{"baseVals":{"rating":0,"gammaadj":1.98,"decay":0.96,"echo_zoom":0.997,"echo_orient":1,"wave_mode":2,"wave_dots":1,"wave_brighten":0,"wrap":0,"darken":1,"wave_a":0.001,"wave_scale":0.012,"wave_smoothing":0.9,"warpanimspeed":0.01,"warpscale":0.01,"warp":0.01,"wave_r":0.5,"wave_g":0.4,"wave_b":0.3,"ob_size":0.005,"ob_a":1,"ib_size":0,"ib_r":0,"ib_g":0,"ib_b":0,"mv_x":64,"mv_y":48,"mv_l":5,"mv_r":0,"mv_g":0,"mv_b":0,"mv_a":0},"shapes":[{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}}],"waves":[{"baseVals":{"enabled":1,"thick":1,"additive":1},"init_eqs_str":"a.n=0;a.xp=0;a.tail=0;a.repeats=0;a.yp=0;a.q1=0;a.tmm=0;a.cycleto1=0;a.cycle=0;a.wavex=0;a.wavey=0;a.phs=0;a.sampcyc=0;a.tmc=0;a.head=0;a.samplerepeat=0;a.tm=0;a.rsample=0;a.variation=0;a.trailsize=0;a.swap=0;","frame_eqs_str":"","point_eqs_str":"a.repeats=10;a.samplerepeat=a.sample*a.repeats;a.cycle=Math.floor(a.samplerepeat);a.sampcyc=a.samplerepeat-a.cycle;a.cycleto1=div(a.cycle,a.repeats);a.n=6.283*a.sampcyc;a.phs=a.sampcyc;a.tm=a.q1+a.phs+.1*a.cycleto1;a.tmm=a.time;a.rsample=2.2*(1-.9*a.sampcyc)*(a.cycleto1+1);a.a=a.sampcyc*below(a.sampcyc,.95);a.a*=a.a;a.tmc=a.tm+a.cycle-.2*a.phs;a.variation=9*Math.sin(6.283*a.cycleto1);a.swap=2*above(a.sample,.5)-1;a.wavex=Math.sin(a.tmc*(19+a.variation)*a.swap)*a.rsample*.04;\na.wavey=Math.cos(a.tmc*(19+a.variation)*a.swap)*a.rsample*.04;a.xp=.4*Math.sin(a.tm);a.xp*=Math.sin(3*a.tm);a.yp*=Math.cos(2.6*a.tm);a.xp*=Math.sin(.43*a.tm);a.yp*=.5*Math.cos(1.79*a.tm)+.5;a.xp+=a.wavex;a.yp+=a.wavey;a.x=a.xp+.25;a.y=a.yp+.5;a.trailsize=.85;a.head=above(a.a,a.trailsize);a.tail=1-a.head;a.r=1*a.head+.5*a.tail;a.g=.8*a.head+.3*a.tail;a.b=.5*a.head;a.a*=.25;"},{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}},{"baseVals":{"enabled":0}}],"init_eqs_str":"a.q1=0;a.mv_x=64;a.mv_y=48;a.nut=0;a.stp=0;a.stq=0;a.rtp=0;a.rtq=0;a.wvr=0;a.decay=0;a.dcsp=0;","frame_eqs_str":"a.decay=.98;a.zoom=1;a.q1=.4*a.time;","pixel_eqs_str":"a.dx=.005;a.dy=a.dy+.0025*Math.sin(.71*a.time)*Math.cos(1.1*a.time)+.0025*Math.sin(.3*a.time);","warp":" shader_body { \n  vec2 uv_1;\n  vec3 crisp_2;\n  vec2 tmpvar_3;\n  tmpvar_3 = ((uv * texsize.xy) * 0.02);\n  vec2 tmpvar_4;\n  tmpvar_4.x = (cos(tmpvar_3.y) * sin(-(tmpvar_3.y)));\n  tmpvar_4.y = (sin(tmpvar_3.x) * cos(tmpvar_3.y));\n  uv_1 = (uv + ((q28 * tmpvar_4) * (texsize.zw * 64.0)));\n  crisp_2 = (texture (sampler_main, uv_1).xyz + (vec3((\n    dot (texture (sampler_noise_lq, (uv + rand_frame.xy)), vec4(0.32, 0.49, 0.29, 0.0))\n   - 0.5)) / 20.0));\n  vec3 tmpvar_5;\n  tmpvar_5 = mix (crisp_2.zxy, crisp_2, vec3((0.1 * dot (crisp_2, vec3(0.32, 0.49, 0.29)))));\n  crisp_2 = tmpvar_5;\n  vec4 tmpvar_6;\n  tmpvar_6.w = 1.0;\n  tmpvar_6.xyz = ((q24 * (\n    (tmpvar_5 * 0.99)\n   - 0.01)) + ((\n    (1.0 - q24)\n   * texture (sampler_main, uv_1).xyz) * 0.99));\n  ret = tmpvar_6.xyz;\n }","comp":" shader_body { \n  vec3 ret_1;\n  vec2 tmpvar_2;\n  tmpvar_2 = (texsize.zw * 8.0);\n  vec2 tmpvar_3;\n  tmpvar_3.x = (((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)).y;\n  tmpvar_3.y = (((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)).y;\n  vec2 tmpvar_4;\n  tmpvar_4 = (uv + (tmpvar_3 * 0.55));\n  vec3 tmpvar_5;\n  tmpvar_5 = mix (ret_1, (1.0 - ret_1), ((0.7 * \n    ((texture (sampler_blur1, tmpvar_4).xyz * scale1) + bias1)\n  ) + (0.2 * texture (sampler_main, uv).xyz)));\n  vec3 tmpvar_6;\n  tmpvar_6 = mix (tmpvar_5, ((\n    (tmpvar_5 - (0.1 * ((texture (sampler_blur3, tmpvar_4).xyz * scale3) + bias3)))\n   + \n    (0.1 * ((texture (sampler_blur1, (\n      (tmpvar_4 * 1.25)\n     - 0.125)).xyz * scale1) + bias1))\n  ) + (0.42 * texture (sampler_main, tmpvar_4).xyz)), vec3(0.25, 0.25, 0.25));\n  vec3 x_7;\n  x_7 = (tmpvar_6 - 0.5);\n  ret_1 = (tmpvar_6 * clamp ((\n    sqrt(dot (x_7, x_7))\n   * 5.0), 0.0, 1.0));\n  ret_1 = (vec3(dot (ret_1, vec3(0.32, 0.49, 0.29))) + 1.25);\n  ret_1 = (ret_1 * (ret_1 * 0.45));\n  ret_1 = (ret_1 * mix (ret_1, (\n    (1.3 * ret_1)\n   * \n    ((((texture (sampler_blur3, uv).xyz * scale3) + bias3) - ((texture (sampler_blur1, uv).xyz * scale1) + bias1)) - (0.25 * ((texture (sampler_blur2, tmpvar_4).xyz * scale2) + bias2)))\n  ), pow (hue_shader.zxy, \n    (1.0 - ret_1)\n  )));\n  ret_1 = (ret_1 + 0.04);\n  ret_1 = (ret_1 * (0.9 * ret_1));\n  ret_1 = (ret_1 * ((hue_shader * 4.0) - 2.75));\n  ret_1 = (ret_1 * (2.0 - (0.5 * \n    clamp (ret_1, 0.0, 1.0)\n  )));\n  vec4 tmpvar_8;\n  tmpvar_8.w = 1.0;\n  tmpvar_8.xyz = ret_1;\n  ret = tmpvar_8.xyz;\n }"}