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This shader is based on a fractionalized polar coordinate space, and shifts between rhombus and triangle SDF's.
I used a couple of params to experiment with using a mouse while I developed,
norm_x
(which I connected to trebleRatio divided by volumeRatio, modulated by wow1) andnorm_y
(which I connected to bassRatio over volumeRatio, modulated by wow2).Here's a rough monochromatic view of those two parameters oscillating when I was editing the shader in VSCode, before importing into the TE codebase:
Now I'm still tweaking the audio reactivity and parameter ranges - it seems to me like when the sound maxes out, the car goes totally solid - so I'm going to play a bit with which audio variables to use to make it reactive. Also I have some refactoring to do here, cleaning out dead code etc.