// CHANNEL CONTRAST — the classic contrast/gain/lift ladder, but each of // red, green and blue carries its own fixed weighting, so pushing the // dials bends the picture's colour balance instead of just its punch. { name: "Channel Contrast" engine: "screen" seed: 202 input0: "test" speed: 1.0 beat_pulse: 0.4 beat_rate: 1.0 bar_beats: 4 glow: 1.0 // PERFORMANCE DIALS — mid-knob = the stock look, exact. p0: 0.5 p1: 0.5 p2: 0.5 dials: [ {name: "CONTRAST", bind: "p0", default: 0.5}, {name: "GAIN", bind: "p1", default: 0.5}, {name: "ADD", bind: "p2", default: 0.5} ] color_bg: #x03040a color_a: #x30ffd0 color_b: #xff3a86 color_c: #xfff0d0 stages: [ {kind: "bloom", threshold: 0.62, strength: 1.0, levels: 2} ] // THE LOOK LIVES HERE: the whole frame is this function. A fixed // per-channel weight vector makes CONTRAST/GAIN/ADD bend red, green // and blue by different amounts instead of moving them together. // Inputs: uv, content = input0 at uv, cmix = pre-gated content // strength. 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.DrawVjFxScreen { fx_color: fn(uv: vec2, content: vec4, cmix: float) -> vec4 { let wc = vec3(1.15, 1.0, 0.82) let wg = vec3(1.05, 1.0, 0.92) let wa = vec3(1.0, 0.55, -0.4) let contrast = 1.0 + (self.user.x - 0.5) * 2.0 let gain = 0.25 + 1.5 * self.user.y let add = (self.user.z - 0.5) * 0.5 let half = vec3(0.5, 0.5, 0.5) let one = vec3(1.0, 1.0, 1.0) let cmul = one + (contrast - 1.0) * wc let gmul = one + (gain - 1.0) * wg let stretched = (content.xyz - half) * cmul + half let gained = stretched * gmul let out = gained + add * wa return vec4(clamp(out, vec3(0.0, 0.0, 0.0), vec3(1.0, 1.0, 1.0)), 1.0) } } }