// LORENZ STORM — ribbons riding the genuine Lorenz attractor ODEs: the // two-winged butterfly drawn by glowing trails. Pattern taught: the // `field:` key swaps the ribbon engine's velocity field. { name: "Lorenz Storm" engine: "ribbons" seed: 28 field: "lorenz" ribbons: 40 trail: 90 width: 0.09 flow_speed: 2.4 bound: 6.0 beat_pulse: "0.5 * (0.2 + 1.6*p0)" // PERFORMANCE DIALS — mid-knob = the stock look, exact. p0: 0.5 p1: 0.5 p2: 0.5 dials: [ {name: "PUMP", bind: "p0", default: 0.5}, {name: "TRAIL", bind: "p1", default: 0.5}, {name: "GLOW", bind: "p2", default: 0.5} ] color_bg: #x080410 color_a: #xffaa44 color_b: #xff4488 color_c: #xffffff cam_dist: 12.0 cam_orbit: 0.10 fog: 0.02 stages: [ {kind: "feedback", amount: "min(0.75 + (p1-0.5)*0.44, 0.97)", zoom: 1.002, rotate: 0.0, dim: 0.93}, {kind: "bloom", threshold: 0.4, strength: "1.4 * (0.25 + 1.5*p2)", levels: 3} ] // 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 = trail age 0..1, attr = (ribbon, age, hue, side). // 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.DrawVjFxRibbon { fx_color: fn(t: float, attr: vec4, normal: vec3, wpos: vec3) -> vec4 { let hue = attr.z let base = self.col_a.mix(self.col_b, hue).mix(self.col_c, self.time_beat.w * 0.5) return base } } }