// SLAT DEPTH — the picture sliced into sixteen horizontal slats stacked // back into a whole frame, each slat carrying its own band of the clip // (`uv_split: "bands_y"`) and swimming in DEPTH on a travelling sine: the // image stays readable while a wave of parallax rolls through it, and PUMP // (p1) deepens the swim. Pattern taught here: band windows + a placement // that reassembles the picture — slat pitch equals the slat's world height, // row 0 at the top. { name: "Slat Depth" engine: "videomesh" shape: "grid" seed: 14 instances: 16 uv_split: "bands_y" size: 2.4 aspect: 0.045 spread: 0.4 fly: 0.3 alt: 0.2 beat_pulse: 0.35 p1: "0.3 + 0.5*env(phase)" input0: "test" dials: [ {name: "SPIN", bind: "p0", default: 0.0}, {name: "PUMP", bind: "p1", default: 0.4}, {name: "EDGE", bind: "p2", default: 0.2} ] color_bg: #x060810 color_a: #x3fd8c8 color_b: #x2a5f9a color_c: #xd6f6f0 fog: 0.03 glow: 1.0 stages: [ {kind: "bloom", threshold: 0.78, strength: 0.5, levels: 2} ] // THE LOOK LIVES HERE — the stacked-slat placement (y from the band // row, z from the travelling wave) and the slat fragment. shader: draw.DrawVjFxVideomesh { fx_place: fn(id: float, hash: float, t: float) -> vec4 { let n = max(self.shape.y, 2.0) let h = 0.1944 let y = ((n - 1.0) * 0.5 - id) * h let deep = 0.55 + 1.4 * clamp(self.user.y, 0.0, 2.0) let z = sin(t * 0.7 + id * 0.42) * deep return vec4(0.0, y, z, 0.0) } fx_scale: fn(id: float, hash: float, t: float) -> float { return 1.0 } fx_color: fn(t: float, attr: vec4, content: vec4, cmix: float) -> vec4 { let shade = 0.9 + 0.2 * attr.x let lit = content.xyz * (t * shade) let gap = self.col_a.xyz * (1.0 - attr.z) * (0.15 + self.time_beat.w * 0.5 + clamp(self.user.z, 0.0, 4.0)) return vec4((lit + gap) * self.fog.y, 1.0) } } }