// BEAM FAN — twelve thin video beams pivoting through one centre like a // folding hand of cards: each slat carries its own horizontal band of the // clip (`uv_split: "bands_y"`), the fan opens and closes on slow sines and // the whole hand swings, so the picture keeps almost assembling and then // shearing into rays of light. Pattern taught here: thin `grid` slats + // band windows + a rotation-only fx_place with per-slat z offsets to keep // the crossing beams from fighting. { name: "Beam Fan" engine: "videomesh" shape: "grid" seed: 12 instances: 12 uv_split: "bands_y" size: 2.6 aspect: 0.085 spread: 0.6 fly: 0.4 alt: 0.3 beat_pulse: 0.45 input0: "test" color_bg: #x05040c color_a: #x40c8f0 color_b: #xb04ff0 color_c: #xe8f4ff fog: 0.0 glow: 1.0 stages: [ {kind: "bloom", threshold: 0.6, strength: 1.1, levels: 3} ] // THE LOOK LIVES HERE — the fan placement (angle per slat, breathing // spread, swinging root) and the beam fragment. 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 n = max(self.shape.y, 2.0) let open = 1.15 + 0.35 * sin(t * 0.33) let swing = 0.25 * sin(t * 0.21) let ang = (id / (n - 1.0) - 0.5) * open + swing return vec4(0.0, 0.0, id * 0.03 - n * 0.015, ang) } fx_color: fn(t: float, attr: vec4, content: vec4, cmix: float) -> vec4 { let lit = content.xyz * t let ray = self.col_a.xyz.mix(self.col_b.xyz, attr.w / max(self.shape.y, 1.0)) * (1.0 - attr.z) * (0.35 + self.time_beat.w * 1.2 + clamp(self.user.z, 0.0, 4.0)) return vec4((lit + ray) * self.fog.y, 1.0) } } }