// PIXEL JITTER — every particle carries one texel of input0 and snaps to // a freshly hashed offset from its home cell once per beat (or faster), // holding steady between snaps — a nervous quantised shuffle, not a // continuous shake. { name: "Pixel Jitter" engine: "particles" mode: "image" seed: 162 input0: "test" count: 14400 spread: 6.0 size: 0.085 rate: 0.0 beat_pulse: "0.5 * (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: "AMOUNT", bind: "p0", default: 0.5}, {name: "RATE", bind: "p1", default: 0.5}, {name: "SNAP", 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, levels: 2} ] // THE LOOK LIVES HERE: fx_center is the whole motion program. The // hash seed is QUANTISED on floor(beat) (times a subdivision count) // — never the raw clock — so every particle holds one jittered // offset for a whole beat (or fraction) before snapping to the next. // 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 home = vec3((gx / w - 0.5) * spread * 1.2, (0.5 - gy / w) * spread * 1.2, 0.0) let div = 1.0 + floor(3.0 * clamp(self.user.y, 0.0, 1.0)) let step_i = floor(self.time_beat.y * div) let hx = fract(sin(id * 12.9898 + step_i * 78.233) * 43758.5453) let hy = fract(sin(id * 39.346 + step_i * 11.135) * 24634.6345) let hz = fract(sin(id * 71.324 + step_i * 96.321) * 51749.2691) let amount = spread * (0.03 + 0.35 * self.user.x) let jitter = (vec3(hx, hy, hz) - vec3(0.5, 0.5, 0.5)) * 2.0 * amount let snapphase = fract(self.time_beat.y * div) let ease = 1.0 + 3.0 * clamp(self.user.z, 0.0, 1.0) let settle = clamp(pow(snapphase, 1.0 / ease) * 4.0, 0.0, 1.0) return home + jitter * settle } } }