// BULL TERMINAL — the green-on-black trading floor. A random-walk OHLC // tape commits ONE candle per beat (beats detected from the phase wrap — // no wiring needed), the live candle ticks every frame with volatility // that spikes on the beat envelope, and the whole terminal is mono // phosphor: bright green up-candles, dim green down-candles, scanlines, // a glowing crosshair riding the live price. NO text — the effect stack // has no glyph path, so the axis is dash ticks, which is the terminal // anyway. Pattern taught: per_beat is the tape clock; drift > 0 = bull. { name: "Bull Terminal" engine: "stockcharts" seed: 21 candles: 110 per_beat: 1 vol: 1.1 drift: 0.15 spike: 1.6 ma: 14 grid_x: 4 grid_y: 7 scan: 16 width: 15 height: 7.5 beat_pulse: 0.5 p0: 0.15 // phosphor gain p1: "0.3 + 0.7*pulse" // crosshair pumps on the beat // PERFORMANCE DIALS — the chart engine's own p-levers: GAIN drives // the phosphor, XHAIR holds the crosshair pump when touched, PANIC // floods the board red. dials: [ {name: "GAIN", bind: "p0", default: 0.15}, {name: "XHAIR", bind: "p1", default: 0.5}, {name: "PANIC", bind: "p2", default: 0.0} ] color_bg: #x020604 color_a: #x39ff6a color_b: #x117a34 color_c: #xd8ffe4 cam_orbit: 0.0 cam_fov: 40 fog: 0.0 glow: 1.2 stages: [ {kind: "bloom", threshold: 0.4, strength: 1.3, 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 = candle age 0..1, attr = (element class, age, up/down, move size). // 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.DrawVjFxCharts { fx_color: fn(t: float, attr: vec4, normal: vec3, wpos: vec3) -> vec4 { let class = attr.x if class < 0.5 { // Candle body: col_a up / col_b down, big moves burn. let base = self.col_b.mix(self.col_a, step(0.5, attr.z)) let burn = 0.75 + attr.w * 0.7 + self.time_beat.w * (1.0 - t) * 0.6 return vec4(base.xyz * burn, 1.0 - t * 0.55) } if class < 1.5 { let base = self.col_b.mix(self.col_a, step(0.5, attr.z)) return vec4(base.xyz * 0.55, (1.0 - t * 0.55) * 0.8) } if class < 2.5 { return vec4(self.col_a.xyz * 0.16, 0.5) } if class < 3.5 { // Kept modest: the bloom stage amplifies this line, and an // over-gained crosshair blows out into a white bar. let g = 0.55 + self.user.y * 0.5 + self.time_beat.w * 0.25 return vec4(self.col_c.xyz * g, 0.8) } if class < 4.5 { return vec4(self.col_c.xyz * 0.5 + self.col_a.xyz * 0.4, 0.85) } return vec4(self.col_a.xyz * 0.6, 0.9) } } }