As one of Vuo's developers, I work on Vuo's engine (the thing that makes compositions run), work on nodes, and write documentation. You'll see me on the forums answering people's questions about Vuo.
I've been developing apps and frameworks for several years (since I was in college). Pre-Vuo projects include Kineme Quartz Composer plugins, iOS apps for education, an app that analyzes photographs of tomato slices, and software to help people with disabilities use talking keyboards.
I enjoy using Vuo to make live music visuals. My hope for Vuo is that it will grow into a community of people of diverse backgrounds and identities making lots of different artistic, useful, unique, goofy, beautiful, crafty, wonderful compositions.
The shader itself doesn't have a bit depth; the bit depth is in the image (framebuffer) it's being rendered into. So if you do VuoImageRenderer_render(…, VuoImageColorDepth_16), your shader should be rendered in 16bpc. (Though it can't increase the bit depth of any images you feed into it.)
Confirmed, there is a problem with Hap playback in exported apps. We'll get this fixed.
Workaround in the meantime:
Right-click on the exported app, choose Show Package Contents, navigate to Contents > Frameworks > Vuo.framework, and create a new folder called "Frameworks".
Right-click on Vuo Editor.app, choose Show Package Contents, navigate to Contents > Frameworks > Vuo.framework > Versions > 1.2.6 > Frameworks, and copy HapInAVFoundation.framework to the folder just created in the exported app.
Maybe you could generate a list of points in the exact shape of a sphere (or whatever), then use the result of Calculate Amplitudes for Frequencies to perturb each point.
There's probably some formula you could plug into Calculate List or Make Parametric Points to generate points along the surface of a sphere. Make Parametric Grid Points could also be useful.
Once you generate the list of points, you could feed that into an Add Lists node and have the other input come from Calculate Amplitude for Frequencies.
Then you could feed the resulting list into the Transforms port of Copy 3D Object (TRS + Material). And you could feed a list of colors into the Materials port that is also controlled by the output of Calculate Amplitudes for Frequencies.
Or maybe another way to approach the problem would be to use Displace 3D Object with Image. You could use the result of Calculate Amplitudes for Frequencies to draw points in an image (appropriately distorted to map onto a sphere), and use that to distort your sphere. And you could draw points similarly but using the result of Calculate Amplitudes for Frequencies to control the color, and use Shade with Unlit Image to color points or areas on the sphere.