{"baseVals":{"rating":5,"gammaadj":1,"wave_mode":1,"modwavealphabyvolume":1,"wave_a":1.2,"wave_scale":3.587,"wave_smoothing":0.9,"wave_mystery":-0.28,"modwavealphastart":0.97,"modwavealphaend":1.67,"zoom":1.065,"warp":0.01459,"wave_r":0.7,"wave_g":0.65,"wave_b":0.7,"mv_x":31.2,"mv_y":2.28,"mv_l":2.5,"mv_b":0.8,"mv_a":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":"","frame_eqs_str":"a.wave_r+=.2*(.9*Math.sin(2.753*a.time)+.4*Math.sin(2.315*a.time+1));a.wave_g+=.1*(.9*Math.sin(3.183*a.time+3)+.4*Math.sin(2.006*a.time+4));a.wave_b+=.1*(.9*Math.sin(2.393*a.time+5)+.4*Math.sin(2.733*a.time+2));a.zoom+=.013*(.6*Math.sin(.339*a.time)+.4*Math.sin(.276*a.time));a.rot+=.02*(.6*Math.sin(.381*a.time)+.4*Math.sin(.579*a.time));a.cx+=.003*(.6*Math.sin(.471*a.time)+.4*Math.sin(.297*a.time));a.cy+=.003*(.6*Math.sin(.379*a.time)+.4*Math.sin(.351*a.time));a.dx+=.002*(.6*\nMath.sin(.234*a.time)+.4*Math.sin(.277*a.time));a.rot+=.02*(Math.sin(2.134*a.time)+Math.sin(1.7134*a.time)+Math.sin(2.834*a.time));a.dx+=.0025*(Math.sin(1.134*a.time)+Math.sin(.7134*a.time)+Math.sin(2.334*a.time));a.dy+=.0025*(Math.sin(1.8834*a.time)+Math.sin(1.0144*a.time)+Math.sin(1.334*a.time));","pixel_eqs_str":"","pixel_eqs":"","warp":" shader_body { \n  vec4 tmpvar_1;\n  tmpvar_1.w = 1.0;\n  float tmpvar_2;\n  tmpvar_2 = dot (texsize.zw, texsize.zw);\n  vec2 tmpvar_3;\n  tmpvar_3 = (uv - 0.5);\n  tmpvar_1.xyz = (max (max (texture (sampler_main, uv).xyz, texture (sampler_main, \n    ((tmpvar_3 * (1.0 - (8.0 * \n      sqrt(tmpvar_2)\n    ))) + 0.5)\n  ).xyz), texture (sampler_main, (\n    (tmpvar_3 * (1.0 + (8.0 * sqrt(tmpvar_2))))\n   + 0.5)).xyz) - 0.024);\n  ret = tmpvar_1.xyz;\n }","comp":" shader_body { \n  vec3 ret2_1;\n  vec3 ret_2;\n  vec2 tmpvar_3;\n  tmpvar_3 = (texsize.zw * 8.0);\n  vec2 tmpvar_4;\n  tmpvar_4.x = (((texture (sampler_blur1, \n    (uv + (vec2(1.0, 0.0) * tmpvar_3))\n  ).xyz * scale1) + bias1) - ((texture (sampler_blur1, \n    (uv - (vec2(1.0, 0.0) * tmpvar_3))\n  ).xyz * scale1) + bias1)).y;\n  tmpvar_4.y = (((texture (sampler_blur1, \n    (uv + (vec2(0.0, 1.0) * tmpvar_3))\n  ).xyz * scale1) + bias1) - ((texture (sampler_blur1, \n    (uv - (vec2(0.0, 1.0) * tmpvar_3))\n  ).xyz * scale1) + bias1)).y;\n  vec2 tmpvar_5;\n  tmpvar_5 = (uv + (tmpvar_4 * 0.55));\n  vec4 tmpvar_6;\n  tmpvar_6 = texture (sampler_blur3, uv);\n  ret_2 = (vec3((0.25 * dot (\n    clamp ((2.0 * ((tmpvar_6.xyz * scale3) + bias3)), 0.0, 1.0)\n  , vec3(0.32, 0.49, 0.29)))) - (0.8 * dot (\n    clamp (((20.0 * (\n      (0.6 * ((texture (sampler_blur2, uv).xyz * scale2) + bias2))\n     - 0.01)) - 2.0), 0.0, 1.0)\n  , vec3(0.32, 0.49, 0.29))));\n  vec4 tmpvar_7;\n  tmpvar_7 = texture (sampler_blur1, uv);\n  ret_2 = (ret_2 + dot (clamp (\n    ((30.0 * ((texture (sampler_main, uv).xyz + \n      (((tmpvar_7.xyz * scale1) + bias1) * 0.15)\n    ) - 0.01)) - 2.0)\n  , 0.0, 1.0), vec3(0.32, 0.49, 0.29)));\n  ret_2 = (ret_2 + 1.0);\n  vec3 tmpvar_8;\n  tmpvar_8 = mix (ret_2, (ret_2 * (\n    ((texture (sampler_blur3, tmpvar_5).xyz * scale3) + bias3)\n   - \n    ((texture (sampler_blur1, tmpvar_5).xyz * scale1) + bias1)\n  )), pow (hue_shader, ret_2));\n  ret2_1 = (vec3((-0.5 * dot (\n    ((texture (sampler_blur3, tmpvar_5).xyz * scale3) + bias3)\n  , vec3(0.32, 0.49, 0.29)))) + (0.8 * (\n    (texture (sampler_blur1, tmpvar_5).xyz * scale1)\n   + bias1)));\n  ret2_1 = (ret2_1 - (0.9 * texture (sampler_main, tmpvar_5).xyz));\n  ret2_1 = (ret2_1 - 1.5);\n  vec3 tmpvar_9;\n  tmpvar_9 = mix (ret2_1, (ret2_1 * (\n    ((tmpvar_6.xyz * scale3) + bias3)\n   - \n    ((tmpvar_7.xyz * scale1) + bias1)\n  )), pow (hue_shader.zxy, tmpvar_8));\n  ret2_1 = tmpvar_9;\n  vec3 tmpvar_10;\n  tmpvar_10 = abs((tmpvar_8 - tmpvar_9));\n  ret_2 = (tmpvar_10 * tmpvar_10);\n  ret_2 = (ret_2 * 1.15);\n  vec4 tmpvar_11;\n  tmpvar_11.w = 1.0;\n  tmpvar_11.xyz = ret_2;\n  ret = tmpvar_11.xyz;\n }"}