// BIOLUME FIELD — the dark meadow that PULSES on the kick: near-black // grass whose glow is bound to the beat envelope. Bioluminescent night. { name: "Biolume Field" engine: "grass" seed: 40 blades: 11000 area: 8.0 height: 0.7 width: 0.03 clump: 0.7 sway: "0.5 * (0.25 + 1.5*p1)" sway_freq: 0.5 beat_pulse: "0.5 * (0.2 + 1.6*p2)" glow: "(0.35 + env(phase) * 1.9) * (0.2 + 1.6*p0)" // PERFORMANCE DIALS — mid-knob = the stock look, exact. p0: 0.5 p1: 0.5 p2: 0.5 dials: [ {name: "FLASH", bind: "p0", default: 0.5}, {name: "WIND", bind: "p1", default: 0.5}, {name: "PUMP", bind: "p2", default: 0.5} ] color_bg: #x020608 color_a: #x0a3344 color_b: #x33ffcc color_c: #xaaffee cam_orbit: 0.07 fog: 0.05 stages: [ {kind: "bloom", threshold: 0.3, strength: 1.7, levels: 3} ] // 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) } } }