// NESTED ZOOM — the frame recurses into itself: each level is a smaller, // rotated copy inset inside the one before it, LEVELS deep. { name: "Nested Zoom" engine: "screen" input0: "test" p0: 0.5 p1: 0.5 p2: 0.5 dials: [ {name: "ZOOM", bind: "p0", default: 0.5}, {name: "LEVELS", bind: "p1", default: 0.5}, {name: "SPIN", 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 z = 1.3 + 1.0 * self.user.x let levels = floor(mix(2.0, 5.0, self.user.y) + 0.5) let ang = 0.12 * (0.2 + 1.6 * self.user.z) let cs = cos(ang) let sn = sin(ang) let mut p = uv - vec2(0.5, 0.5) let mut i = 0.0 loop { if i > levels - 0.5 { break } p = vec2(p.x * cs - p.y * sn, p.x * sn + p.y * cs) * z p = vec2(fract(p.x + 0.5) - 0.5, fract(p.y + 0.5) - 0.5) i = i + 1.0 } let w = p + 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) } } }