// RIPPLE WIPE — an interference field of layered sine and cosine ripples // sweeps deck B in instead of a straight edge: pixels caught in a trough // reveal first, pixels riding a crest hold onto deck A longest. RATE // sets the ripple frequency, FLIP inverts which pixels go first. { name: "Ripple Wipe" engine: "transition" dials: [ {name: "SOFT", bind: "p0", default: 0.12}, {name: "RATE", bind: "p1", default: 0.4}, {name: "FLIP", bind: "p2", default: 0.0} ] shader: draw.DrawVjFxDuo { trans: fn(uv: vec2, t: float) -> vec4 { let p = vec2((uv.x - 0.5) * self.aspect(), uv.y - 0.5) let r = length(p) let freq = 4.0 + self.user.y * 16.0 let f1 = sin(r * freq * 6.283 - p.x * freq * 2.0) let f2 = cos((p.x + p.y) * freq * 3.0) let mut field = clamp(f1 * 0.3 + f2 * 0.3 + 0.5, 0.0, 1.0) field = mix(field, 1.0 - field, step(0.5, self.user.z)) let soft = 0.01 + self.user.x * 0.3 let tt = t * (1.0 + 2.0 * soft) - soft let m = smoothstep(tt - soft, tt + soft, field) return self.deck_b(uv).mix(self.deck_a(uv), m) } } }