// PIXEL WALLS — every particle carries one texel of input0; the grid // pulls apart down the centre seam into two facing walls on the beat, // each half keeping its own slice of picture, then breathes back flat. { name: "Pixel Walls" engine: "particles" mode: "image" seed: 158 input0: "test" count: 14400 spread: 6.0 size: 0.085 rate: 0.0 beat_pulse: "0.4 * (0.2 + 1.6*p1)" beat_rate: 1.0 // PERFORMANCE DIALS — mid-knob = the stock look, exact. p0: 0.5 p1: 0.5 p2: 0.5 dials: [ {name: "GAP", bind: "p0", default: 0.5}, {name: "SPLIT", bind: "p1", default: 0.5}, {name: "DEPTH", bind: "p2", default: 0.5} ] color_bg: #x050508 color_a: #xffffff color_b: #xffffff color_c: #xffffff cam_dist: 7.5 cam_height: 0.0 cam_orbit: 0.0 fog: 0.0 stages: [ {kind: "bloom", threshold: 0.55, strength: "1.1 * (0.25 + 1.5*p2)", levels: 2} ] // THE LOOK LIVES HERE: fx_center is the whole motion program — the // flat HOME grid position is blended against a two-wall TARGET by a // beat-driven breathing envelope. Params: mode/id/dir/t01/cyc/r0/r1. shader: draw.DrawVjFxParticles { fx_center: fn(mode: float, id: float, dir: vec3, t01: float, cyc: float, r0: float, r1: float) -> vec3 { let spread = self.shape.y let w = self.shape.w let gx = modf(id, w) let gy = floor(id / w) let u = gx / w - 0.5 let v = 0.5 - gy / w let side = step(0.0, u) * 2.0 - 1.0 let gap = spread * (0.5 + 0.9 * self.user.x) let rate = 0.3 + 1.4 * self.user.y // BOUNDED BEAT. One cosine every 8/rate beats, so wrapping // the rate-scaled beat count at 8 is the SAME phase — just // taken on a small number. `beat` is the song clock and does // not start at zero; multiplying a dial straight into it made // the split shimmer and jump on a deck cued hours into a set. let bph = modf(self.time_beat.y * rate, 8.0) let breathe = 0.5 - 0.5 * cos(bph * 0.7853982) let home = vec3(u * spread * 1.2, v * spread * 1.2, 0.0) let curve = (0.5 - abs(u)) * spread * 0.6 * self.user.z let wall = vec3(side * gap, v * spread * 1.3, curve) return home.mix(wall, breathe) } } }