// CHECKER SWEEP — a checkerboard riding a left-to-right wipe: alternating // cells lead or lag the sweep front by a fraction of a cell, so the // advancing edge reads as jagged teeth instead of a clean line. { name: "Checker Sweep" engine: "transition" p1: 0.5 dials: [ {name: "SOFT", bind: "p0", default: 0.2}, {name: "CELLS", bind: "p1", default: 0.5}, {name: "DIP", bind: "p2", default: 0.0} ] shader: draw.DrawVjFxDuo { trans: fn(uv: vec2, t: float) -> vec4 { let n = 5.0 + floor(self.user.y * 9.0) let cx = floor(uv.x * n) let cy = floor(uv.y * n) let parity = modf(cx + cy, 2.0) let field = clamp(uv.x + (parity - 0.5) * (0.9 / n), 0.0, 1.0) let soft = 0.01 + self.user.x * 0.2 let tt = t * (1.0 + 2.0 * soft) - soft let m = smoothstep(tt - soft, tt + soft, field) let c = self.deck_b(uv).mix(self.deck_a(uv), m) 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) } } }