
/* 
  This documents how a G-Force DeltaField works.  Please be familiar with the information already presented in the G-Force documentation.  Next, read the info in the ColorMap "ColorWheel".

  G-Force will run what this file says for every pixel of the output frame, and a deltafield does no more than return a 2D coordinate given some other coordinate.  Deltafields can access this coordinate using one or more of "X", "Y", "R", and "THETA", with the center of the frame as (0,0).  Remember that the goal of a deltafield is to return a source coordinte for the given coordinate, and deltafields return this coordinate in one of two ways:

1) defining "srcX" and "srcY"  (carteasean cords), or
2) defining "srcR" and "srcT"  (polar cords)
  
   Note that you're free to use any mathematical function listed in "Rotating Corridor".  If you're studying a deltafield or waveshape, plugging stuff into a graphing calculator will make things much easier!
*/


// When Aspc is 0, G-Force will "stretch" a deltafield to fit a rectangular frame.
Aspc=1,

/* (.9 * x, .9 * y) is a point 9/10 closer to (0,0) than (x, y).  This causes each frame to suck pixels outward from the center of the frame.  The [rnd( k ) - k/2] part just adds some noise/randomness to smooth things out a little.  */
srcX=".93 * x + rnd( .008 ) - .004",
srcY=".93 * y + rnd( .008 ) - .004",



// This should always equal the version of G-Force they're written for (times one hundred)
Vers=100


/*  Mastered this example?  "Scattered Flow Out" is an example that uses polar coordinates.  Check out "Sunburst - Few" to see how you can use "A" variables to make a deltafield different each time it runs.   Finally, see "Swirly" to see an example that uses D vars.  */