// SLAT FIELD — the frame sliced into a rotatable grating of thin slats; // each slat shifts sideways by its own hashed amount, a jittered blind. { name: "Slat Field" engine: "screen" input0: "test" p0: 0.5 p1: 0.5 p2: 0.5 dials: [ {name: "AMOUNT", bind: "p0", default: 0.5}, {name: "SIZE", bind: "p1", default: 0.5}, {name: "ANGLE", bind: "p2", default: 0.5} ] stages: [ {kind: "bloom", threshold: 0.6, strength: 1.05, levels: 2} ] shader: draw.DrawVjFxScreen { fx_color: fn(uv: vec2, content: vec4, cmix: float) -> vec4 { let pi = 3.14159265 let ang = (self.user.z - 0.5) * pi * 0.5 let cs = cos(ang) let sn = sin(ang) let c = uv - vec2(0.5, 0.5) let rc = vec2(c.x * cs - c.y * sn, c.x * sn + c.y * cs) let size = mix(0.012, 0.11, self.user.y) let idx = floor(rc.y / size) let h = fract(sin(idx * 12.9898 + 7.0) * 43758.5453) let amount = 0.02 + 0.11 * self.user.x let disp = (h - 0.5) * 2.0 * amount let rc2 = vec2(rc.x + disp, rc.y) let c2 = vec2(rc2.x * cs + rc2.y * sn, -rc2.x * sn + rc2.y * cs) let w = c2 + vec2(0.5, 0.5) let tex = self.tex0.sample_as_bgra(clamp(w, vec2(0.0, 0.0), vec2(1.0, 1.0))) return vec4(tex.xyz, 1.0) } } }