// BRICKWORK — offset masonry rows; bricks flip left-to-right in // sequence with a small per-brick hash jitter so it never feels // metronomic. COLS sets the brick count per row. { name: "Brickwork" engine: "transition" p1: 0.5 dials: [ {name: "SOFT", bind: "p0", default: 0.15}, {name: "COLS", bind: "p1", default: 0.5}, {name: "DIP", bind: "p2", default: 0.0} ] shader: draw.DrawVjFxDuo { trans: fn(uv: vec2, t: float) -> vec4 { let cols = 5.0 + floor(self.user.y * 9.0) let rows = cols * 0.45 let row = floor(uv.y * rows) let offset = modf(row, 2.0) * 0.5 let colf = uv.x * cols - offset let col = floor(colf) let cellx = fract(colf) let celly = fract(uv.y * rows) let hash = fract(sin((col + row * 37.0) * 12.9898 + 3.0) * 43758.5453) let field = clamp(col / cols, 0.0, 1.0) * 0.85 + hash * 0.15 let soft = 0.02 + self.user.x * 0.2 let tt = t * (1.0 + 2.0 * soft) - soft let m = smoothstep(tt - soft, tt + soft, field) let seam = smoothstep(0.0, 0.03, cellx) * smoothstep(0.0, 0.03, 1.0 - cellx) * smoothstep(0.0, 0.06, celly) * smoothstep(0.0, 0.06, 1.0 - celly) let c = self.deck_b(uv).mix(self.deck_a(uv), m) let dip = 1.0 - 4.0 * clamp(t, 0.0, 1.0) * (1.0 - clamp(t, 0.0, 1.0)) * self.user.z * 0.9 let dim = dip * (0.85 + 0.15 * seam) return vec4(c.xyz * dim, 1.0) } } }