// EDGE STRETCH — each pair of opposing edges gamma-warps independently: // SIDES pulls content toward the left or right edge, ENDS toward top or // bottom, CURVE shapes how hard the pull bites near the border. { name: "Edge Stretch" engine: "screen" input0: "test" p0: 0.5 p1: 0.5 p2: 0.5 dials: [ {name: "SIDES", bind: "p0", default: 0.5}, {name: "ENDS", bind: "p1", default: 0.5}, {name: "CURVE", 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 lr = (self.user.x - 0.5) * 1.6 let tb = (self.user.y - 0.5) * 1.6 let curve = 0.4 + 1.4 * self.user.z let wx = pow(clamp(uv.x, 0.0001, 0.9999), 1.0 + lr * curve * 0.6) let wy = pow(clamp(uv.y, 0.0001, 0.9999), 1.0 + tb * curve * 0.6) let tex = self.tex0.sample_as_bgra(clamp(vec2(wx, wy), vec2(0.0, 0.0), vec2(1.0, 1.0))) return vec4(tex.xyz, 1.0) } } }