3D Color Joystick — mouse = 3D vec
drag → saturation / value
wheel → hue
drag to rotate view
Triangle + Ring — HSV cone topology
drag ring → hue
drag triangle → saturation / value
mat4 — Perspective: FOV+far / aspect+near
→ FOV ↑ far
→ aspect ↑ near
mat4 — LookAt: 2D joystick drives yaw + pitch
drag → yaw / pitch rate
spring return = stop rotating
Rail joystick — left/right selects dimension, up/down is velocity
drag left/right → select dimension (stays)
drag up/down → velocity (spring return)
Zoned joystick — each ring is a vec2 output with its own curve
inner → quad mid → lin outer → log
each zone drives a separate cursor
Joystick — velocity input, spring return, drives cursor over time
drag → velocity
release → spring back to zero
cursor driven by joystick velocity
Concentric dials — mid-drag channel switching
drag any ring → set channel
slide in/out mid-drag → switch channel
Concentric knobs — unbounded vec4f, log scaling, locked drag
drag any ring → tune that component
locked to start ring for duration of drag