// MAZE RUN — the corridor flight through a twisting funhouse: every // segment is rolled a hashed quarter-turn about the flight axis, so floor // becomes wall becomes ceiling as you rush through, each junction swaying // gently. The square cross-section makes every quarter-turn land flush. // Pattern taught here: per-segment STATIC rotation from the stream hash — // the maze pattern is fixed per seed, only the sway breathes. { name: "Maze Run" engine: "videomesh" shape: "corridor" seed: 21 instances: 20 size: 2.1 spread: 2.8 aspect: 1.0 fly: 1.4 beat_pulse: 0.4 input0: "test" color_bg: #x070409 color_a: #xf0a040 color_b: #x8a2a5a color_c: #xffe2c0 fog: 0.12 glow: 1.0 stages: [ {kind: "bloom", threshold: 0.7, strength: 0.8, levels: 2} ] // THE LOOK LIVES HERE — quarter-turn placement + a wall fragment // tinted per segment (attr.x = the segment's hash). shader: draw.DrawVjFxVideomesh { fx_axis: fn(id: float, hash: float) -> vec3 { return vec3(0.0, 0.0, 1.0) } fx_place: fn(id: float, hash: float, t: float) -> vec4 { let q = floor(hash * 4.0) * 1.5707963 let sway = 0.16 * sin(t * 0.4 + id * 1.7) return vec4(0.0, 0.0, 0.0, q + sway) } fx_color: fn(t: float, attr: vec4, content: vec4, cmix: float) -> vec4 { let tint = self.col_a.xyz.mix(self.col_b.xyz, attr.x) let lit = content.xyz * (t * (0.55 + 0.45 * attr.z)) + tint * 0.10 let seam = self.col_c.xyz * (1.0 - attr.z) * (0.25 + self.time_beat.w * 0.9 + clamp(self.user.z, 0.0, 4.0)) return vec4((lit + seam) * self.fog.y, 1.0) } } }