// PANEL WIPE — the frame breaks into a grid of rectangular panels that // sweep in diagonal order, each panel carrying a small internal gradient // so it reads as a panel filling rather than a hard block-pop. PANELS // sets the grid density, FLIP reverses the sweep direction. { name: "Panel Wipe" engine: "transition" dials: [ {name: "SOFT", bind: "p0", default: 0.1}, {name: "PANELS", bind: "p1", default: 0.4}, {name: "FLIP", bind: "p2", default: 0.0} ] shader: draw.DrawVjFxDuo { trans: fn(uv: vec2, t: float) -> vec4 { let cols = 3.0 + floor(self.user.y * 6.0) let rows = max(1.0, floor(cols / self.aspect() + 0.5)) let gx = floor(uv.x * cols) let gy = floor(uv.y * rows) let order = (gx + gy) / max(cols + rows - 2.0, 1.0) let local = (fract(uv.x * cols) + fract(uv.y * rows)) * 0.5 let mut field = clamp(order * 0.8 + local * 0.2, 0.0, 1.0) field = mix(field, 1.0 - field, step(0.5, self.user.z)) let soft = 0.01 + self.user.x * 0.25 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) } } }