// MIRROR ROTATE B — the same fold-across-an-axis mirror, but the axis // SNAPS to a new angle every beat instead of spinning continuously — a // stepped, stroboscopic cousin of Mirror Rotate A. { name: "Mirror Rotate B" engine: "screen" input0: "test" p0: 0.5 p1: 0.5 p2: 0.5 dials: [ {name: "STEPS", bind: "p0", default: 0.5}, {name: "SHIFT", bind: "p1", default: 0.5}, {name: "EDGE", 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 steps = mix(3.0, 12.0, self.user.x) let beat_id = floor(self.time_beat.y) let slot = modf(beat_id, steps) let ang = (slot / steps) * pi let cs = cos(ang) let sn = sin(ang) let u = vec2(cs, sn) let n = vec2(-sn, cs) let shift = (self.user.y - 0.5) * 0.5 let c = uv - vec2(0.5, 0.5) let along = c.x * u.x + c.y * u.y let perp = c.x * n.x + c.y * n.y - shift let fperp = abs(perp) + shift let p = u * along + n * fperp let w = p + vec2(0.5, 0.5) let tex = self.tex0.sample_as_bgra(clamp(w, vec2(0.0, 0.0), vec2(1.0, 1.0))) let seam = smoothstep(0.0, 0.01 + 0.05 * self.user.z, abs(perp)) let out = tex.xyz * (0.6 + 0.4 * seam) + vec3(1.0, 1.0, 1.0) * (1.0 - seam) * 0.2 return vec4(out, 1.0) } } }