// DUAL BLEND — the frame blends against a second, shifted copy of itself: // MODUS sweeps the operator from darkest-wins through a plain 50/50 mix // to brightest-wins, OFFSET sets how far the second copy is shifted, // AMOUNT how much of the blended result replaces the original. { name: "Dual Blend" engine: "screen" seed: 209 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: "MODUS", bind: "p0", default: 0.5}, {name: "OFFSET", bind: "p1", default: 0.5}, {name: "AMOUNT", bind: "p2", default: 0.5} ] color_bg: #x03040a color_a: #x30ffd0 color_b: #xff3a86 color_c: #xfff0d0 stages: [ {kind: "bloom", threshold: 0.6, strength: 1.0, levels: 2} ] // THE LOOK LIVES HERE: the whole frame is this function. A second // sample of the SAME input, shifted by OFFSET, is combined against // the first with a MODUS that sweeps continuously from min to mix to // max — a single input, never a second deck. // 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 off = (0.01 + 0.09 * clamp(self.user.y, 0.0, 1.0)) * vec2(0.7, 0.4) let uv2 = clamp(uv + off, vec2(0.0, 0.0), vec2(1.0, 1.0)) let copy2 = self.tex0.sample_as_bgra(uv2) let a = content.xyz let b = copy2.xyz let mn = vec3(min(a.x, b.x), min(a.y, b.y), min(a.z, b.z)) let mx = vec3(max(a.x, b.x), max(a.y, b.y), max(a.z, b.z)) let nm = a.mix(b, 0.5) let t = clamp(self.user.x, 0.0, 1.0) * 2.0 let stage1 = mn.mix(nm, clamp(t, 0.0, 1.0)) let blended = stage1.mix(mx, clamp(t - 1.0, 0.0, 1.0)) let rgb = a.mix(blended, clamp(self.user.z, 0.0, 1.0)) return vec4(rgb, 1.0) } } }