// SERPENT STROBE — hard techno dominoes: two thousand black tiles on a // boustrophedon serpentine, sixteen per beat, neon pips flaring white-hot // at the impact front. Pattern taught: `resurrect: 0` = the front is a // SAW — when the run completes, every tile snaps upright at once (the // hard reset IS the drop); high jitter roughs the ranks up. { name: "Serpent Strobe" engine: "domino" seed: 9 layout: "serpent" count: 2000 per_beat: 16 spacing: 0.26 resurrect: 0 // saw front: full-run snap reset pause_beats: 0 flash: 2.5 jitter: 0.30 beat_pulse: 0.9 p1: "0.8 * pulse" p2: 0.8 // PERFORMANCE DIALS — the engine's own p-levers; touching FLASH // overrides the pulse binding above with a held gain. dials: [ {name: "NUDGE", bind: "p0", default: 0.0}, {name: "FLASH", bind: "p1", default: 0.5}, {name: "ANTIC", bind: "p2", default: 0.8} ] color_bg: #x030308 color_a: #x323a4e color_b: #x48586c color_c: #x40f0ff cam_orbit: 0.12 fog: 0.010 glow: 1.4 stages: [ {kind: "bloom", threshold: 0.3, strength: 2.0, levels: 3}, {kind: "feedback", amount: 0.35, zoom: 1.003, rotate: 0.0, dim: 0.92} ] // 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 = topple ease 0..1, attr = (branch, arc index, tile hash, yaw). // 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.DrawVjFxDomino { fx_color: fn(t: float, attr: vec4, normal: vec3, wpos: vec3) -> vec4 { let mix_t = clamp(attr.x * 0.23 + attr.z * 0.12, 0.0, 1.0) return self.col_a.mix(self.col_b, mix_t) } } }