// MEADOW GALE — the LIVING WIND demo. `wind_field:` swaps the meadow's // analytic sway for a 64x64 GPU wind SIM FIELD (sim.rs): a curl-noise base // wind plus a gust channel that is INJECTED on the beat and ADVECTED // DOWNWIND every frame. A gust is a traveling object — watch one bright // band of bent, lit grass cross the field over a couple of seconds. // Pattern taught here: wind_field + the field keys (flow/gust/travel/ // decay/scale/extent) read at document level. { name: "Meadow Gale" engine: "grass" seed: 12 blades: 11000 area: 10.0 height: 0.95 clump: 0.5 // The wind field. flow = base wind, gust = beat impulse energy, // travel = how fast a gust crosses the field (uv/sec), decay = how // long it survives, extent = the world half-extent the field spans. wind_field: "wind" flow: 1.1 gust: "(2.4 + pulse * 1.6) * (0.2 + 1.6*p0)" travel: 0.30 decay: 0.45 scale: 2.6 extent: 11.0 sway: "0.85 * (0.25 + 1.5*p1)" beat_pulse: 0.2 beat_rate: 0.5 // PERFORMANCE DIALS — mid-knob = the stock look, exact. p0: 0.5 p1: 0.5 p2: 0.5 dials: [ {name: "GUST", bind: "p0", default: 0.5}, {name: "WIND", bind: "p1", default: 0.5}, {name: "GLOW", bind: "p2", default: 0.5} ] color_bg: #x101408 color_a: #x4a6a14 color_b: #xc8e05a color_c: #xfff8d0 cam_orbit: 0.045 cam_height: 3.4 fog: 0.05 glow: "1.1 * (0.25 + 1.5*p2)" stages: [ {kind: "bloom", threshold: 0.6, strength: 1.05, 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.DrawVjFxMeshField { 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) } } }