// TILE LAGOON — the calm ocean-of-tiles: the live content becomes a mosaic // raft rolling on a slow swell. Pattern taught here: the tiles engine's // "wave" mode tilts every tile with the LOCAL wave slope (the picture // glitters like water), and p1 breathes extra amplitude in on the bar so // the sea rises and settles once every four beats. { name: "Tile Lagoon" engine: "tiles" mode: "wave" seed: 5 grid: 30 spread: 8.0 aspect: 0.66 gap: 0.05 amp: 0.42 freq: 0.9 // Gentle pulse; the bar swell is the real motion driver. beat_pulse: 0.25 p1: "0.35 * env(bar)" // A faint constant grout shimmer keeps the lattice readable. p2: "0.05 + 0.08 * pulse" p0: 0.5 // PERFORMANCE DIALS — SWELL/GROUT are the engine's own p1/p2 levers // (touching one holds its binding above); FOCUS rides the tiltshift // focus line directly (p0 0.5 = today's centre). dials: [ {name: "FOCUS", bind: "p0", default: 0.5}, {name: "SWELL", bind: "p1", default: 0.5}, {name: "GROUT", bind: "p2", default: 0.5} ] input0: "test" color_bg: #x061018 color_a: #x3fd8c8 color_b: #x1a5f8a color_c: #xbdf5ec fog: 0.0 glow: 1.0 stages: [ {kind: "tiltshift", focus: "p0", width: 0.34, levels: 2}, {kind: "bloom", threshold: 0.72, strength: 0.8, 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 = the mode highlight drive, attr = (shade, edge, stagger, tumble). // 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.DrawVjFxTiles { fx_color: fn(t: float, attr: vec4, content: vec4, cmix: float) -> vec4 { let border = attr.y let lit = content.xyz * (attr.x * (0.35 + 0.65 * border)) let glowline = self.col_c.xyz * (1.0 - border) * (t + clamp(self.user.z, 0.0, 4.0)) return vec4((lit + glowline) * self.fog.y, 1.0) } } }