// CONFETTI SWARM — the hard-techno flock: five hundred additive neon // gliders, and a PREDATOR dives through the swarm on every bar so the // whole formation detonates and re-forms in four beats. Pattern taught // here: `predator` is the flock's bar-synced scatter (CPU-side boids, no // binding needed), `additive: 1` flips the same engine from silhouettes // to light streaks, and pulse-driven feedback smears the scatter into // trails. { name: "Confetti Swarm" engine: "flock" seed: 77 birds: 500 size: 0.11 flight_speed: 3.4 flap: 4.5 bound: 6.0 spacing: 0.34 vision: 1.4 goal_beats: 1 predator: 0.85 additive: 1.0 bank: 1.6 bar_beats: 4 beat_pulse: "1.1 * (0.2 + 1.6*p1)" cam_orbit: 0.14 fog: 0.05 glow: "0.25 + 1.5*p2" // PERFORMANCE DIALS — mid-knob = the stock look, exact. p0: 0.5 p1: 0.5 p2: 0.5 dials: [ {name: "TRAIL", bind: "p0", default: 0.5}, {name: "PUMP", bind: "p1", default: 0.5}, {name: "GLOW", bind: "p2", default: 0.5} ] color_bg: #x06040c color_a: #x22ffcc color_b: #xff2f9a color_c: #xffffff stages: [ {kind: "feedback", amount: "min(0.5 + 0.25 * pulse + (p0-0.5)*0.6, 0.97)", zoom: 1.015, rotate: 0.006, dim: 0.95}, {kind: "bloom", threshold: 0.35, strength: 1.5, 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 = speed 0..1, attr = (bird, speed01, hue, flap amplitude). // 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.DrawVjFxFlock { fx_color: fn(t: float, attr: vec4, normal: vec3, wpos: vec3) -> vec4 { let base = self.col_a.mix(self.col_b, attr.z) let gain = 0.5 + 0.6 * t + self.time_beat.w * 0.35 return vec4(base.xyz * gain, 1.0) } } }