// THUNDER VEINS — lightning as an L-system: huge angle jitter turns the // bracketed rule into forked bolts, and a ONE-BEAT growth loop makes it // STRIKE on every beat. Pattern taught: grow_beats 1 = per-beat regrowth. { name: "Thunder Veins" engine: "lsystem" seed: 66 axiom: "X" rules: ["X=F[+X][-X]FX", "F=F!F"] iterations: 6 angle: 18.0 angle_jitter: 24.0 step: 0.09 radius: 0.035 radius_decay: 0.88 sides: 3 // The bolt stays fully built; the STROBE lives in the glow binding — // near-dark between beats, white-hot on the hit. (A growth loop reads // as drawing, not striking.) sway: 0.1 speed: 1.4 beat_pulse: "1.2 * (0.2 + 1.6*p2)" glow: "(0.15 + env(phase) * 2.8) * (0.2 + 1.6*p0)" // PERFORMANCE DIALS — mid-knob = the stock look, exact. p0: 0.5 p1: 0.5 p2: 0.5 dials: [ {name: "STROBE", bind: "p0", default: 0.5}, {name: "TRAIL", bind: "p1", default: 0.5}, {name: "PUMP", bind: "p2", default: 0.5} ] color_bg: #x030308 color_a: #x99bbff color_b: #xffffff color_c: #xcce0ff cam_orbit: 0.05 fog: 0.02 stages: [ {kind: "bloom", threshold: 0.3, strength: 1.8, levels: 3}, {kind: "feedback", amount: "min(0.6 + (p1-0.5)*0.7, 0.97)", zoom: 1.0, rotate: 0.0, dim: 0.82} ] // 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) } } }