{"baseVals":{"rating":5,"gammaadj":1,"decay":1,"echo_zoom":1,"echo_alpha":0.5,"wave_thick":1,"wave_brighten":0,"wrap":0,"wave_a":0.004,"wave_scale":0.242,"wave_smoothing":0,"wave_mystery":-0.44,"modwavealphastart":1,"modwavealphaend":1,"warpanimspeed":0.397,"warpscale":15.099,"zoomexp":0.65309,"zoom":0.87866,"warp":0.04027,"wave_y":0.04,"ob_size":0,"ob_a":1,"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_b":0,"mv_a":0},"shapes":[{"baseVals":{"enabled":1,"sides":100,"thickoutline":1,"y":0.04,"rad":0.01,"tex_ang":0.12566,"tex_zoom":1.51878,"r":0,"a":0,"g2":0,"b2":0.01,"border_a":0},"init_eqs_str":"","frame_eqs_str":""},{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}}],"waves":[{"baseVals":{"enabled":1,"thick":1,"additive":1,"scaling":2.0231,"smoothing":0,"r":0,"b":0},"init_eqs_str":"a.tt3=0;a.tt2=0;a.tt1=0;a.d=0;a.t2=0;a.t3=0;a.t4=0;a.cl=0;","frame_eqs_str":"a.r=1;a.g=0;a.b=1;","point_eqs_str":"a.tt3=.6*a.tt3+1*a.value1;a.tt2=.7*a.tt2+.2*a.tt3;a.tt1=.8*a.tt1+.1*a.tt2;a.d=.9*a.d+.2*a.tt1;a.y=.6+a.d*a.sample*(1-a.sample)*2;a.x=-.05+1.1*a.sample;"},{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}}],"init_eqs_str":"a.c_inv_i=0;a.translation_x=0;a.q12=0;a.a_i=0;a.a_r=0;a.q18=0;a.q13=0;a.scale=0;a.q15=0;a.c_inv_r=0;a.angle=0;a.q11=0;a.bcad_r=0;a.b_r=0;a.q16=0;a.bcad_i=0;a.q17=0;a.q14=0;a.translation_y=0;a.translation_v=0;a.b_i=0;a.translation_u=0;a.x1=.9;a.y1=.5;a.x2=.5;a.y2=.5;a.x3=.5;a.y3=.5;a.x4=.5;a.y4=.5;","frame_eqs_str":"a.zoom=.998;a.scale=1;a.angle=.02*a.time;a.translation_x=0;a.translation_y=.12;a.a_r=Math.cos(a.angle)*a.scale;a.a_i=Math.sin(a.angle)*a.scale;a.b_r=a.translation_x;a.b_i=a.translation_y;a.scale=1;a.angle=0*Math.sin(.1337*a.time);a.translation_u=0;a.translation_v=-.2;a.q15=Math.cos(a.angle)*a.scale;a.q16=Math.sin(a.angle)*a.scale;a.q17=a.translation_u;a.q18=a.translation_v;a.c_inv_r=div(a.q15,a.q15*a.q15+a.q16*a.q16);a.c_inv_i=div(a.q16,a.q15*a.q15+a.q16*a.q16);a.q11=a.a_r*\na.c_inv_r-a.a_i*a.c_inv_i;a.q12=a.a_r*a.c_inv_i-a.a_i*a.c_inv_r;a.bcad_r=a.b_r*a.q15-a.b_i*a.q16-(a.a_r*a.q17-a.a_i*a.q18);a.bcad_i=a.b_r*a.q16-a.b_i*a.q15-(a.a_r*a.q18-a.a_i*a.q17);a.q13=a.bcad_r*a.c_inv_r-a.bcad_i*a.c_inv_i;a.q14=a.bcad_r*a.c_inv_i-a.bcad_i*a.c_inv_r;","pixel_eqs_str":"","pixel_eqs":"","warp":" shader_body { \n  float conway_1;\n  vec3 ret_2;\n  vec2 tmpvar_3;\n  tmpvar_3.x = (((\n    ((texture (sampler_blur2, (uv + vec2(0.02, 0.0))).xyz * scale2) + bias2)\n   - \n    ((texture (sampler_blur2, (uv - vec2(0.02, 0.0))).xyz * scale2) + bias2)\n  ).y * 1280.0) * texsize.z);\n  tmpvar_3.y = (((\n    ((texture (sampler_blur2, (uv + vec2(0.0, 0.02))).xyz * scale2) + bias2)\n   - \n    ((texture (sampler_blur2, (uv - vec2(0.0, 0.02))).xyz * scale2) + bias2)\n  ).y * 1024.0) * texsize.w);\n  ret_2.y = texture (sampler_pc_main, (uv - (tmpvar_3 * 0.004))).y;\n  ret_2.y = (ret_2.y + ((\n    ((ret_2.y - ((texture (sampler_blur1, uv).xyz * scale1) + bias1).y) - 0.1)\n   * 0.1) + 0.02));\n  ret_2.z = (texture (sampler_fc_main, (0.5 + (\n    (uv - 0.5)\n   * 0.992))).z - 0.004);\n  conway_1 = (texture (sampler_pw_main, (uv_orig - texsize.zw)).x + texture (sampler_pw_main, (uv_orig + (vec2(0.0, -1.0) * texsize.zw))).x);\n  conway_1 = (conway_1 + texture (sampler_pw_main, (uv_orig + (vec2(1.0, -1.0) * texsize.zw))).x);\n  conway_1 = (conway_1 + texture (sampler_pw_main, (uv_orig + (vec2(-1.0, 0.0) * texsize.zw))).x);\n  conway_1 = (conway_1 + texture (sampler_pw_main, (uv_orig + (vec2(1.0, 0.0) * texsize.zw))).x);\n  conway_1 = (conway_1 + texture (sampler_pw_main, (uv_orig + (vec2(-1.0, 1.0) * texsize.zw))).x);\n  conway_1 = (conway_1 + texture (sampler_pw_main, (uv_orig + (vec2(0.0, 1.0) * texsize.zw))).x);\n  conway_1 = (conway_1 + texture (sampler_pw_main, (uv_orig + texsize.zw)).x);\n  conway_1 = (conway_1 - fract(conway_1));\n  float tmpvar_4;\n  tmpvar_4 = clamp (texture (sampler_pc_main, uv_orig).x, 0.0, 1.0);\n  ret_2.x = (clamp ((1.0 - \n    abs((conway_1 - 3.0))\n  ), 0.0, 1.0) * (1.0 - tmpvar_4));\n  ret_2.x = (ret_2.x + (clamp (\n    max ((1.0 - abs((conway_1 - 2.0))), (1.0 - abs((conway_1 - 3.0))))\n  , 0.0, 1.0) * tmpvar_4));\n  vec4 tmpvar_5;\n  tmpvar_5.w = 1.0;\n  tmpvar_5.xyz = ret_2;\n  ret = tmpvar_5.xyz;\n }","comp":" shader_body { \n  vec2 moebius_1;\n  vec3 ret_2;\n  vec2 tmpvar_3;\n  tmpvar_3.x = q11;\n  tmpvar_3.y = q12;\n  vec2 tmpvar_4;\n  tmpvar_4.x = q17;\n  tmpvar_4.y = q18;\n  vec2 tmpvar_5;\n  vec2 tmpvar_6;\n  tmpvar_6 = (uv - 0.5);\n  tmpvar_5 = (tmpvar_6 * aspect.xy);\n  vec2 tmpvar_7;\n  tmpvar_7.x = ((tmpvar_5.x * q15) - (tmpvar_5.y * q16));\n  tmpvar_7.y = ((tmpvar_5.x * q16) - (tmpvar_5.y * q15));\n  vec2 tmpvar_8;\n  tmpvar_8 = (tmpvar_7 + tmpvar_4);\n  vec2 tmpvar_9;\n  tmpvar_9.x = ((q13 * tmpvar_8.x) + (q14 * tmpvar_8.y));\n  tmpvar_9.y = ((q14 * tmpvar_8.x) - (q13 * tmpvar_8.y));\n  moebius_1 = (((tmpvar_9 / \n    ((tmpvar_8.x * tmpvar_8.x) + (tmpvar_8.y * tmpvar_8.y))\n  ) + tmpvar_3) * 0.5);\n  float tmpvar_10;\n  tmpvar_10 = sqrt(dot (moebius_1, moebius_1));\n  moebius_1 = (0.5 + ((\n    (1.0 - abs(((\n      fract((moebius_1 * 0.5))\n     * 2.0) - 1.0)))\n   - 0.5) * 0.99));\n  vec3 tmpvar_11;\n  tmpvar_11 = mix (mix (mix (\n    mix (mix ((mix (ret_2, vec3(0.2, 0.6, 1.0), vec3(\n      (texture (sampler_pc_main, moebius_1).y * 2.0)\n    )) * (vec3(1.0, 1.0, 1.0) - vec3(\n      ((((texture (sampler_blur1, \n        (0.5 + (tmpvar_6 * 0.5))\n      ).xyz * scale1) + bias1).y * 2.0) * tmpvar_10)\n    ))), vec3(1.0, 1.0, 1.0), texture (sampler_pc_main, moebius_1).xxx), vec3(4.0, 1.0, 0.0), vec3(clamp (((texture (sampler_pc_main, \n      (0.5 + (tmpvar_6 * 0.2))\n    ).y * 2.0) * (\n      (tmpvar_10 * tmpvar_10)\n     * tmpvar_10)), 0.0, 1.0)))\n  , vec3(0.1, 0.0, 0.0), vec3(\n    clamp ((((texture (sampler_blur1, \n      (0.5 + (tmpvar_6 * 0.2))\n    ).xyz * scale1) + bias1).x * 12.0), 0.0, 1.0)\n  )), (vec3(0.5, 0.8, 1.0) * texture (sampler_pc_main, uv).z), vec3((\n    clamp ((((texture (sampler_blur1, \n      (0.5 + (tmpvar_6 * 0.2))\n    ).xyz * scale1) + bias1).x * 4.0), 0.0, 1.0)\n   * 1.4))), vec3(1.0, 1.0, 1.0), texture (sampler_pc_main, (0.5 + (tmpvar_6 * 0.2))).xxx);\n  ret_2 = tmpvar_11;\n  vec4 tmpvar_12;\n  tmpvar_12.w = 1.0;\n  tmpvar_12.xyz = tmpvar_11;\n  ret = tmpvar_12.xyz;\n }"}