// SPECTROGRAM CURTAIN — the audio texture shown almost raw, as the // waterfall it is: frequency across, time falling down the frame, palette // mapped straight onto magnitude. The honest picture of the analysis, and // the one to read when you want to SEE what the other presets are eating. // // The only liberties are a slow horizontal fold (so it hangs like cloth) // and a live edge at the top where the newest row lands. { name: "Spectrogram Curtain" engine: "screen" seed: 2 speed: 1.0 beat_pulse: 0.35 beat_rate: 1.0 bar_beats: 4 glow: 1.0 p0: 0.5 p1: 0.5 p2: 0.5 dials: [ {name: "DEPTH", bind: "p0", default: 0.5}, {name: "FOLD", bind: "p1", default: 0.5}, {name: "LIFT", bind: "p2", default: 0.5} ] color_bg: #x03030a color_a: #x1b6bff color_b: #xff5a2b color_c: #xfff5d0 stages: [ {kind: "bloom", threshold: 0.7, strength: 0.8, levels: 2} ] shader: draw.DrawVjFxScreen { fx_color: fn(uv: vec2, content: vec4, cmix: float) -> vec4 { // FOLD: a gentle cloth wave, strongest low down. let fold = clamp(self.user.y, 0.0, 1.0) let sway = sin(uv.y * 7.0 - self.time_beat.x * 0.8) * 0.06 * fold * uv.y let x = clamp(uv.x + sway, 0.0, 1.0) // DEPTH: how many seconds of history fill the frame. let depth = 0.20 + 0.80 * clamp(self.user.x, 0.0, 1.0) let age = clamp(uv.y * depth, 0.0, 1.0) let v = self.audio_fft(x, age) // Idle weave so a silent curtain still has a fabric. let idle = 0.045 + 0.030 * sin(x * 47.0 + age * 30.0) + 0.020 * sin(uv.y * 61.0 - self.time_beat.x * 0.7) let m = clamp(max(v, idle) * (0.7 + 1.0 * clamp(self.user.z, 0.0, 1.0)), 0.0, 1.0) // Three-stop ramp: dark -> cold -> hot -> white. let mut rgb = self.col_bg.xyz.mix(self.col_a.xyz, smoothstep(0.0, 0.45, m)) rgb = rgb.mix(self.col_b.xyz, smoothstep(0.35, 0.80, m)) rgb = rgb.mix(self.col_c.xyz, smoothstep(0.78, 1.0, m)) // The live edge: the newest row, drawn hot at the top so you can // see the sound ARRIVE. let edge = exp(0.0 - uv.y * 90.0) let now = self.audio_fft(x, 0.0) rgb = rgb + self.col_c.xyz * (edge * (0.15 + 1.1 * now)) // Vertical seams every octave-ish, so the frequency axis is // readable rather than a smear. let ticks = smoothstep(0.93, 1.0, abs(sin(x * 12.5664))) rgb = rgb + self.col_a.xyz * (ticks * 0.05) // The curtain darkens as it falls out of memory. rgb = rgb * (1.0 - 0.35 * uv.y * uv.y) return vec4(rgb * self.fog.y, 1.0) } } }