// BEAT SALVO — hard techno emitters: a burst SLAMS on every beat, // alternating left/right, in venue-laser colors. Minimal script, maximal // punch — the template for "just hit on the beat". { name: "Beat Salvo" engine: "emitters" particles: 1400 size: 0.15 // PERFORMANCE DIALS — the tick reads the dial params as fx.p0..fx.p3; // mid-knob reproduces the stock salvo exactly. p0: 0.5 p1: 0.5 p2: 0.5 dials: [ {name: "BURST", bind: "p0", default: 0.5}, {name: "TRAIL", bind: "p1", default: 0.5}, {name: "GLOW", bind: "p2", default: 0.5} ] color_bg: #x030306 cam_dist: 13.0 cam_height: 1.0 cam_orbit: 0.0 stages: [ {kind: "bloom", threshold: 0.3, strength: "1.8 * (0.25 + 1.5*p2)", levels: 3}, {kind: "feedback", amount: "min(0.45 + (p1-0.5)*0.8, 0.97)", zoom: 1.01, rotate: 0.0, dim: 0.85} ] frame: fn(fx) { let out = [] // BEAT EDGE, robustly. A bare `phase < dt*2` reads as "the beat // just landed" but is a single-frame race: on a fixed-step clock // whose per-frame phase step EQUALS the window (the thumbnail // bake's 30fps at 120bpm) the sampling can align to catch no frame // at all — this doc baked BLACK. Floor the window wider than one // phase step, and key the spawn to the BEAT NUMBER via `slot`: the // extra frame the wider window sometimes catches then REPLACES the // burst (same slot, same params) instead of doubling it. if fx.phase < max(fx.dt * 2.0, 0.075) { let n = floor(fx.beat) let side = modf(n, 2.0) * 2.0 - 1.0 let col = #x00ffcc let col2 = #x0066ff if side > 0.0 { col = #xff2299 col2 = #xaa00ff } out.push({ kind: "burst" slot: 10.0 + modf(n, 4.0) pos: vec3(side * 4.0, 1.0, 0.0) life: 1.1 // BURST dial: slam reach + spark size ride fx.p0. speed: 7.0 * (0.5 + fx.p0) size: 0.26 * (0.4 + 1.2 * fx.p0) gravity: 0.4 color: col color2: col2 seed: n * 1.3 }) } return out } // 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 = life 0..1, attr = (id, seconds alive, ignition rnd, spread rnd). // 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.DrawVjFxEmitter { fx_color: fn(t: float, attr: vec4, content: vec4, cmix: float) -> vec4 { let heat = clamp(1.0 - attr.y * 3.0, 0.0, 1.0) let tint0 = self.e_col_a.mix(self.e_col_b, t) let pal = tint0.xyz.mix( content.xyz * (1.05 + 0.5 * self.time_beat.w), clamp(cmix * 1.2, 0.0, 1.0) ) let rgb = mix(pal, vec3(1.0, 0.98, 0.92), heat * heat) let fade = (1.0 - t) * (1.0 - t) return vec4(rgb, fade) } fx_sprite: fn(uv: vec2, tint: vec4) -> vec4 { let d = length(uv - vec2(0.5, 0.5)) * 2.0 let core = 1.0 - smoothstep(0.0, 0.4, d) let halo = 1.0 - smoothstep(0.1, 0.9, d) let a = clamp(core + halo * 0.5, 0.0, 1.0) * tint.w return vec4(tint.x * a, tint.y * a, tint.z * a, 0.0) } } }