// CONVEYOR WALL — the endless belt: alternate tile rows stream the picture // in opposite directions forever, rolling away over the lip at each edge. // Pattern taught here: the conveyor's motion NEVER speed-modulates (a // time-scaled position would jump when a binding moved) — the beat lives // in the light instead: lanes flash in golden-ratio sequence every beat // (shader-side) and p2 pumps the grout lattice. { name: "Conveyor Wall" engine: "tiles" mode: "conveyor" seed: 31 grid: 30 spread: 8.5 aspect: 0.72 gap: 0.08 amp: 0.35 freq: 1.5 beat_pulse: 0.8 p2: "0.10 + 0.30 * pulse" p0: 0.5 p1: 0.5 glow: "0.25 + 1.5*p0" // PERFORMANCE DIALS — GROUT is the engine's own p2 lever (touching it // holds the lattice pump); GLOW and SPLIT route p0/p1 through the glow // key and the chroma stage. Mid-knob = the stock look, exact. dials: [ {name: "GLOW", bind: "p0", default: 0.5}, {name: "SPLIT", bind: "p1", default: 0.5}, {name: "GROUT", bind: "p2", default: 0.5} ] input0: "test" color_bg: #x120806 color_a: #xffb35a color_b: #xd84518 color_c: #xffd9a8 stages: [ {kind: "chroma", p1: "(0.10 + 0.14 * pulse) * (0.2 + 1.6*p1)", p2: 0.0}, {kind: "bloom", threshold: 0.6, strength: 1.0, 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 = the mode highlight drive, attr = (shade, edge, stagger, tumble). // 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.DrawVjFxTiles { fx_color: fn(t: float, attr: vec4, content: vec4, cmix: float) -> vec4 { let border = attr.y let lit = content.xyz * (attr.x * (0.35 + 0.65 * border)) let glowline = self.col_c.xyz * (1.0 - border) * (t + clamp(self.user.z, 0.0, 4.0)) return vec4((lit + glowline) * self.fog.y, 1.0) } } }