The wiring a first Syn raymarcher actually needs — map()/getNorm/getLight/renderMain — with the distance functions credited to Inigo Quilez and the lighting scaffold self-forked from a personal Shadertoy.
Tracks the previous frame's click position so you can compute a per-frame drag delta — the basis for orbit-camera and paint-style mouse interaction in a .synScene.
Domain repetition clamped to a [lima, limb) range instead of tiling forever, for repeated SDF patterns that stop at scene bounds.
Round-trip between cartesian and polar (angle, radius) coordinates — the inverse-included counterpart to the built-in _toPolar.
Weighted and unweighted random pickers for scene variation — including an exponential pick that favors the front of the list, for "usually subtle, occasionally wild" parameter choices.
2D rotation matrix. Returns a mat2 so you can rotate a coordinate plane in place with p.xy *= rot(a), rather than transforming a point like _rotate does.
mix, smoothstep and normalized sin re-implemented for script.js, where the GLSL builtins you're used to don't exist.
Gives each time-driven effect a large random seed offset so multiple noise channels don't visibly sync up or spike together.
A 0→1 ramp that resets exactly on a musical bar boundary, the backbone of seamless tempo-synced loops.
In-place mix() wrappers that nudge a value toward a target without restating its name every line.
Approximate float equality, comparing computed values without exact-match fragility.