// BLIMP — a fat video airship cruising a slow bounded figure through the // frame: a horizontal capsule whose hull wraps the clip end to end, drifting // on three detuned sines with a gentle nose wobble, the beat breathing a // little extra light along the belly. Pattern taught here: a fixed axis // spin (quarter-turn about z lays the capsule flat) composed with a wobble, // and a drift path that is three sines — bounded forever. { name: "Blimp" engine: "videomesh" shape: "capsule" seed: 15 detail: 32 size: 2.3 aspect: 1.9 fly: 0.6 beat_pulse: 0.35 input0: "test" color_bg: #x05070f color_a: #x88b0e0 color_b: #x304a80 color_c: #xf0f6ff fog: 0.02 glow: 1.0 stages: [ {kind: "bloom", threshold: 0.75, strength: 0.6, levels: 2} ] // THE LOOK LIVES HERE — the drifting hull, clip wrapped around it. shader: draw.DrawVjFxVideomesh { fx_axis: fn(id: float, hash: float) -> vec3 { return vec3(0.0, 0.0, 1.0) } fx_place: fn(id: float, hash: float, t: float) -> vec4 { let x = 2.3 * sin(t * 0.19) let y = 0.55 * sin(t * 0.31) let z = 0.8 * sin(t * 0.11) return vec4(x, y, z, 1.5707963 + 0.08 * sin(t * 0.45)) } fx_color: fn(t: float, attr: vec4, content: vec4, cmix: float) -> vec4 { let lit = content.xyz * t let belly = self.col_c.xyz * (1.0 - attr.z) * (0.2 + self.time_beat.w * 0.7 + clamp(self.user.z, 0.0, 4.0)) return vec4((lit + belly) * self.fog.y, 1.0) } } }