// PULSE WORMHOLE — the binding layer at work on a mesh engine: glow and // fog both ride the beat envelope, the radial-blur stage hits on the pulse, // and the declared dials (p0..p2) scale those bindings live. { name: "Pulse Wormhole" engine: "tunnel" knot_p: 2.0 knot_q: 5.0 major: 6.0 tube: 1.4 rings: 800 sides: 20 fly: 5.0 bands: 130.0 beat_pulse: "0.8 * (0.2 + 1.6*p2)" glow: "(0.8 + env(phase) * 1.3) * (0.2 + 1.6*p0)" fog: "0.08 + env(phase) * 0.05" // PERFORMANCE DIALS — the dial params are SIGNALS in any binding // (p0..p2), so knobs ride the same expressions music does. Mid-knob // reproduces the stock look exactly. p0: 0.5 p1: 0.5 p2: 0.5 dials: [ {name: "SURGE", bind: "p0", default: 0.5}, {name: "WARP", bind: "p1", default: 0.5}, {name: "PUMP", bind: "p2", default: 0.5} ] color_bg: #x000208 color_a: #x00ffcc color_b: #x0066ff color_c: #xccffee stages: [ {kind: "radial_blur", p1: "(pulse * 0.7) * (0.2 + 1.6*p1)", p2: 0.5}, {kind: "bloom", threshold: 0.4, strength: 1.5, levels: 3} ] // 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) } } }