// OCEAN SWELL — low rolling water: smooth (unridged) noise, small height, // slow scroll, blue-on-blue with a tiltshift horizon. Calm ambient. { name: "Ocean Swell" engine: "heightmap" res: 120 size: 32.0 height: 1.3 noise_scale: 0.13 scroll: 1.2 beat_pulse: "0.2 * (0.2 + 1.6*p0)" beat_rate: 0.25 // PERFORMANCE DIALS — mid-knob = the stock look, exact. p0: 0.5 p1: 0.42 p2: 0.5 dials: [ {name: "PUMP", bind: "p0", default: 0.5}, {name: "FOCUS", bind: "p1", default: 0.42}, {name: "GLOW", bind: "p2", default: 0.5} ] color_bg: #x030a16 color_a: #x1a55aa color_b: #x44bbee color_c: #xcceeff cam_fov: 58.0 cam_height: 2.2 fog: 0.045 glow: "1.1 * (0.25 + 1.5*p2)" stages: [ {kind: "tiltshift", focus: "p1", width: 0.3, levels: 3}, {kind: "bloom", threshold: 0.6, strength: 1.0, levels: 2} ] // 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 = height 0..1, attr = (slope, grid line, uv.x, uv.y). // 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.DrawVjFxTerrain { fx_color: fn(t: float, attr: vec4, content: vec4, cmix: float) -> vec4 { let grad = self.col_a.mix(self.col_b, t).xyz let beat_glow = 1.0 + self.time_beat.w * 1.1 let drape = content.xyz * (0.42 + 0.85 * attr.x) * (1.0 + self.time_beat.w * 0.30) let surface = (grad * 0.30 * attr.x) .mix(drape, clamp(cmix * 1.25, 0.0, 1.0)) let gline = grad.mix(content.xyz * 1.3, cmix * 0.55) let neon = gline * attr.y * beat_glow * 1.6 + self.col_c.xyz * attr.y * t * 0.6 return vec4(surface + neon, 1.0) } } }