// AMBER EXCHANGE — the after-hours amber terminal: a faster two-candles- // per-beat tape in old-monitor amber, drifting sideways with a slow orbit // so the plane catches parallax, and a soft feedback smear that makes the // phosphor linger. Pattern taught: the chart is a MESH in 3D space — a // whisper of cam_orbit turns the flat terminal into a floating pane. { name: "Amber Exchange" engine: "stockcharts" seed: 58 candles: 140 per_beat: 2 vol: 1.2 drift: 0.0 spike: 1.2 ma: 8 grid_x: 8 grid_y: 6 scan: 12 width: 16 height: 7 beat_pulse: 0.4 p0: 0.1 p1: "0.2 + 0.5*pulse" // 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: 0.1}, {name: "XHAIR", bind: "p1", default: 0.5}, {name: "PANIC", bind: "p2", default: 0.0} ] color_bg: #x0a0602 color_a: #xffb433 color_b: #x8a5410 color_c: #xffe6b0 cam_orbit: 0.045 cam_fov: 42 fog: 0.0 glow: 1.15 stages: [ {kind: "bloom", threshold: 0.45, strength: 1.1, levels: 2}, {kind: "feedback", amount: 0.35, zoom: 1.0, rotate: 0.0, dim: 0.94} ] // 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) } } }