// PIXEL HELIX — every particle carries one texel of input0, wound onto a // spiral column: angle grows with the particle's own index, so the // picture reads as a climbing ribbon rather than a flat sheet. { name: "Pixel Helix" engine: "particles" mode: "image" seed: 159 input0: "test" count: 12100 spread: 6.0 size: 0.09 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: "TURNS", bind: "p0", default: 0.5}, {name: "SPIN", bind: "p1", default: 0.5}, {name: "SPREAD", 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: "feedback", amount: "0.4 + 0.3*p1", zoom: 1.008, rotate: "(p1-0.5)*0.02", dim: 0.95}, {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 — angle // is proportional to the particle's index, climbing a helix instead // of sitting flat on the image grid. 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 n = w * w let along = id / max(n, 1.0) let turns = 2.0 + 10.0 * self.user.x let ang = along * turns * 6.2831853 + self.time_beat.x * (0.08 + 0.7 * self.user.y) let radius = spread * (0.25 + 0.55 * r0) * (0.4 + 1.3 * self.user.z) let y = (along - 0.5) * spread * 1.4 return vec3(cos(ang) * radius, y, sin(ang) * radius) } } }