// MAZE — a square grid whose cells each turn their own patch of picture // (straight, swapped, or mirrored) off a per-cell hash, reading as a maze // of corridor tiles; the hash re-rolls on a beat-quantised cycle. { name: "Maze" engine: "screen" input0: "test" p0: 0.5 p1: 0.5 p2: 0.5 dials: [ {name: "SIZE", bind: "p0", default: 0.5}, {name: "CHAOS", bind: "p1", default: 0.5}, {name: "RATE", 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 cell = 0.03 + 0.1 * self.user.x let cyc = floor(self.time_beat.y * (0.05 + 0.4 * self.user.z)) let sq = uv / cell let sqi = floor(sq) let sqf = fract(sq) let hsh = fract(sin(sqi.x * 12.9898 + sqi.y * 78.233 + cyc * 3.7) * 43758.5453) let turn = floor(hsh * 4.0) let chaos = clamp(self.user.y, 0.0, 1.0) let mut lf = sqf if turn > 2.5 { lf = vec2(1.0, 1.0) - sqf } else if turn > 1.5 { lf = vec2(1.0 - sqf.x, sqf.y) } else if turn > 0.5 { lf = vec2(sqf.y, sqf.x) } let folded = mix(sqf, lf, chaos) let w = clamp(sqi * cell + folded * cell, vec2(0.0, 0.0), vec2(1.0, 1.0)) let tex = self.tex0.sample_as_bgra(w) let wallx = min(sqf.x, 1.0 - sqf.x) let wally = min(sqf.y, 1.0 - sqf.y) let wall = 1.0 - smoothstep(0.0, 0.06, min(wallx, wally)) let out = tex.xyz * (1.0 - wall * 0.25) return vec4(out, 1.0) } } }