{"version":2,"baseVals":{"rating":5,"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":1,"sides":12,"additive":1,"rad":0.02508,"r":0,"g":1,"a":0.2,"g2":0,"border_a":0},"init_eqs_eel":"","frame_eqs_eel":""},{"baseVals":{"enabled":0},"init_eqs_eel":"","frame_eqs_eel":""},{"baseVals":{"enabled":0},"init_eqs_eel":"","frame_eqs_eel":""},{"baseVals":{"enabled":0},"init_eqs_eel":"","frame_eqs_eel":""}],"waves":[{"baseVals":{"enabled":0},"init_eqs_eel":"","frame_eqs_eel":"","point_eqs_eel":""},{"baseVals":{"enabled":0},"init_eqs_eel":"","frame_eqs_eel":"","point_eqs_eel":""},{"baseVals":{"enabled":0},"init_eqs_eel":"","frame_eqs_eel":"","point_eqs_eel":""},{"baseVals":{"enabled":0},"init_eqs_eel":"","frame_eqs_eel":"","point_eqs_eel":""}],"init_eqs_eel":"","frame_eqs_eel":"t = time*12.3;\nwave_x = wave_x + 0.350*( 0.70*sin(2.221*time*5) + 0.30*sin(1.821*time*15) );\nwave_y = wave_y + 0.350*( 0.30*sin(1.942*time*5) + 0.70*sin(2.522*time*15) );\nwave_r = wave_r + 0.790*( 0.60*sin(0.823*t) + 0.40*sin(0.916*t) );\nwave_g = wave_g + 0.790*( 0.60*sin(0.900*t) + 0.40*sin(1.023*t) );\nwave_b = wave_b + 0.790*( 0.60*sin(0.808*t) + 0.40*sin(0.949*t) );\nrot = rot + 0.030*( 0.60*sin(0.38*time) + 0.40*sin(0.54*time+4) );\nzoom = zoom + 0.015*( 0.60*sin(0.29*time+1) + 0.40*sin(0.43*time+2) );\ndx = dx + 0.002*( 0.60*sin(0.434*time) + 0.40*sin(0.277*time) );\ndy = dy + 0.002*( 0.60*sin(0.384*time) + 0.40*sin(0.477*time) );","pixel_eqs_eel":"","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 * 0.005))).y;\n ret_1 = (ret_1 + ((\n (ret_1 - ((texture (sampler_blur3, uv).xyz * scale3) + bias3))\n * 0.3) - 0.05));\n ret_1 = (ret_1 + ((texture (sampler_noise_lq, \n (((uv_orig * texsize.xy) * (texsize_noise_lq.zw * 0.25)) + rand_frame.xy)\n ).xyz - 0.5) * 0.1));\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 ret_1;\n vec2 tmpvar_2;\n tmpvar_2 = (texsize.zw * 6.0);\n vec3 tmpvar_3;\n tmpvar_3 = (((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));\n vec3 tmpvar_4;\n tmpvar_4 = (((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));\n vec2 tmpvar_5;\n tmpvar_5.x = dot (tmpvar_3, vec3(0.32, 0.49, 0.29));\n tmpvar_5.y = dot (tmpvar_4, vec3(0.32, 0.49, 0.29));\n vec2 tmpvar_6;\n tmpvar_6 = (uv - (0.25 * tmpvar_5));\n vec2 tmpvar_7;\n tmpvar_7.x = dot (tmpvar_3, vec3(0.32, 0.49, 0.29));\n tmpvar_7.y = dot (tmpvar_4, vec3(0.32, 0.49, 0.29));\n vec2 tmpvar_8;\n tmpvar_8 = (uv + (0.25 * tmpvar_7));\n ret_1 = ((0.8 * (\n (texture (sampler_blur3, tmpvar_6).xyz * scale3)\n + bias3)) - ((texture (sampler_blur1, tmpvar_6).xyz * scale1) + bias1));\n ret_1 = (ret_1 + (0.6 * (\n (texture (sampler_blur1, uv).xyz * scale1)\n + bias1)));\n ret_1 = (ret_1 - ((\n (texture (sampler_blur2, tmpvar_8).xyz * scale2)\n + bias2) - (\n (texture (sampler_blur1, tmpvar_8).xyz * scale1)\n + bias1)));\n ret_1 = (ret_1 + ((1.2 * texture (sampler_main, tmpvar_8).xyz) + (0.15 * \n ((texture (sampler_blur1, tmpvar_8).xyz * scale1) + bias1)\n )));\n ret_1 = (ret_1 + 1.0);\n float tmpvar_9;\n tmpvar_9 = dot (ret_1, vec3(0.32, 0.49, 0.29));\n ret_1 = (mix (vec3(tmpvar_9), (\n (0.75 * vec3(tmpvar_9))\n * \n dot ((((0.6 * \n ((texture (sampler_blur3, tmpvar_6).xyz * scale3) + bias3)\n ) - (0.7 * texture (sampler_main, uv).xyz)) - (0.3 * (\n (texture (sampler_blur1, tmpvar_8).xyz * scale1)\n + bias1))), vec3(0.32, 0.49, 0.29))\n ), pow (hue_shader, vec3(tmpvar_9))) * 0.9);\n ret_1 = (ret_1 * ret_1);\n vec3 tmpvar_10;\n tmpvar_10 = sqrt(ret_1);\n ret_1 = tmpvar_10;\n vec4 tmpvar_11;\n tmpvar_11.w = 1.0;\n tmpvar_11.xyz = tmpvar_10;\n ret = tmpvar_11.xyz;\n }"}