// VIGIL — the same firefly engine wearing a sacred mood: flies become // candle flames just above a dark floor. Pattern taught: soft blink_sharp // (2.5) turns the strobe spike into slow breathing, tiny wander holds each // flame in place, and a gentle half-time sync swell (`env(bar)` at // beat_rate 0.5) makes the congregation of flames lean together per bar. { name: "Vigil" engine: "firefly" seed: 33 flies: 520 blades: 1600 area: 6.5 fly_height: 0.5 // flames hover near the floor fly_size: 0.17 sync: 0.4 p0: "0.3 * env(bar)" blink_rate: 0.25 blink_sharp: 2.5 // breathing, not blinking wander: 0.1 moon: 0.15 grass_height: 0.35 clump: 0.75 beat_pulse: 0.35 beat_rate: 0.5 sway: 0.2 sway_freq: 0.5 // PERFORMANCE DIALS — SYNC/WANDER are the engine's own p0/p1 levers // (touching SYNC overrides the bar-swell binding above with a held // lean); GLOW routes p2 through the glow binding. p2: 0.5 glow: "1.15 * (0.25 + 1.5*p2)" dials: [ {name: "SYNC", bind: "p0", default: 0.5}, {name: "WANDER", bind: "p1", default: 0.0}, {name: "GLOW", bind: "p2", default: 0.5} ] color_bg: #x070302 color_a: #x180d04 color_b: #xffaa33 color_c: #xfff0c8 cam_orbit: 0.035 cam_height: 0.9 cam_dist: 6.0 fog: 0.07 stages: [ {kind: "bloom", threshold: 0.3, strength: 1.5, levels: 3}, {kind: "tiltshift", focus: 0.6, width: 0.3, 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: blades (attr.y < 1.5) and flies (attr.y >= 2) share one hook. // 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.DrawVjFxFirefly { fx_color: fn(t: float, attr: vec4, content: vec4, cmix: float) -> vec4 { if attr.y > 1.5 { let mut body = self.col_b.mix(self.col_c, t * t).xyz if cmix > 0.001 { body = mix( body, content.xyz * (0.75 + 0.85 * t), clamp(cmix * 1.6, 0.0, 1.0) ) } return vec4(body, 1.0) } let base = self.col_a.mix(self.col_b, t * 0.7 + attr.z * 0.15) let moon = self.shape.w * (0.25 + 0.75 * t) let breath = 1.0 + self.time_beat.w * 0.18 return vec4(base.xyz * ((0.16 + moon) * breath * self.fog.y), 1.0) } fx_sprite: fn(uv: vec2, tint: vec4) -> vec4 { let d = length(uv - vec2(0.5, 0.5)) * 2.0 let core = 1.0 - smoothstep(0.0, 0.35, d) let halo = 1.0 - smoothstep(0.08, 1.0, d) let a = clamp(core + halo * 0.6, 0.0, 1.0) return vec4(tint.xyz * a, 0.0) } } }