// GOLDEN MEADOW — the nature loop: seven thousand grass blades in late // sun, gusts TRAVELING across the field (the wind is a continuous spatial // field — the same one the trees sway in — so a gust moves through the // meadow instead of every blade metronoming together). { name: "Golden Meadow" engine: "grass" seed: 9 blades: 9000 area: 9.0 height: 0.9 clump: 0.55 sway: "(0.9 + pulse * 0.5) * (0.25 + 1.5*p0)" sway_freq: 0.8 beat_pulse: "0.25 * (0.2 + 1.6*p1)" beat_rate: 0.5 // PERFORMANCE DIALS — mid-knob = the stock look, exact. p0: 0.5 p1: 0.5 p2: 0.5 dials: [ {name: "WIND", bind: "p0", default: 0.5}, {name: "PUMP", bind: "p1", default: 0.5}, {name: "GLOW", bind: "p2", default: 0.5} ] color_bg: #x180e06 color_a: #x7a5a18 color_b: #xffd75a color_c: #xfff2cc cam_orbit: 0.05 fog: 0.055 glow: "1.15 * (0.25 + 1.5*p2)" stages: [ {kind: "bloom", threshold: 0.55, strength: 1.15, levels: 3}, {kind: "tiltshift", focus: 0.55, width: 0.34, levels: 2} ] // THE LOOK LIVES HERE. This block is not a reference to the // engine's shader — it IS the pixel math this effect runs. // Rewrite it and the effect looks different; everything else // (geometry, motion, the content coupling, the beat) keeps // working, because the block SUBCLASSES the engine shader. // Inputs: t = arc along the blade 0..1, attr = (row, arc, hue, half width). // 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.DrawVjFxMesh { fx_displace: fn(pos: vec3, normal: vec3, attr: vec4) -> vec3 { return vec3(0.0, 0.0, 0.0) } fx_color: fn(t: float, attr: vec4, normal: vec3, wpos: vec3) -> vec4 { let base = self.col_a.mix(self.col_b, clamp(attr.z, 0.0, 1.0)) let tip = self.col_c * (clamp(t, 0.0, 1.0) * 0.35) let flash = self.col_c * (self.time_beat.w * 0.5) return vec4(base.xyz + tip.xyz + flash.xyz, 1.0) } } }