// PIXEL ORBIT — every particle carries one texel of input0 and circles a // great circle whose axis is hashed per particle, so the picture scatters // into a slow swarm of independent rings rather than one shared spin. { name: "Pixel Orbit" engine: "particles" mode: "image" seed: 161 input0: "test" count: 10000 spread: 6.0 size: 0.095 rate: 0.0 beat_pulse: "0.4 * (0.2 + 1.6*p1)" beat_rate: 1.0 // PERFORMANCE DIALS — mid-knob = the stock look, exact. p0: 0.5 p1: 0.5 p2: 0.5 dials: [ {name: "ORBIT", bind: "p0", default: 0.5}, {name: "SPEED", bind: "p1", default: 0.5}, {name: "TILT", 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: "feedback", amount: "0.4 + 0.3*p1", zoom: 1.006, rotate: 0.0, dim: 0.95}, {kind: "bloom", threshold: 0.55, strength: 1.15, levels: 2} ] // THE LOOK LIVES HERE: fx_center is the whole motion program — each // particle's own random direction seed (`dir`) becomes its orbit // AXIS, and a Rodrigues rotation spins a fixed radius vector around // it. Params: mode/id/dir/t01/cyc/r0/r1. shader: draw.DrawVjFxParticles { rot_axis: fn(v: vec3, axis: vec3, ang: float) -> vec3 { let c = cos(ang) let s = sin(ang) return v * c + cross(axis, v) * s + axis * (dot(axis, v) * (1.0 - c)) } fx_center: fn(mode: float, id: float, dir: vec3, t01: float, cyc: float, r0: float, r1: float) -> vec3 { let spread = self.shape.y let axis = normalize(dir) let seedv = vec3(0.0, 1.0, 0.0) let perp = normalize(cross(axis, seedv) + vec3(0.0001, 0.0, 0.0)) let radius = spread * (0.35 + 0.55 * r0) * (0.4 + 1.3 * self.user.x) let speed = 0.15 + 1.2 * self.user.y let ang = self.time_beat.x * speed * (0.5 + r1) + id * 0.017 let p = self.rot_axis(perp * radius, axis, ang) let tilt = 0.3 * self.user.z return p + axis * sin(self.time_beat.x * 0.3 + id * 0.7) * radius * tilt } } }