// FIREWORKS — staggered burst shells, stateless GPU particles. // The vertex shader re-derives every spark from (id, seed, time); the CPU // uploaded one quad per particle once and will never touch it again. { name: "Fireworks" engine: "particles" mode: "burst" seed: 12 count: 9000 spread: 7.0 size: 0.14 rate: 0.35 gravity: 1.1 speed: 1.0 // PERFORMANCE DIALS — p0..p2 route through binding expressions; each // default reproduces the stock look exactly (dials only act when moved). beat_pulse: "0.65 * (0.2 + 1.6*p0)" beat_rate: 1.0 p0: 0.5 p1: 0.5 p2: 0.5 dials: [ {name: "PUMP", bind: "p0", default: 0.5}, {name: "TRAIL", bind: "p1", default: 0.5}, {name: "GLOW", bind: "p2", default: 0.5} ] color_bg: #x040308 color_a: #xffd24a color_b: #x66aaff color_c: #xfff6e0 cam_dist: 16.0 cam_height: 3.5 cam_orbit: 0.05 fog: 0.02 stages: [ {kind: "bloom", threshold: 0.35, strength: "1.6 * (0.25 + 1.5*p2)", levels: 3}, {kind: "feedback", amount: "min(0.55 + (p1-0.5)*0.7, 0.97)", zoom: 1.0, rotate: 0.0, dim: 0.9} ] // 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 = life 0..1, attr = (id, spawn phase, hue, rnd). // 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.DrawVjFxParticles { fx_color: fn(t: float, attr: vec4, normal: vec3, wpos: vec3) -> vec4 { let base = self.col_a.mix(self.col_b, attr.z) let hot = base.xyz + vec3(0.5, 0.4, 0.3) * pow(1.0 - t, 6.0) let fade = (1.0 - t) * smoothstep(0.0, 0.08, t) let boost = 0.85 + self.time_beat.w * 0.9 return vec4(hot * boost, fade) } fx_sprite: fn(uv: vec2, tint: vec4) -> vec4 { let d = length(uv - vec2(0.5, 0.5)) * 2.0 let core = 1.0 - smoothstep(0.0, 0.5, d) let halo = 1.0 - smoothstep(0.15, 1.0, d) let a = clamp(core + halo * 0.5, 0.0, 1.0) * tint.w return vec4(tint.x * a, tint.y * a, tint.z * a, 0.0) } } }