// TILE JITTER — the picture holds together but will not sit still: every // tile jumps to a new hashed offset ON THE BEAT and settles back before the // next one, spinning a little as it goes. // // Pattern taught here: BEAT-QUANTISED HASHES. The jump seed is // `floor(bar * 4)` — which beat of the bar we are on — so it steps four // times a bar and repeats forever; nothing accumulates, and cueing the deck // anywhere lands mid-pattern instead of mid-drift. The settle is // `1 - beat phase`, a plain 1..0 saw, so every jump decays exactly on time // whatever the tempo. { name: "Tile Jitter" engine: "tiles" mode: "hook" seed: 23 grid: 26 spread: 8.6 aspect: 0.66 gap: 0.05 input0: "test" speed: 1.0 beat_pulse: 0.8 beat_rate: 1.0 bar_beats: 4 // PERFORMANCE DIALS — mid-knob = the stock look, exact. p0: 0.5 p1: 0.5 p2: "0.06 + 0.22 * pulse" dials: [ {name: "THROW", bind: "p0", default: 0.5}, {name: "SPIN", bind: "p1", default: 0.5}, {name: "GROUT", bind: "p2", default: 0.5} ] color_bg: #x0a0610 color_a: #xff5fa8 color_b: #x40206a color_c: #xffd9f0 fog: 0.0 glow: 1.05 stages: [ {kind: "chroma", p1: "(0.05 + 0.12 * pulse)", p2: 0.25}, {kind: "bloom", threshold: 0.66, strength: 0.95, 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 = the mode highlight drive, attr = (shade, edge, stagger, tumble). // Vertex hooks: fx_tile(id, grid, uv_window, t) -> (dx, dy, dz, scale), // fx_tile_spin(id, grid, uv_window, t) -> (axis.xyz, angle). // 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.DrawVjFxTiles { fx_tile: fn(id: float, grid: vec2, uv_window: vec4, t: float) -> vec4 { // Which beat of the bar: 0..3, stepping, bounded forever. let slot = floor(clamp(self.sig.x, 0.0, 0.9999) * 4.0) let seed = id * 1.371 + slot * 37.19 let jx = self.hash1(seed + 1.0) - 0.5 let jy = self.hash1(seed + 2.0) - 0.5 let jz = self.hash1(seed + 3.0) - 0.5 // Snap on the beat, settle across it. let settle = 1.0 - clamp(self.time_beat.z, 0.0, 1.0) let ease = settle * settle let throw = (0.25 + 1.5 * clamp(self.user.x, 0.0, 1.0)) * self.shape.w * 0.85 let pop = 1.0 + 0.18 * ease return vec4(jx * throw, jy * throw, jz * throw * 0.5, pop) } fx_tile_spin: fn(id: float, grid: vec2, uv_window: vec4, t: float) -> vec4 { let slot = floor(clamp(self.sig.x, 0.0, 0.9999) * 4.0) let seed = id * 2.113 + slot * 53.71 let ax = self.hash1(seed + 5.0) - 0.5 let ay = self.hash1(seed + 6.0) - 0.5 let az = self.hash1(seed + 7.0) - 0.5 + 0.05 let a = vec3(ax, ay, az) let al = max(length(a), 0.05) let settle = 1.0 - clamp(self.time_beat.z, 0.0, 1.0) let ease = settle * settle let spin = (0.2 + 1.6 * clamp(self.user.y, 0.0, 1.0)) * 0.32 return vec4(a.x / al, a.y / al, a.z / al, ease * spin) } fx_color: fn(t: float, attr: vec4, content: vec4, cmix: float) -> vec4 { let border = attr.y let lit = content.xyz * (attr.x * (0.35 + 0.65 * border)) // The grout flares while the tiles are still moving. let heat = 1.0 - clamp(self.time_beat.z, 0.0, 1.0) let glowline = self.col_c.xyz.mix(self.col_a.xyz, heat) * (1.0 - border) * (t + clamp(self.user.z, 0.0, 4.0) + heat * 0.35) return vec4((lit + glowline) * self.fog.y, 1.0) } } }