// IRIS — the circle. Deck B opens from the centre (FLIP: deck A closes // into it instead). Pattern taught: `self.aspect()` keeps the circle // CIRCULAR on a 16:9 canvas — forget it and every iris is an ellipse. { name: "Iris" engine: "transition" dials: [ {name: "SOFT", bind: "p0", default: 0.2}, {name: "FLIP", bind: "p1", default: 0.0}, {name: "DIP", bind: "p2", default: 0.0} ] shader: draw.DrawVjFxDuo { trans: fn(uv: vec2, t: float) -> vec4 { let c = vec2((uv.x - 0.5) * self.aspect(), uv.y - 0.5) let r = length(c) // Far corner distance, so t = 1 always covers the frame. let rmax = 0.5 * sqrt(self.aspect() * self.aspect() + 1.0) let soft = 0.005 + self.user.x * 0.2 let tt = mix(t, 1.0 - t, step(0.5, self.user.y)) let edge = tt * (rmax + 2.0 * soft) - soft let inside = smoothstep(edge + soft, edge - soft, r) let cin = mix(self.deck_b(uv), self.deck_a(uv), step(0.5, self.user.y)) let cout = mix(self.deck_a(uv), self.deck_b(uv), step(0.5, self.user.y)) let c = cout.mix(cin, inside) // DIP: duck through black mid-fade (0 = off, the stock iris). 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) } } }