// WORMHOLE — a (3,2) torus-knot tube flown from the inside; neon rings // sweep toward you ON THE BEAT (the ring phase rides beat position, not // wall time, so a tempo change changes the flight). { name: "Wormhole" engine: "tunnel" knot_p: 3.0 knot_q: 2.0 major: 7.0 tube: 1.5 rings: 900 sides: 24 fly: 4.0 bands: 110.0 beat_pulse: "0.7 * (0.2 + 1.6*p0)" beat_rate: 1.0 // PERFORMANCE DIALS — mid-knob = the stock look, exact. p0: 0.5 p1: 0.5 p2: 0.5 dials: [ {name: "PUMP", bind: "p0", default: 0.5}, {name: "GLOW", bind: "p1", default: 0.5}, {name: "TRAIL", bind: "p2", default: 0.5} ] color_bg: #x030014 color_a: #x8040ff color_b: #x30f0ff color_c: #xff40a0 fog: 0.10 glow: "1.3 * (0.25 + 1.5*p1)" stages: [ {kind: "bloom", threshold: 0.4, strength: 1.6, levels: 3}, {kind: "feedback", amount: "min(0.45 + (p2-0.5)*0.8, 0.97)", zoom: 1.015, rotate: 0.0, dim: 0.94} ] // THE LOOK LIVES HERE. This block is not a reference to the // engine's shader — it IS the pixel math this effect runs. // Rewrite it and the effect looks different; everything else // (geometry, motion, the content coupling, the beat) keeps // working, because the block SUBCLASSES the engine shader. // Inputs: t = along the bore 0..1, attr = (around, along, ring hash, // radius), content = the wall texel at this vertex, cmix = the // pre-gated content strength (0 without real channel video). The // wall DRAPE has its own pixel hook, `fx_wall` — this tunnel keeps // the stock one. // Signals: self.time_beat (time, beat, phase, pulse), // self.sig (bar, bpm, energy, dt), self.user (p0..p3), // self.col_a/b/c/bg, self.fog (density, glow, content, -). shader: draw.DrawVjFxTunnel { fx_color: fn(t: float, attr: vec4, normal: vec3, wpos: vec3, content: vec4, cmix: float) -> vec4 { return self.col_a.mix(self.col_b, t) } } }