// VIDEO BOX — five video-faced boxes riding a slow carousel, each tumbling // at its own hashed rate while bobbing on detuned sines. The whole ring // drifts past the orbiting camera so there is always a face arriving and a // face leaving. Pattern taught here: a multi-instance fx_place — carousel // angle from the instance id plus per-instance spin from the stream hash. { name: "Video Box" engine: "videomesh" shape: "box" seed: 8 instances: 5 size: 1.5 spread: 3.4 fly: 0.7 beat_pulse: 0.4 input0: "test" color_bg: #x070510 color_a: #xf0a840 color_b: #x40c8f0 color_c: #xffe9c8 fog: 0.02 glow: 1.0 stages: [ {kind: "bloom", threshold: 0.72, strength: 0.7, levels: 2} ] // THE LOOK LIVES HERE — carousel placement + the lit face. shader: draw.DrawVjFxVideomesh { fx_place: fn(id: float, hash: float, t: float) -> vec4 { let a = (id / 5.0 + t * 0.03) * 6.2831853 let r = self.shape.w let y = 0.55 * sin(t * 0.6 + id * 2.3) let spin = t * (0.35 + hash * 0.5) * (1.0 + clamp(self.user.x, 0.0, 4.0)) return vec4(sin(a) * r, y, cos(a) * r, spin) } fx_color: fn(t: float, attr: vec4, content: vec4, cmix: float) -> vec4 { let lit = content.xyz * (t * (0.5 + 0.5 * attr.z)) let rim = self.col_a.xyz.mix(self.col_b.xyz, attr.x) * (1.0 - attr.z) * (0.35 + self.time_beat.w * 1.0 + clamp(self.user.z, 0.0, 4.0)) return vec4((lit + rim) * self.fog.y, 1.0) } } }