// LEVEL PULSE RINGS — every kick that happened in the last five seconds, // still travelling. Radius is age, so the outermost ring is the oldest // hit; nothing here is spawned, tracked or decayed on the CPU — the rings // ARE the low-band column of the spectrogram, read along the radius. // // The classic "VU pump" without a single accumulator: the whole picture is // a function of (radius -> age -> texture row). { name: "Level Pulse Rings" engine: "screen" seed: 5 speed: 1.0 beat_pulse: 0.9 beat_rate: 1.0 bar_beats: 4 glow: 1.05 p0: 0.5 p1: 0.5 p2: 0.5 dials: [ {name: "REACH", bind: "p0", default: 0.5}, {name: "BAND", bind: "p1", default: 0.5}, {name: "EDGE", bind: "p2", default: 0.5} ] color_bg: #x03040b color_a: #xff9a3c color_b: #x3ce0ff color_c: #xffffff stages: [ {kind: "bloom", threshold: 0.55, strength: 1.25, levels: 4} ] shader: draw.DrawVjFxScreen { 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 ang = atan2(p.y, p.x) / 6.2831853 + 0.5 // BAND picks which part of the spectrum drives the rings: // 0 = the kick, 1 = the hats. let f = clamp(self.user.y, 0.0, 1.0) // REACH turns how much history fits inside the frame. let reach = 0.35 + 1.6 * clamp(self.user.x, 0.0, 1.0) let age = clamp(r * reach, 0.0, 1.0) // The level that was playing when this radius left the middle. let lvl = self.audio_fft(f, age) // Idle: a slow breathing ring so a silent rig is not a void. let idle = 0.09 * (0.5 + 0.5 * sin(age * 26.0 - self.time_beat.x * 2.2)) let e = max(lvl, idle) // A ring is bright where the level was HIGH: the shell is the // level itself, sharpened by EDGE. let sharp = 2.0 + 12.0 * clamp(self.user.z, 0.0, 1.0) let shell = pow(clamp(e, 0.0, 1.0), sharp) // Rings thin out as they travel (energy spread over a circle). let spread = 1.0 / (0.25 + r * 4.5) // A little angular texture so a ring is not a perfect circle: // the waveform of that same moment, wrapped around it. let wob = self.audio_wave(clamp(1.0 - age * 0.9, 0.0, 1.0)) let lobed = shell * (1.0 + 0.35 * wob * sin(fract(ang) * 25.1327)) let tint = self.col_a.xyz.mix(self.col_b.xyz, clamp(age * 1.4, 0.0, 1.0)) let mut rgb = self.col_bg.xyz rgb = rgb + tint * (lobed * spread * 1.6) // The middle: the live level as a lamp, punched by the beat. let hit = 0.15 + 0.85 * self.audio_env.x rgb = rgb + self.col_c.xyz * (exp(0.0 - r * 26.0) * hit * (0.6 + 0.6 * self.time_beat.w)) // A vignette keeps the outermost (oldest) rings from smearing // into the corners. let vig = 1.0 - 0.5 * smoothstep(0.35, 0.95, r) return vec4(rgb * vig * self.fog.y, 1.0) } } }