpvar_4))\n  ).xyz * scale1) + bias1));\n  vec2 tmpvar_7;\n  tmpvar_7.x = tmpvar_5.z;\n  tmpvar_7.y = tmpvar_6.z;\n  vec2 tmpvar_8;\n  tmpvar_8 = (uv_orig + ((tmpvar_7 * texsize.zw) * 8.0));\n  ret_1.z = (((texture (sampler_main, tmpvar_8).z + \n    ((texture (sampler_main, tmpvar_8).z - ((texture (sampler_blur1, tmpvar_8).xyz * scale1) + bias1).z) * 0.048)\n  ) - 0.012) + ((texture (sampler_noise_lq, \n    (((uv_orig * texsize.xy) * (texsize_noise_lq.zw * 1.4)) + rand_frame.xy)\n  ).xyz - 0.5) * 0.12)).x;\n  vec2 tmpvar_9;\n  tmpvar_9.x = tmpvar_5.z;\n  tmpvar_9.y = tmpvar_6.z;\n  ret_1.x = max (ret_1.y, (texture (sampler_main, (\n    (uv + (vec2(2.0, 1.0) * texsize.zw))\n   - \n    ((tmpvar_9 * texsize.zw) * 8.0)\n  )).x - 0.0038));\n  vec4 tmpvar_10;\n  tmpvar_10.w = 1.0;\n  tmpvar_10.xyz = ret_1;\n  ret = tmpvar_10.xyz;\n }","comp":"float xlat_mutabled;\nvec3 xlat_mutabledx;\n shader_body { \n  vec2 uv_1;\n  vec2 tmpvar_2;\n  tmpvar_2 = (vec2(1.0, 0.0) * texsize.z);\n  xlat_mutabledx = ((texture (sampler_main, (uv + tmpvar_2)).xyz - texture (sampler_main, (uv - tmpvar_2)).xyz) * 8.0);\n  xlat_mutabled = (texsize.zw * 2.0).x;\n  xlat_mutabledx = (xlat_mutabledx + ((texture (sampler_main, \n    (uv + (vec2(1.0, 0.0) * xlat_mutabled))\n  ).xyz - texture (sampler_main, \n    (uv - (vec2(1.0, 0.0) * xlat_mutabled))\n  ).xyz) * 4.0));\n  xlat_mutabled = (texsize.zw * 3.0).x;\n  xlat_mutabledx = (xlat_mutabledx + ((texture (sampler_main, \n    (uv + (vec2(1.0, 0.0) * xlat_mutabled))\n  ).xyz - texture (sampler_main, \n    (uv - (vec2(1.0, 0.0) * xlat_mutabled))\n  ).xyz) * 2.0));\n  vec2 tmpvar_3;\n  tmpvar_3 = (texsize.zw * 4.0);\n  xlat_mutabledx = (xlat_mutabledx + (texture (sampler_main, (uv + \n    (vec2(1.0, 0.0) * tmpvar_3.x)\n  )).xyz - texture (sampler_main, (uv - \n    (vec2(1.0, 0.0) * tmpvar_3.x)\n  )).xyz));\n  vec3 tmpvar_4;\n  tmpvar_4 = mix ((texture (sampler_main, uv).z * vec3(0.3, 0.0, 0.8)), vec3(1.0, 1.0, 1.0), ((\n    ((xlat_mutabledx.x * 0.15) + 0.5)\n   * \n    ((texture (sampler_blur3, uv).xyz * scale3) + bias3)\n  .x) * mix (vec3(2.0, 1.6, 1.0), vec3(2.0, 0.0, -2.0), vec3(\n    (((texture (sampler_blur2, uv).xyz * scale2) + bias2).z * 2.0)\n  ))));\n  xlat_mutabled = tmpvar_3.x;\n  xlat_mutabledx = (((texture (sampler_blur1, \n    (uv + (vec2(1.0, 0.0) * tmpvar_3.x))\n  ).xyz * scale1) + bias1) - ((texture (sampler_blur1, \n    (uv - (vec2(1.0, 0.0) * tmpvar_3.x))\n  ).xyz * scale1) + bias1));\n  vec2 tmpvar_5;\n  tmpvar_5.x = xlat_mutabledx.x;\n  tmpvar_5.y = (((texture (sampler_blur1, \n    (uv + (vec2(0.0, 1.0) * tmpvar_3.x))\n  ).xyz * scale1) + bias1) - ((texture (sampler_blur1, \n    (uv - (vec2(0.0, 1.0) * tmpvar_3.x))\n  ).xyz * scale1) + bias1)).x;\n  uv_1 = (uv - (tmpvar_5 * 0.04));\n  vec4 tmpvar_6;\n  tmpvar_6.w = 1.0;\n  tmpvar_6.xyz = mix (mix (tmpvar_4, vec3(-0.2, -0.2, -0.2), (\n    (texture (sampler_blur2, uv_1).xyz * scale2)\n   + bias2).yyy), vec3(1.0, 1.0, 1.0), vec3((texture (sampler_main, uv_1).y * 1.2)));\n  ret = tmpvar_6.xyz;\n }"}