// LIQUID METAL — marching-tetrahedra metaballs, blob radii swelling on the // beat. The one genuinely per-frame-regenerated mesh in the library (the // honest slow path: field sample + march every frame, recycled buffers). { name: "Liquid Metal" engine: "metaballs" seed: 3 blobs: 7 grid: 32 extent: 3.2 blob_radius: 1.0 orbit: 1.6 orbit_speed: 0.8 beat_swell: 0.5 beat_pulse: "0.45 * (0.2 + 1.6*p0)" beat_rate: 1.0 glow: "0.25 + 1.5*p2" // PERFORMANCE DIALS — mid-knob = the stock look, exact. p0: 0.5 p1: 0.5 p2: 0.5 dials: [ {name: "PUMP", bind: "p0", default: 0.5}, {name: "FLARE", bind: "p1", default: 0.5}, {name: "GLOW", bind: "p2", default: 0.5} ] color_bg: #x050210 color_a: #x20e0c8 color_b: #xff3ca8 color_c: #xffffff cam_orbit: 0.16 fog: 0.03 stages: [ {kind: "bloom", threshold: "clamp(0.5 - (p1-0.5)*0.6, 0.02, 0.95)", strength: 1.4, 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 = height 0..1, attr = (blob, height, blob hue, distance). // 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.DrawVjFxMesh { fx_displace: fn(pos: vec3, normal: vec3, attr: vec4) -> vec3 { return vec3(0.0, 0.0, 0.0) } fx_color: fn(t: float, attr: vec4, normal: vec3, wpos: vec3) -> vec4 { let base = self.col_a.mix(self.col_b, clamp(attr.z, 0.0, 1.0)) let tip = self.col_c * (clamp(t, 0.0, 1.0) * 0.35) let flash = self.col_c * (self.time_beat.w * 0.5) return vec4(base.xyz + tip.xyz + flash.xyz, 1.0) } } }