This feature renders a spiral from a user-authored WebGL fragment shader. The player supplies the standard spiral uniforms (iTime, iRes, u_resolution, spiralColor, bgColor, spinSpeed, throbSpeed, throbStrength, zoom); the fragment shader source is fully editable by the session author.
A unique identifier for the project. Current standard is java-inspired. ex. 'space.hypna.feature.variables'
Name or ID of the Creator of this Feature.
Version of this Feature.
Flag to determine if the feature is required or not.
If this schema is used in a Session Container, and this value is true, the system should read the configuration from the Project-Level Feature Schema with the same key. If the key cannot be found, fall back to this configuration.
List of features that are required to enable this feature. An exclamation mark in front of the string denotes an optional requirement that should raise a warning.
No Additional ItemsThe configuration of this feature. Can be any free-form configuration in this space, but should be documented somewhere for feature comparison. It is recommended that this spec be used as the base for other feature specs.
Opacity of the spiral canvas
Color passed to the shader as the spiralColor uniform (HEX CODE)
Color passed to the shader as the bgColor uniform (HEX CODE)
Value passed to the shader as the spinSpeed uniform
Value passed to the shader as the throbSpeed uniform
Value passed to the shader as the throbStrength uniform
Value passed to the shader as the zoom uniform
WebGL 1 (GLSL ES 1.0) fragment shader source rendered on a full-screen quad. May declare any of the standard spiral uniforms.