{"baseVals":{"rating":0,"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":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.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 * 0.01))).y;\n  ret_1 = (ret_1 + ((ret_1 - \n    ((texture (sampler_blur3, uv).xyz * scale3) + bias3)\n  ) * 0.35));\n  ret_1 = (ret_1 * 0.96);\n  ret_1 = (ret_1 + ((texture (sampler_noise_lq, \n    (((uv_orig * texsize.xy) * (texsize_noise_lq.zw * 0.4)) + rand_frame.xy)\n  ).xyz - 0.5) * 0.3));\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 ret2_1;\n  vec3 ret_2;\n  vec2 tmpvar_3;\n  tmpvar_3 = (texsize.zw * 6.0);\n  vec2 tmpvar_4;\n  tmpvar_4.x = dot (((\n    (texture (sampler_blur1, (uv + (vec2(1.0, 0.0) * tmpvar_3))).xyz * scale1)\n   + bias1) - (\n    (texture (sampler_blur1, (uv - (vec2(1.0, 0.0) * tmpvar_3))).xyz * scale1)\n   + bias1)), vec3(0.32, 0.49, 0.29));\n  tmpvar_4.y = dot (((\n    (texture (sampler_blur1, (uv + (vec2(0.0, 1.0) * tmpvar_3))).xyz * scale1)\n   + bias1) - (\n    (texture (sampler_blur1, (uv - (vec2(0.0, 1.0) * tmpvar_3))).xyz * scale1)\n   + bias1)), vec3(0.32, 0.49, 0.29));\n  vec2 tmpvar_5;\n  tmpvar_5 = (uv - (0.25 * tmpvar_4));\n  vec4 tmpvar_6;\n  tmpvar_6 = texture (sampler_blur3, uv);\n  ret_2 = (0.3 * ((tmpvar_6.xyz * scale3) + bias3));\n  ret_2 = (ret_2 - ((\n    (texture (sampler_blur2, uv).xyz * scale2)\n   + bias2) - 0.01));\n  vec4 tmpvar_7;\n  tmpvar_7 = texture (sampler_blur1, uv);\n  ret_2 = (ret_2 + ((texture (sampler_main, uv).xyz + \n    (((tmpvar_7.xyz * scale1) + bias1) * 0.15)\n  ) - 0.01));\n  ret_2 = (ret_2 + 0.75);\n  float tmpvar_8;\n  tmpvar_8 = dot (ret_2, vec3(0.32, 0.49, 0.29));\n  vec3 tmpvar_9;\n  tmpvar_9 = mix (vec3(tmpvar_8), (vec3(tmpvar_8) * dot (\n    ((0.785 * ((texture (sampler_blur3, tmpvar_5).xyz * scale3) + bias3)) - ((texture (sampler_blur1, tmpvar_5).xyz * scale1) + bias1))\n  , vec3(0.32, 0.49, 0.29))), pow (hue_shader, vec3(tmpvar_8)));\n  ret2_1 = ((-0.3 * (\n    (texture (sampler_blur3, tmpvar_5).xyz * scale3)\n   + bias3)) + ((texture (sampler_blur1, tmpvar_5).xyz * scale1) + bias1));\n  ret2_1 = (ret2_1 - texture (sampler_main, tmpvar_5).xyz);\n  ret2_1 = (ret2_1 - 0.75);\n  float tmpvar_10;\n  tmpvar_10 = dot (ret2_1, vec3(0.32, 0.49, 0.29));\n  vec3 tmpvar_11;\n  tmpvar_11 = mix (vec3(tmpvar_10), (vec3(tmpvar_10) * dot (\n    ((0.785 * ((tmpvar_6.xyz * scale3) + bias3)) - ((tmpvar_7.xyz * scale1) + bias1))\n  , vec3(0.32, 0.49, 0.29))), pow (hue_shader.zxy, tmpvar_9));\n  ret2_1 = tmpvar_11;\n  vec3 tmpvar_12;\n  tmpvar_12 = abs((tmpvar_9 - (2.0 * tmpvar_11)));\n  ret_2 = (tmpvar_12 - (0.15 * sqrt(tmpvar_12)));\n  ret_2 = (ret_2 * ret_2);\n  vec4 tmpvar_13;\n  tmpvar_13.w = 1.0;\n  tmpvar_13.xyz = ret_2;\n  ret = tmpvar_13.xyz;\n }"}