// TRI FIELD — the N-gon family's three-sided member: every square cell // is cut along its diagonal into two triangles, each opening outward // from the centre on its own triangle-centroid distance. { name: "Tri Field" engine: "transition" p1: 0.5 dials: [ {name: "SOFT", bind: "p0", default: 0.1}, {name: "CELLS", bind: "p1", default: 0.5}, {name: "DIP", bind: "p2", default: 0.0} ] shader: draw.DrawVjFxDuo { trans: fn(uv: vec2, t: float) -> vec4 { let n = 5.0 + floor(self.user.y * 7.0) let col = floor(uv.x * n) let row = floor(uv.y * n) let fx = fract(uv.x * n) let fy = fract(uv.y * n) let upper = step(fx + fy, 1.0) let tc = mix(0.66, 0.33, upper) let ccx = (col + tc) / n let ccy = (row + tc) / n let d = vec2((ccx - 0.5) * self.aspect(), ccy - 0.5) let field = length(d) let rmax = 0.5 * sqrt(self.aspect() * self.aspect() + 1.0) let soft = 0.02 + self.user.x * 0.12 let edge = t * (rmax + 2.0 * soft) - soft let inside = smoothstep(edge + soft, edge - soft, field) let c = self.deck_a(uv).mix(self.deck_b(uv), inside) let dim = 1.0 - 4.0 * clamp(t, 0.0, 1.0) * (1.0 - clamp(t, 0.0, 1.0)) * self.user.z * 0.9 return vec4(c.xyz * dim, 1.0) } } }