// ZIGZAG TWIRL — a normal centre twirl, but the sampled radius rides a // travelling triangle wave first, so the swirl arms come out jagged. { name: "Zigzag Twirl" engine: "screen" input0: "test" p0: 0.5 p1: 0.5 p2: 0.5 dials: [ {name: "SPIN", bind: "p0", default: 0.5}, {name: "ZIGS", bind: "p1", default: 0.5}, {name: "DEPTH", 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 center = vec2(0.5, 0.5) let d = uv - center let r = length(d) let ang0 = atan2(d.y, d.x) let reach = 0.5 let falloff = clamp(1.0 - r / reach, 0.0, 1.0) let spin = falloff * falloff * (4.0 + 9.0 * self.user.x) * (0.6 + 0.4 * self.time_beat.w) let zfreq = 6.0 + 26.0 * self.user.y let tri = abs(fract(r * zfreq - fract(self.time_beat.y * 0.1)) - 0.5) * 2.0 let zig = (tri - 0.5) * 0.05 * self.user.z * falloff let newr = clamp(r + zig, 0.0, 0.75) let ang = ang0 + spin let w = center + vec2(cos(ang), sin(ang)) * newr 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) } } }