// VORTEX — the frame sucks around a pivot that sits off-centre and drifts // slowly on an ellipse; rotation is strongest near the pivot and fades out. { name: "Vortex" engine: "screen" input0: "test" p0: 0.5 p1: 0.5 p2: 0.5 dials: [ {name: "STRENGTH", bind: "p0", default: 0.5}, {name: "REACH", bind: "p1", default: 0.5}, {name: "DRIFT", 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 speed = 0.06 + 0.3 * self.user.z let pang = self.time_beat.x * speed let pivot = vec2(0.5, 0.5) + vec2(cos(pang), sin(pang) * 0.8) * 0.16 let d = uv - pivot let r = length(d) let reach = 0.22 + 0.4 * self.user.y let falloff = clamp(1.0 - r / reach, 0.0, 1.0) let spin = falloff * falloff * (3.0 + 7.0 * self.user.x) * (0.5 + 0.5 * self.time_beat.w) let cs = cos(spin) let sn = sin(spin) let rd = vec2(d.x * cs - d.y * sn, d.x * sn + d.y * cs) let w = pivot + rd 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) } } }