// WINTER OAK — a bare oak silhouette in cold light. Pattern taught here: // a thick-trunked tree needs `!` radius decay ON THE BRANCH (inside the // brackets) so the trunk keeps its girth while twigs thin out. { name: "Winter Oak" engine: "lsystem" seed: 23 axiom: "T" rules: ["T=F!X", "X=F[!+X][!-X][!&X]FX", "F=FF"] iterations: 5 angle: 32.0 angle_jitter: 8.0 step: 0.11 radius: 0.10 radius_decay: 0.68 sides: 6 sway: "(0.5 + pulse * 0.4) * (0.25 + 1.5*p0)" sway_freq: 0.55 beat_pulse: "0.25 * (0.2 + 1.6*p1)" // PERFORMANCE DIALS — mid-knob = the stock look, exact. p0: 0.5 p1: 0.5 p2: 0.5 dials: [ {name: "WIND", bind: "p0", default: 0.5}, {name: "PUMP", bind: "p1", default: 0.5}, {name: "GLOW", bind: "p2", default: 0.5} ] color_bg: #x060a12 color_a: #x8899bb color_b: #xdde8ff color_c: #xffffff cam_orbit: 0.08 fog: 0.03 glow: "1.1 * (0.25 + 1.5*p2)" stages: [ {kind: "bloom", threshold: 0.55, strength: 1.1, levels: 2} ] // 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 = arc from the root 0..1, attr = (depth, arc, hue, tube radius). // 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.DrawVjFxMesh { fx_displace: fn(pos: vec3, normal: vec3, attr: vec4) -> vec3 { return vec3(0.0, 0.0, 0.0) } fx_color: fn(t: float, attr: vec4, normal: vec3, wpos: vec3) -> vec4 { let base = self.col_a.mix(self.col_b, clamp(attr.z, 0.0, 1.0)) let tip = self.col_c * (clamp(t, 0.0, 1.0) * 0.35) let flash = self.col_c * (self.time_beat.w * 0.5) return vec4(base.xyz + tip.xyz + flash.xyz, 1.0) } } }