// PIXEL SWELL — every particle carries one texel of input0, sitting on // the flat picture grid but lifted by two slightly detuned sine sheets, // so the surface swells like an interference pattern instead of a plane. { name: "Pixel Swell" engine: "particles" mode: "image" seed: 160 input0: "test" count: 14400 spread: 6.0 size: 0.085 rate: 0.0 beat_pulse: "0.4 * (0.2 + 1.6*p2)" beat_rate: 1.0 // PERFORMANCE DIALS — mid-knob = the stock look, exact. p0: 0.5 p1: 0.5 p2: 0.5 dials: [ {name: "FREQ", bind: "p0", default: 0.5}, {name: "DETUNE", bind: "p1", default: 0.5}, {name: "SWELL", bind: "p2", default: 0.5} ] color_bg: #x050508 color_a: #xffffff color_b: #xffffff color_c: #xffffff cam_dist: 7.5 cam_height: 0.0 cam_orbit: 0.0 fog: 0.0 stages: [ {kind: "bloom", threshold: 0.55, strength: "1.1 * (0.25 + 1.5*p2)", levels: 2} ] // THE LOOK LIVES HERE: fx_center is the whole motion program — the // grid HOME stays put in X/Y, Z rides two detuned sine sheets summed // together. Params: mode/id/dir/t01/cyc/r0/r1. shader: draw.DrawVjFxParticles { fx_center: fn(mode: float, id: float, dir: vec3, t01: float, cyc: float, r0: float, r1: float) -> vec3 { let spread = self.shape.y let w = self.shape.w let gx = modf(id, w) let gy = floor(id / w) let u = gx / w - 0.5 let v = 0.5 - gy / w let freq = 3.0 + 10.0 * self.user.x let detune = 0.15 + 0.6 * self.user.y let amp = spread * (0.06 + 0.3 * self.user.z) let w1 = sin(u * freq + self.time_beat.x * 0.9) let w2 = sin(v * freq * (1.0 + detune) - self.time_beat.x * (0.9 + detune)) let z = (w1 + w2) * 0.5 * amp return vec3(u * spread * 1.2, v * spread * 1.2, z) } } }