// GUILLOTINE — thin chrome bars scissor-crossing on eighth notes: the // whole stack mirrors through the centre once per pulse, odd/even bars // parting in depth as they pass. Pattern taught: `beat_rate: 2` drives // the crossing clock (the choreography reads beat*rate directly, so the // document's rate IS the choreography tempo); hard `metal` + a bright // specular line make chrome out of the same two-stop gradient. { name: "Guillotine" engine: "copperbars" seed: 13 bars: 30 mode: "scissor" width: 16.0 span: 9.0 thickness: 0.22 depth: 0.9 amplitude: 1.5 weave: 1.7 metal: 6.0 beat_rate: 2 beat_pulse: 0.7 p0: "0.35 + 0.8*bass + 0.4*pulse" p1: "0.5 + 0.7*env(phase)" // PERFORMANCE DIALS — DANCE/THICK are the engine's own p0/p1 levers; // GLOW routes p2 through the glow key. p2: 0.5 dials: [ {name: "DANCE", bind: "p0", default: 0.5}, {name: "THICK", bind: "p1", default: 0.5}, {name: "GLOW", bind: "p2", default: 0.5} ] color_bg: #x05060a color_a: #xf2f6fa // chrome highlight color_b: #x14181d // near-black steel shadow color_c: #xd0f0ff // ice-white spec cam_orbit: 0.035 cam_height: 0.5 cam_fov: 48.0 fog: 0.018 glow: "1.5 * (0.25 + 1.5*p2)" stages: [ {kind: "bloom", threshold: 0.6, strength: "1.0 + 0.9*pulse", levels: 2} ] // 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 = the bar gradient axis 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.DrawVjFxCopper { fx_color: fn(t: float, attr: vec4, normal: vec3, wpos: vec3) -> vec4 { let band = pow(clamp(sin(t * 3.14159265), 0.0, 1.0), max(self.flow.z, 0.5)) let base = self.col_b.mix(self.col_a, band) let sline = 1.0 - clamp(abs(t - 0.68) * 9.0, 0.0, 1.0) let spec = pow(sline, 3.0) * (0.5 + self.time_beat.w * 0.8) let vary = 0.85 + 0.30 * attr.z return vec4(base.xyz * vary + self.col_c.xyz * spec, 1.0) } } }