// KICK FORGE — a drumhead piled with steel shards: every kick fires an // impulse that launches the pile ballistically; shards tumble, glint and // rain back before the next hit, and the membrane rings a damped radial // wave from the same impulse. Pattern taught: THE forge binding is `p0` // (impulse gain) — bass slams real metal once audio is wired, while the // `pulse` term keeps it forging on the free-running clock. Physics is // stateless: position is a pure function of (phase, bpm, seeds), and a // fading gain pulls its own shards back down. { name: "Kick Forge" engine: "forge" seed: 11 shards: 2200 radius: 4.2 impulse: 9.0 gravity: 46.0 // high gravity = HIGH jumps (launches land per beat) spin: 1.2 membrane_wave: 0.5 shard_size: 0.17 scatter: 0.55 falloff: 0.55 pile: 0.6 glint: 1.2 beat_pulse: 0.6 p0: "0.6 + 2.6*bass" // impulse gain — the kick moves the metal p1: "0.35 + 1.3*bass" // membrane wave rides the lows p2: "0.25 + 1.5*high" // hats fire the glints // PERFORMANCE DIALS — the engine's own p-levers; touching one holds // its audio binding above at a fixed gain. dials: [ {name: "HEAT", bind: "p0", default: 0.5}, {name: "RING", bind: "p1", default: 0.5}, {name: "EMBER", bind: "p2", default: 0.5} ] color_bg: #x070608 color_a: #x8a93a6 // cold steel color_b: #xff7a2a // forge ember color_c: #xfff3d8 // white-hot glint cam_orbit: 0.10 cam_fov: 52.0 fog: 0.030 glow: 1.3 stages: [ {kind: "bloom", threshold: 0.5, strength: "1.2 + 0.8*pulse", 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 = flight heat 0..1, attr = (id, aux, r0, r1). // 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.DrawVjFxForge { fx_color: fn(t: float, attr: vec4, normal: vec3, wpos: vec3) -> vec4 { let base = self.col_a.mix(self.col_b, fract(attr.w * 7.93)) let flash = self.col_c * (t * 0.55) return vec4(base.xyz + flash.xyz, 1.0) } } }