// LASER LOOM — three chorus strands of the harmonograph at hue offsets, // drawn as additive laser light with feedback trails. Pattern taught: the // strand channel (each strand offsets the pendulum phases slightly) turns // one curve into a braid; `p0` scales DETUNE with the bar so the braid // breathes apart and snaps back; width pumps on the pulse. { name: "Laser Loom" engine: "harmonograph" seed: 68 segments: 1400 strands: 3 freq_x: 3.0 freq_y: 4.0 // 3:4 — the shell family freq_z: 2.0 damping: 0.6 detune: 0.10 turns: 5.0 width: 0.042 morph_beats: 8 grow: "loop" grow_beats: 8 beat_pulse: 0.7 p0: "0.5 + 0.5 * sin(bar * tau)" // braid breathes over the bar p1: "0.5 * pulse" // width slams on the beat p3: "fract(beat * 0.02)" // slow hue spin, wrapped 0..1 // PERFORMANCE DIALS — the engine's own p-levers; touching DETUNE or // WIDTH overrides its music binding above with a held value. dials: [ {name: "DETUNE", bind: "p0", default: 0.5}, {name: "WIDTH", bind: "p1", default: 0.5}, {name: "DEPTH", bind: "p2", default: 0.0} ] color_bg: #x030309 color_a: #x40ffcc color_b: #xff40cc color_c: #xffffff cam_orbit: 0.10 cam_dist: 6.0 fog: 0.015 glow: 1.0 stages: [ {kind: "feedback", amount: "0.42 + 0.15 * pulse", zoom: 1.006, rotate: 0.003, dim: 0.90}, {kind: "bloom", threshold: 0.5, strength: 1.15, 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 = curve position 0..1, attr = (strand, t, rnd, 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.DrawVjFxHarmono { fx_color: fn(t: float, attr: vec4, normal: vec3, wpos: vec3) -> vec4 { let strand01 = self.geom.geom_uv.y let hue = fract(t * 0.85 + strand01 * 0.34 + self.user.w) return self.col_a.mix(self.col_b, hue) } } }