// ROTO BOUNCE — rotozoom whose ZOOM rides a beat-synced bounce arc: it // snaps in tight on the beat and eases back out before the next one. { name: "Roto Bounce" engine: "screen" input0: "test" p0: 0.5 p1: 0.5 p2: 0.5 dials: [ {name: "SPIN", bind: "p0", default: 0.5}, {name: "ZOOM", bind: "p1", default: 0.5}, {name: "BOUNCE", 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 pi = 3.14159265 let spin = 0.16 * (0.2 + 1.6 * self.user.x) let ang = self.time_beat.x * spin let cs = cos(ang) let sn = sin(ang) let bounce_pow = 0.5 + 1.4 * self.user.z let bounce = pow(abs(sin(self.time_beat.z * pi)), bounce_pow) let zoom = (0.2 + 1.6 * self.user.y) * (0.7 + 0.6 * bounce) let c = uv - vec2(0.5, 0.5) let r = vec2(c.x * cs - c.y * sn, c.x * sn + c.y * cs) / zoom let w = r + vec2(0.5, 0.5) let tex = self.tex0.sample_as_bgra(clamp(w, vec2(0.0, 0.0), vec2(1.0, 1.0))) return vec4(tex.xyz, 1.0) } } }