// KEYED TRAILS — only the bright part of the picture leaves a trail: a // luma key isolates the subject before the feedback stage sees the // frame, so dim background never smears while a hot subject glows on // after it moves. { name: "Keyed Trails" engine: "screen" seed: 207 input0: "test" speed: 1.0 beat_pulse: 0.4 beat_rate: 1.0 bar_beats: 4 glow: 1.0 // PERFORMANCE DIALS — mid-knob = the stock look, exact. p0: 0.5 p1: 0.5 p2: 0.5 dials: [ {name: "KEY", bind: "p0", default: 0.5}, {name: "SOFT", bind: "p1", default: 0.5}, {name: "GLOW", bind: "p2", default: 0.5} ] color_bg: #x03040a color_a: #x30ffd0 color_b: #xff3a86 color_c: #xfff0d0 stages: [ {kind: "feedback", amount: "min((0.55 + pulse * 0.2) * (0.25 + 1.5*p2), 0.95)", zoom: 1.012, rotate: "sin(bar * tau) * 0.008", dim: 0.95} ] // THE LOOK LIVES HERE: fx_color decides what the feedback stage // actually sees. Pixels above the KEY threshold burn hot into the // scene (and so into next frame's trail); pixels below it are // dimmed so they contribute almost nothing to the trail buildup. // Inputs: uv, content = input0 at uv, cmix = pre-gated content // strength. 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.DrawVjFxScreen { fx_color: fn(uv: vec2, content: vec4, cmix: float) -> vec4 { let luma = dot(content.xyz, vec3(0.299, 0.587, 0.114)) let thresh = 0.15 + 0.6 * clamp(self.user.x, 0.0, 1.0) let soft = 0.02 + 0.25 * clamp(self.user.y, 0.0, 1.0) let key = smoothstep(thresh - soft, thresh + soft, luma) let boost = 1.0 + 2.0 * clamp(self.user.z, 0.0, 1.0) let base = content.xyz * (0.3 + 0.55 * (1.0 - key)) let hot = content.xyz * boost * key return vec4(clamp(base + hot, vec3(0.0, 0.0, 0.0), vec3(1.0, 1.0, 1.0)), 1.0) } } }