// PENDULUM CATHEDRAL — the camera stands INSIDE a huge, slowly morphing // harmonograph figure with real z-depth. Pattern taught: `p2` adds depth // to the third pendulum axis so the figure becomes architecture; grow is // OFF (the figure stands complete) and the drama comes from the 32-beat // figure morph + a width swell that follows the bar like an organ. { name: "Pendulum Cathedral" engine: "harmonograph" seed: 12 segments: 2400 strands: 2 freq_x: 2.0 freq_y: 3.0 freq_z: 2.0 damping: 0.3 detune: 0.07 turns: 9.0 width: 0.09 morph_beats: 32 // the liturgy pace grow: "off" beat_pulse: 0.5 p1: "0.5 * env(bar)" // organ swell per bar p2: 1.4 // the cathedral depth // PERFORMANCE DIALS — the engine's own p-levers; DEPTH rests at the // knob's ceiling (the doc holds 1.4 until the knob is touched). dials: [ {name: "DETUNE", bind: "p0", default: 0.0}, {name: "WIDTH", bind: "p1", default: 0.5}, {name: "DEPTH", bind: "p2", default: 1.0} ] color_bg: #x060410 color_a: #x8060ff color_b: #x30a0c0 color_c: #xfff8f0 cam_orbit: 0.16 cam_dist: 3.6 cam_height: 0.4 cam_fov: 70 fog: 0.10 glow: 1.2 stages: [ {kind: "bloom", threshold: 0.4, strength: 1.4, levels: 3}, {kind: "feedback", amount: 0.4, zoom: 1.002, rotate: 0.0, dim: 0.93} ] // 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 = curve position 0..1, attr = (strand, t, rnd, side). // 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.DrawVjFxHarmono { fx_color: fn(t: float, attr: vec4, normal: vec3, wpos: vec3) -> vec4 { let strand01 = self.geom.geom_uv.y let hue = fract(t * 0.85 + strand01 * 0.34 + self.user.w) return self.col_a.mix(self.col_b, hue) } } }