more shaders and updates/changes
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This commit is contained in:
2026-05-08 20:32:19 +10:00
parent 163d70e9bd
commit 6ea6971dd6
9 changed files with 589 additions and 14 deletions

View File

@@ -274,3 +274,4 @@ If `SLANG_ROOT` is not set, the workflow falls back to the repo-local default un
- allow shaders to read other shaders data store based on name? or output over OSC
- Mipmapping for shader-declared textures
- Anotate included shaders
- allow 3 vector exposed controls

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@@ -0,0 +1,102 @@
{
"id": "crt-bulge",
"name": "CRT Bulge",
"description": "Warps the image like convex CRT glass, with optional rounded screen edges and vignette darkening.",
"category": "Distortion",
"entryPoint": "shadeVideo",
"parameters": [
{
"id": "bulgeAmount",
"label": "Bulge",
"type": "float",
"default": -0.04,
"min": -0.5,
"max": 0.8,
"step": 0.01,
"description": "Positive values swell the center outward; negative values pinch it inward."
},
{
"id": "zoom",
"label": "Zoom",
"type": "float",
"default": 1.04,
"min": 0.5,
"max": 2,
"step": 0.01,
"description": "Scales the source before distortion, useful for hiding warped edges."
},
{
"id": "edgeRoundness",
"label": "Edge Roundness",
"type": "float",
"default": 0.08,
"min": 0,
"max": 0.35,
"step": 0.01,
"description": "Rounds the visible screen corners like older CRT glass."
},
{
"id": "edgeFeather",
"label": "Edge Feather",
"type": "float",
"default": 2,
"min": 0,
"max": 24,
"step": 0.1,
"description": "Softens the rounded screen edge in pixels."
},
{
"id": "sourceEdgeFeather",
"label": "Source Edge Feather",
"type": "float",
"default": 1.5,
"min": 0,
"max": 16,
"step": 0.1,
"description": "Antialiases warped source edges when the distortion reveals outside-frame pixels."
},
{
"id": "vignetteAmount",
"label": "Vignette",
"type": "float",
"default": 0.18,
"min": 0,
"max": 1,
"step": 0.01,
"description": "Darkens the glass toward the screen edges."
},
{
"id": "edgeMode",
"label": "Edge Mode",
"type": "enum",
"default": "black",
"options": [
{
"value": "black",
"label": "Black"
},
{
"value": "clamp",
"label": "Clamp"
},
{
"value": "mirror",
"label": "Mirror"
}
],
"description": "Chooses how warped samples outside the source frame are filled."
},
{
"id": "outsideColor",
"label": "Outside Color",
"type": "color",
"default": [
0,
0,
0,
1
],
"description": "Color used outside the curved screen or source frame."
}
]
}

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@@ -0,0 +1,71 @@
float mirroredCoordinate(float coordinate)
{
float wrapped = frac(coordinate * 0.5) * 2.0;
return wrapped <= 1.0 ? wrapped : 2.0 - wrapped;
}
float roundedBoxMask(float2 point, float2 halfSize, float radius, float feather)
{
float2 distanceToEdge = abs(point) - (halfSize - radius);
float outsideDistance = length(max(distanceToEdge, float2(0.0, 0.0))) - radius;
float insideDistance = min(max(distanceToEdge.x, distanceToEdge.y), 0.0);
float signedDistance = outsideDistance + insideDistance;
return 1.0 - smoothstep(0.0, max(feather, 0.00001), signedDistance);
}
float sourceBoundsMask(float2 uv, float2 resolution)
{
float2 pixel = 1.0 / max(resolution, float2(1.0, 1.0));
float2 feather = pixel * max(sourceEdgeFeather, 0.0);
float left = smoothstep(0.0, max(feather.x, 0.00001), uv.x);
float right = 1.0 - smoothstep(1.0 - max(feather.x, 0.00001), 1.0, uv.x);
float top = smoothstep(0.0, max(feather.y, 0.00001), uv.y);
float bottom = 1.0 - smoothstep(1.0 - max(feather.y, 0.00001), 1.0, uv.y);
return saturate(left * right * top * bottom);
}
float2 applyBulge(float2 uv, float2 resolution)
{
float2 centered = uv * 2.0 - 1.0;
float aspect = resolution.x / max(resolution.y, 1.0);
float2 aspectCentered = float2(centered.x * aspect, centered.y);
float radiusSq = dot(aspectCentered, aspectCentered);
float amount = clamp(bulgeAmount, -0.95, 0.95);
float scale = 1.0 / max(1.0 + amount * radiusSq, 0.05);
return centered * scale / max(zoom, 0.001) * 0.5 + 0.5;
}
float4 sampleWarped(float2 uv, float2 resolution, out bool insideSource)
{
insideSource = uv.x >= 0.0 && uv.x <= 1.0 && uv.y >= 0.0 && uv.y <= 1.0;
if (edgeMode == 1)
return sampleVideo(clamp(uv, 0.0, 1.0));
if (edgeMode == 2)
return sampleVideo(float2(mirroredCoordinate(uv.x), mirroredCoordinate(uv.y)));
float edgeMask = sourceBoundsMask(uv, resolution);
float4 color = sampleVideo(clamp(uv, 0.0, 1.0));
return lerp(outsideColor, color, edgeMask);
}
float4 shadeVideo(ShaderContext context)
{
float2 resolution = max(context.outputResolution, float2(1.0, 1.0));
float2 sourceUv = applyBulge(context.uv, resolution);
bool insideSource = false;
float4 color = sampleWarped(sourceUv, resolution, insideSource);
float2 centered = context.uv * 2.0 - 1.0;
float feather = max(edgeFeather, 0.0) / min(resolution.x, resolution.y);
float screenMask = roundedBoxMask(centered, float2(1.0, 1.0), saturate(edgeRoundness), feather);
color = lerp(outsideColor, color, screenMask);
float2 aspectCentered = float2(centered.x * resolution.x / max(resolution.y, 1.0), centered.y);
float edgeDistance = saturate(length(aspectCentered) * 0.72);
float vignette = lerp(1.0, 1.0 - saturate(vignetteAmount), smoothstep(0.35, 1.05, edgeDistance));
color.rgb *= vignette;
return saturate(color);
}

View File

@@ -69,7 +69,7 @@
"id": "vignetteAmount",
"label": "Vignette",
"type": "float",
"default": 0.18,
"default": 0.3,
"min": 0,
"max": 0.6,
"step": 0.01,
@@ -154,6 +154,46 @@
"max": 6,
"step": 0.05,
"description": "Scale of the generated noise pattern."
},
{
"id": "scanlineAmount",
"label": "Scanlines",
"type": "float",
"default": 0.08,
"min": 0,
"max": 0.35,
"step": 0.005,
"description": "Subtle alternating-field luma modulation."
},
{
"id": "chromaCrawlAmount",
"label": "Chroma Crawl",
"type": "float",
"default": 0.035,
"min": 0,
"max": 0.2,
"step": 0.005,
"description": "Moving color shimmer around high-contrast edges."
},
{
"id": "generationLoss",
"label": "Generation Loss",
"type": "float",
"default": 0.18,
"min": 0,
"max": 1,
"step": 0.01,
"description": "Raises blacks, softens detail, lowers contrast, and desaturates chroma like copied tape."
},
{
"id": "sharpnessDrift",
"label": "Sharpness Drift",
"type": "float",
"default": 0.12,
"min": 0,
"max": 0.6,
"step": 0.01,
"description": "Slowly varies picture softness to mimic unstable tape focus."
}
]
}

View File

@@ -46,11 +46,16 @@ float noiseHash(float2 p)
return frac(sin(dot(p, float2(127.1, 311.7))) * 43758.5453123);
}
// Gold Noise (c)2015 dcerisano@standard3d.com, adapted for Slang.
float goldNoise(float2 xy, float seed)
float staticHash(float2 p)
{
const float phi = 1.61803398874989484820459;
return frac(tan(distance(xy * phi, xy) * seed) * xy.x);
float3 p3 = frac(float3(p.x, p.y, p.x) * 0.1031);
p3 += dot(p3, p3.yzx + 33.33);
return frac((p3.x + p3.y) * p3.z);
}
float seededStaticHash(float2 p, float seed)
{
return staticHash(p + float2(seed * 37.13, seed * 17.71));
}
float grainScalar(float2 uv)
@@ -65,11 +70,13 @@ float3 animatedChromaGrain(float2 uv, float time, float2 outputResolution, float
// chroma blocks rather than simply lower-frequency smooth noise.
float2 baseUv = uv * outputResolution * float2(0.85, 0.95) / safeGrainSize;
float2 grainUv = floor(baseUv) + 0.5;
float2 drift = float2(time * 19.7, time * 23.3);
float frame = floor(time * 59.94);
float r = grainScalar(grainUv + drift + float2(13.1, 71.7));
float g = grainScalar(grainUv * float2(1.03, 0.97) + drift * 1.11 + float2(47.2, 19.4));
float b = grainScalar(grainUv * float2(0.96, 1.05) + drift * 0.91 + float2(83.6, 53.8));
// Change the grain field per frame instead of drifting it through UV space;
// continuous drift can alias into horizontal bands that march down-frame.
float r = staticHash(grainUv + float2(frame * 17.0 + 13.1, frame * 3.0 + 71.7));
float g = staticHash(grainUv * float2(1.03, 0.97) + float2(frame * 11.0 + 47.2, frame * 5.0 + 19.4));
float b = staticHash(grainUv * float2(0.96, 1.05) + float2(frame * 7.0 + 83.6, frame * 13.0 + 53.8));
return float3(r, g, b) * 2.0 - 1.0;
}
@@ -111,15 +118,16 @@ float3 analogStatic(float2 uv, float time, float2 outputResolution)
// Several differently skewed hashes keep the snow from forming obvious
// diagonal or grid patterns at broadcast frame cadence.
float2 goldPixel = pixel + float2(0.37, 0.61) + frame;
float snowA = goldNoise(goldPixel, seed + 0.1);
float snowB = goldNoise(goldPixel * float2(0.37, 2.11) + float2(19.0, 41.0), seed + 0.2);
float snowC = goldNoise(goldPixel * float2(1.73, 0.81) + float2(53.0, 7.0), seed + 0.3);
float snowA = seededStaticHash(goldPixel, seed + 0.1);
float snowB = seededStaticHash(goldPixel * float2(0.37, 2.11) + float2(19.0, 41.0), seed + 0.2);
float snowC = seededStaticHash(goldPixel * float2(1.73, 0.81) + float2(53.0, 7.0), seed + 0.3);
float snow = (snowA * 0.72 + snowB * 0.28) * 2.0 - 1.0;
float lineNoise = tapeLineNoise(uv, time, safeResolution);
float dropoutSeed = goldNoise(float2(floor(uv.y * safeResolution.y * 0.25) + 1.0, frame + 2.0), seed + 0.4);
float dropoutSeed = seededStaticHash(float2(floor(uv.y * safeResolution.y * 0.25) + 1.0, frame + 2.0), seed + 0.4);
float dropout = smoothstep(0.965, 1.0, dropoutSeed);
float fleck = smoothstep(0.988, 1.0, snowA) - smoothstep(0.0, 0.012, snowC);
float fleckSeed = seededStaticHash(pixel + float2(frame * 13.0, -frame * 7.0), seed + 0.5);
float fleck = smoothstep(0.992, 1.0, fleckSeed) - smoothstep(0.0, 0.008, snowC);
float scan = sin(uv.y * safeResolution.y * 3.14159265);
float scanMask = 0.55 + 0.45 * scan * scan;
@@ -146,6 +154,85 @@ float3 softBloom(float2 uv, float2 outputResolution, float radius)
return sum;
}
float3 softCrossBlur(float2 uv, float2 outputResolution, float radius)
{
float2 pixel = 1.0 / max(outputResolution, float2(1.0, 1.0));
float2 offset = pixel * radius;
float3 sum = sampleVideo(frac(uv)).rgb * 0.40;
sum += sampleVideo(frac(uv + float2(offset.x, 0.0))).rgb * 0.15;
sum += sampleVideo(frac(uv - float2(offset.x, 0.0))).rgb * 0.15;
sum += sampleVideo(frac(uv + float2(0.0, offset.y))).rgb * 0.15;
sum += sampleVideo(frac(uv - float2(0.0, offset.y))).rgb * 0.15;
return sum;
}
float3 applyChromaCrawl(float3 color, float2 uv, float time, float2 outputResolution)
{
float amount = saturate(chromaCrawlAmount);
if (amount <= 0.0001)
return color;
float2 pixel = 1.0 / max(outputResolution, float2(1.0, 1.0));
float lumaCenter = dot(color, float3(0.299, 0.587, 0.114));
float lumaX = dot(sampleVideo(frac(uv + float2(pixel.x, 0.0))).rgb, float3(0.299, 0.587, 0.114));
float lumaY = dot(sampleVideo(frac(uv + float2(0.0, pixel.y))).rgb, float3(0.299, 0.587, 0.114));
float edge = saturate((abs(lumaX - lumaCenter) + abs(lumaY - lumaCenter)) * 6.0);
float phase = sin(uv.y * outputResolution.y * 1.35 + time * 36.0) * cos(uv.x * outputResolution.x * 0.55 - time * 21.0);
float2 crawlOffset = float2(phase, -phase * 0.35) * pixel * (1.0 + amount * 8.0);
float3 shiftedA = sampleVideo(frac(uv + crawlOffset)).rgb;
float3 shiftedB = sampleVideo(frac(uv - crawlOffset * 0.75)).rgb;
float3 crawled = color;
crawled.r = lerp(color.r, shiftedA.r, edge * amount);
crawled.b = lerp(color.b, shiftedB.b, edge * amount);
return crawled;
}
float3 applyGenerationLoss(float3 color, float2 uv, float2 outputResolution)
{
float loss = saturate(generationLoss);
if (loss <= 0.0001)
return color;
float3 softened = softCrossBlur(uv, outputResolution, 0.85 + loss * 2.2);
color = lerp(color, softened, loss * 0.42);
float luma = dot(color, float3(0.299, 0.587, 0.114));
float3 gray = float3(luma, luma, luma);
color = lerp(color, gray, loss * 0.32);
color = (color - 0.5) * (1.0 - loss * 0.18) + 0.5;
color = color * (1.0 - loss * 0.08) + float3(0.035, 0.035, 0.04) * loss;
return color;
}
float3 applySharpnessDrift(float3 color, float2 uv, float time, float2 outputResolution)
{
float drift = saturate(sharpnessDrift);
if (drift <= 0.0001)
return color;
float wobble = 0.5 + 0.5 * sin(time * 1.7 + sin(time * 0.37) * 2.0);
float radius = 0.35 + wobble * 2.25;
float3 softened = softCrossBlur(uv, outputResolution, radius);
return lerp(color, softened, drift * (0.35 + 0.65 * wobble));
}
float3 applySubtleScanlines(float3 color, float2 uv, float time, float2 outputResolution)
{
float amount = saturate(scanlineAmount);
if (amount <= 0.0001)
return color;
float scan = sin((uv.y * outputResolution.y + floor(time * 59.94) * 0.5) * 3.14159265);
float field = 0.5 + 0.5 * scan;
float luma = dot(color, float3(0.299, 0.587, 0.114));
float visibility = lerp(1.0, 0.45, saturate(luma));
float modulation = 1.0 - amount * visibility * (0.35 + 0.65 * field);
color.rgb *= modulation;
color.rgb += amount * 0.015 * (1.0 - field);
return color;
}
float3 blurVhs(float2 uv, float d, int sampleCount)
{
float3 sum = float3(0.0, 0.0, 0.0);
@@ -241,6 +328,10 @@ float4 finishVhs(ShaderContext context)
color = lerp(color, bloomSource, bloomAmount * 0.18);
color += bloomSource * float3(1.0, 0.96, 0.92) * bloomMask * 0.24;
color = applySharpnessDrift(color, context.uv, time, context.outputResolution);
color = applyGenerationLoss(color, context.uv, context.outputResolution);
color = applyChromaCrawl(color, context.uv, time, context.outputResolution);
float3 speckle = animatedChromaGrain(context.uv, time, context.outputResolution, noiseSize);
float luma = dot(color, float3(0.299, 0.587, 0.114));
float noiseMask = lerp(0.65, 1.0, 1.0 - saturate(luma));
@@ -262,6 +353,8 @@ float4 finishVhs(ShaderContext context)
color = color * (1.0 - fadeAmount * 0.08) + float3(0.055, 0.055, 0.065) * fadeAmount;
color = lerp(color, softBloom(context.uv, context.outputResolution, 1.0 + smear), fadeAmount * 0.12);
color = applySubtleScanlines(color, context.uv, time, context.outputResolution);
float vignetteBase = context.uv.x * (1.0 - context.uv.x) * context.uv.y * (1.0 - context.uv.y);
float vignette = saturate(pow(vignetteBase * 16.0, 0.22));
color *= lerp(1.0 - vignetteAmount, 1.0, vignette);

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@@ -0,0 +1,121 @@
{
"id": "video-plane-3d",
"name": "Video Plane 3D",
"description": "Places the video on a perspective 2D plane in 3D space with camera FOV, XYZ position, and pan/tilt/roll controls.",
"category": "Projection",
"entryPoint": "shadeVideo",
"parameters": [
{
"id": "fovDegrees",
"label": "FOV",
"type": "float",
"default": 45,
"min": 5,
"max": 150,
"step": 0.1,
"description": "Virtual camera vertical field of view in degrees."
},
{
"id": "positionX",
"label": "X",
"type": "float",
"default": 0,
"min": -4,
"max": 4,
"step": 0.01,
"description": "Horizontal plane position in world units."
},
{
"id": "positionY",
"label": "Y",
"type": "float",
"default": 0,
"min": -4,
"max": 4,
"step": 0.01,
"description": "Vertical plane position in world units."
},
{
"id": "positionZ",
"label": "Z",
"type": "float",
"default": 2.2,
"min": 0.1,
"max": 10,
"step": 0.01,
"description": "Depth of the plane in front of the virtual camera."
},
{
"id": "panDegrees",
"label": "Pan",
"type": "float",
"default": 0,
"min": -180,
"max": 180,
"step": 0.1,
"description": "Rotates the plane left/right around its vertical axis."
},
{
"id": "tiltDegrees",
"label": "Tilt",
"type": "float",
"default": 0,
"min": -120,
"max": 120,
"step": 0.1,
"description": "Rotates the plane up/down around its horizontal axis."
},
{
"id": "rollDegrees",
"label": "Roll",
"type": "float",
"default": 0,
"min": -180,
"max": 180,
"step": 0.1,
"description": "Rotates the plane around its face normal."
},
{
"id": "planeScale",
"label": "Plane Scale",
"type": "float",
"default": 1.4,
"min": 0.05,
"max": 6,
"step": 0.01,
"description": "Height of the video plane in world units; width follows the source aspect ratio."
},
{
"id": "edgeFeather",
"label": "Edge Feather",
"type": "float",
"default": 1.5,
"min": 0,
"max": 24,
"step": 0.1,
"description": "Softens the plane edge in source pixels."
},
{
"id": "backgroundMix",
"label": "Background Mix",
"type": "float",
"default": 0,
"min": 0,
"max": 1,
"step": 0.01,
"description": "Mixes the original video behind the projected plane."
},
{
"id": "outsideColor",
"label": "Outside Color",
"type": "color",
"default": [
0,
0,
0,
1
],
"description": "Color used where the camera ray misses the plane."
}
]
}

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@@ -0,0 +1,84 @@
static const float PI = 3.14159265358979323846;
float radiansFromDegrees(float degrees)
{
return degrees * (PI / 180.0);
}
float3 rotateX(float3 p, float angle)
{
float s = sin(angle);
float c = cos(angle);
return float3(p.x, c * p.y - s * p.z, s * p.y + c * p.z);
}
float3 rotateY(float3 p, float angle)
{
float s = sin(angle);
float c = cos(angle);
return float3(c * p.x + s * p.z, p.y, -s * p.x + c * p.z);
}
float3 rotateZ(float3 p, float angle)
{
float s = sin(angle);
float c = cos(angle);
return float3(c * p.x - s * p.y, s * p.x + c * p.y, p.z);
}
float3 rotateWorldToPlane(float3 value)
{
float pan = radiansFromDegrees(panDegrees);
float tilt = radiansFromDegrees(tiltDegrees);
float roll = radiansFromDegrees(rollDegrees);
return rotateZ(rotateX(rotateY(value, -pan), -tilt), -roll);
}
float planeEdgeMask(float2 uv, float2 inputResolution)
{
float2 feather = max(edgeFeather, 0.0) / max(inputResolution, float2(1.0, 1.0));
feather = max(feather, float2(0.00001, 0.00001));
float left = smoothstep(0.0, feather.x, uv.x);
float right = 1.0 - smoothstep(1.0 - feather.x, 1.0, uv.x);
float top = smoothstep(0.0, feather.y, uv.y);
float bottom = 1.0 - smoothstep(1.0 - feather.y, 1.0, uv.y);
return saturate(left * right * top * bottom);
}
float4 shadeVideo(ShaderContext context)
{
float2 outputResolution = max(context.outputResolution, float2(1.0, 1.0));
float outputAspect = outputResolution.x / outputResolution.y;
float sourceAspect = context.inputResolution.x / max(context.inputResolution.y, 1.0);
float tanHalfFov = tan(radiansFromDegrees(clamp(fovDegrees, 5.0, 150.0)) * 0.5);
float2 screen = float2(context.uv.x * 2.0 - 1.0, 1.0 - context.uv.y * 2.0);
float3 rayOrigin = float3(0.0, 0.0, 0.0);
float3 rayDirection = normalize(float3(screen.x * outputAspect * tanHalfFov, screen.y * tanHalfFov, 1.0));
float3 planePosition = float3(positionX, positionY, max(positionZ, 0.001));
float3 localOrigin = rotateWorldToPlane(rayOrigin - planePosition);
float3 localDirection = rotateWorldToPlane(rayDirection);
float backgroundAmount = saturate(backgroundMix);
float4 background = float4(lerp(outsideColor.rgb, context.sourceColor.rgb, backgroundAmount), 1.0);
if (abs(localDirection.z) < 0.00001)
return background;
float hitDistance = -localOrigin.z / localDirection.z;
if (hitDistance <= 0.0)
return background;
float3 localHit = localOrigin + localDirection * hitDistance;
float halfHeight = max(planeScale, 0.001) * 0.5;
float halfWidth = halfHeight * sourceAspect;
float2 planeUv = float2(
localHit.x / max(halfWidth * 2.0, 0.0001) + 0.5,
0.5 - localHit.y / max(halfHeight * 2.0, 0.0001)
);
float mask = planeEdgeMask(planeUv, max(context.inputResolution, float2(1.0, 1.0)));
float4 planeColor = sampleVideo(clamp(planeUv, 0.0, 1.0));
return saturate(lerp(background, planeColor, mask));
}

View File

@@ -47,6 +47,35 @@
"step": 0.1,
"description": "Rotates the source image around the frame center."
},
{
"id": "cropAspect",
"label": "Crop Aspect",
"type": "enum",
"default": "none",
"options": [
{
"value": "none",
"label": "None"
},
{
"value": "4x3",
"label": "4:3"
},
{
"value": "3x2",
"label": "3:2"
},
{
"value": "1x1",
"label": "1:1"
},
{
"value": "9x16",
"label": "9:16"
}
],
"description": "Crops the visible image to a centered preset aspect ratio without squeezing the source."
},
{
"id": "edgeMode",
"label": "Edge Mode",

View File

@@ -28,8 +28,42 @@ float2 applyEdgeMode(float2 uv, out bool inside)
return uv;
}
float selectedCropAspect()
{
if (cropAspect == 1)
return 4.0 / 3.0;
if (cropAspect == 2)
return 3.0 / 2.0;
if (cropAspect == 3)
return 1.0;
if (cropAspect == 4)
return 9.0 / 16.0;
return 0.0;
}
bool insideCropWindow(float2 uv, float2 resolution)
{
float targetAspect = selectedCropAspect();
if (targetAspect <= 0.0)
return true;
float outputAspect = resolution.x / max(resolution.y, 1.0);
float2 cropSize = float2(1.0, 1.0);
if (outputAspect > targetAspect)
cropSize.x = targetAspect / outputAspect;
else
cropSize.y = outputAspect / targetAspect;
float2 cropMin = (1.0 - cropSize) * 0.5;
float2 cropMax = cropMin + cropSize;
return uv.x >= cropMin.x && uv.x <= cropMax.x && uv.y >= cropMin.y && uv.y <= cropMax.y;
}
float4 shadeVideo(ShaderContext context)
{
if (!insideCropWindow(context.uv, max(context.outputResolution, float2(1.0, 1.0))))
return outsideColor;
float safeZoom = max(zoom, 0.001);
float2 sourceUv = (context.uv - 0.5) / safeZoom + 0.5;
sourceUv -= pan;