// INSIDE CUBE — the camera stands INSIDE a huge box whose six walls all // play the live video: a video room, panned around by the engine's interior // rig while the wall seams glow in tempo. Pattern taught here: `cam: // "inside"` puts the eye at the shape's centre; fx_place returns identity // so the room holds still and only the gaze moves. { name: "Inside Cube" engine: "videomesh" shape: "box" seed: 5 size: 10.0 cam: "inside" fly: 0.8 beat_pulse: 0.4 input0: "test" color_bg: #x04060c color_a: #x38b6e8 color_b: #xe84f9a color_c: #xbfe8ff fog: 0.0 glow: 1.0 stages: [ {kind: "bloom", threshold: 0.7, strength: 0.8, levels: 2} ] // THE LOOK LIVES HERE — the wall fragment. attr = (hash, face, // edge, id): edge is 0 on the wall seams, 1 mid-wall, so the seams // become beat-lit neon joints between six copies of the clip. shader: draw.DrawVjFxVideomesh { fx_place: fn(id: float, hash: float, t: float) -> vec4 { return vec4(0.0, 0.0, 0.0, 0.0) } fx_color: fn(t: float, attr: vec4, content: vec4, cmix: float) -> vec4 { let lit = content.xyz * (0.55 + 0.45 * attr.z) let seam = self.col_a.xyz * (1.0 - attr.z) * (0.5 + self.time_beat.w * 1.6 + clamp(self.user.z, 0.0, 4.0)) return vec4((lit + seam) * self.fog.y, 1.0) } } }