// FRESNEL — the frame reads through concentric fresnel-lens steps: radius // is quantised into rings, each ring bends its sample and carries a seam. { name: "Fresnel" engine: "screen" input0: "test" p0: 0.5 p1: 0.5 p2: 0.5 dials: [ {name: "RINGS", bind: "p0", default: 0.5}, {name: "DEPTH", 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 center = vec2(0.5, 0.5) let d = uv - center let r = length(d) let ang = atan2(d.y, d.x) let rings = 6.0 + 28.0 * self.user.x let stepr = floor(r * rings) / rings let fracr = fract(r * rings) let depth = 0.01 + 0.05 * self.user.y let bend = (fracr - 0.5) * depth * (0.7 + 0.3 * self.time_beat.w) let newr = clamp(stepr + bend, 0.0, 0.75) let swirl = (1.0 - stepr) * self.user.z * 1.2 * (0.5 + 0.5 * self.time_beat.w) let newang = ang + swirl let w = center + vec2(cos(newang), sin(newang)) * newr let tex = self.tex0.sample_as_bgra(clamp(w, vec2(0.0, 0.0), vec2(1.0, 1.0))) let seam = 1.0 - smoothstep(0.0, 0.05, min(fracr, 1.0 - fracr)) let out = tex.xyz + vec3(1.0, 1.0, 1.0) * seam * 0.14 return vec4(out, 1.0) } } }