// SPHERE RELIEF — the clip EXTRUDED off a revolving globe: every vertex of // a dense sphere is pushed out along its normal by the video's brightness // there, so bright passages grow spiky mountain ranges that roll around the // ball while dark passages stay smooth sea. PUMP (p1) gains the relief — // bind it to the music and the globe breathes terrain. Pattern taught here: // the engine's `relief:` key, a vertex-stage luma displacement. { name: "Sphere Relief" engine: "videomesh" shape: "sphere" seed: 10 detail: 48 size: 3.2 relief: 0.4 fly: 0.6 beat_pulse: 0.45 p1: "0.2 + 1.4*energy" input0: "test" dials: [ {name: "SPIN", bind: "p0", default: 0.0}, {name: "PUMP", bind: "p1", default: 0.3}, {name: "EDGE", bind: "p2", default: 0.2} ] color_bg: #x040810 color_a: #x40e8c0 color_b: #x1a4a7a color_c: #xe0fff4 fog: 0.02 glow: 1.0 stages: [ {kind: "bloom", threshold: 0.7, strength: 0.8, levels: 2} ] // THE LOOK LIVES HERE — the terrain fragment: the clip shaded by its // own luma, valleys sunk dark, peaks lifted toward color_c. shader: draw.DrawVjFxVideomesh { fx_axis: fn(id: float, hash: float) -> vec3 { return vec3(0.1, 1.0, 0.05) } fx_place: fn(id: float, hash: float, t: float) -> vec4 { return vec4(0.0, 0.0, 0.0, t * 0.4 * (1.0 + clamp(self.user.x, 0.0, 4.0))) } fx_color: fn(t: float, attr: vec4, content: vec4, cmix: float) -> vec4 { let l = dot(content.xyz, vec3(0.299, 0.587, 0.114)) let lit = content.xyz * (t * (0.35 + 0.95 * l)) let peak = self.col_c.xyz * smoothstep(0.72, 1.0, l) * (0.25 + self.time_beat.w * 0.9) return vec4((lit + peak) * self.fog.y, 1.0) } } }