// RADIAL SPECTRUM BLOOM — the bar field bent into a circle: angle IS // frequency, radius IS level, and the last few seconds of spectrum bloom // outward as ghost rings behind the live petal ring. // // Pattern taught: MIRRORING the frequency axis. Folding angle to 0..1 and // back gives a symmetric flower instead of a seam, which is what makes a // circular spectrum read as a shape rather than as a wrapped graph. { name: "Radial Spectrum Bloom" engine: "screen" seed: 3 speed: 1.0 beat_pulse: 0.8 beat_rate: 1.0 bar_beats: 4 glow: 1.05 p0: 0.5 p1: 0.5 p2: 0.5 dials: [ {name: "GAIN", bind: "p0", default: 0.5}, {name: "SPIN", bind: "p1", default: 0.5}, {name: "ECHO", bind: "p2", default: 0.5} ] color_bg: #x05030e color_a: #x7cf0ff color_b: #xff4bd8 color_c: #xffe9b0 stages: [ {kind: "bloom", threshold: 0.45, strength: 1.35, levels: 4} ] shader: draw.DrawVjFxScreen { // Level at a folded angle, floored so silence still draws a ring. petal: fn(ang: float, age: float, gain: float) -> float { // Fold 0..1 to 0..1..0: no seam where the circle closes. let f = 1.0 - abs(fract(ang) * 2.0 - 1.0) let idle = 0.055 + 0.05 * sin(f * 13.0 + self.time_beat.x * 1.1) return clamp(max(self.audio_fft(f, age), idle) * gain, 0.0, 1.0) } fx_color: fn(uv: vec2, content: vec4, cmix: float) -> vec4 { let aspect = 16.0 / 9.0 let p = vec2((uv.x - 0.5) * aspect, uv.y - 0.5) let r = length(p) let spin = (clamp(self.user.y, 0.0, 1.0) - 0.5) * 0.9 let ang = atan2(p.y, p.x) / 6.2831853 + 0.5 + modf(self.time_beat.x * spin, 1.0) let gain = 0.6 + 1.2 * clamp(self.user.x, 0.0, 1.0) // The inner disc breathes on the broadband level; the petals // grow outward from its rim. let core = 0.12 + 0.05 * self.audio_env.w + 0.03 * self.time_beat.w let live = self.petal(ang, 0.0, gain) let rim = core + live * 0.30 // Petal body + a hot edge exactly at the rim. let body = smoothstep(0.01, 0.0, r - rim) let edge = exp(0.0 - abs(r - rim) * 70.0) // ECHO: three older rings, each further out and dimmer. Every // one is a plain texture read of the spectrogram history — no // feedback buffer, no accumulator. let echo = clamp(self.user.z, 0.0, 1.0) let mut halo = 0.0 let a1 = 0.03 + 0.10 * echo halo = halo + exp(0.0 - abs(r - (core + self.petal(ang, a1, gain) * 0.44)) * 42.0) * 0.45 let a2 = 0.07 + 0.22 * echo halo = halo + exp(0.0 - abs(r - (core + self.petal(ang, a2, gain) * 0.60)) * 30.0) * 0.28 let a3 = 0.12 + 0.38 * echo halo = halo + exp(0.0 - abs(r - (core + self.petal(ang, a3, gain) * 0.78)) * 22.0) * 0.16 // Colour by which way round the flower we are, hot at the edge. let hue = 1.0 - abs(fract(ang) * 2.0 - 1.0) let tint = self.col_a.xyz.mix(self.col_b.xyz, hue) let mut rgb = self.col_bg.xyz rgb = rgb + tint * (body * 0.55 + halo * 0.85) rgb = rgb + self.col_c.xyz * (edge * 1.1) // The bass sits in the middle as a soft lamp. rgb = rgb + self.col_b.xyz * (exp(0.0 - r * 9.0) * (0.12 + 0.7 * self.audio_env.x)) return vec4(rgb * self.fog.y, 1.0) } } }