// ATTRACTOR STORM — the second stateful-particle program: particles spawn // on a SHELL and fall into an orbiting attractor with a strong tangential // swirl — a storm eye that wanders. Every kick blasts the accretion disc // outward (impulse) and the disc collapses back because velocity is REAL // STATE integrated frame over frame. Speed paints color (speed_color). { name: "Attractor Storm" engine: "simswarm" seed: 9 count: 20164 size: 0.06 stretch: 0.06 speed_color: 0.16 spawn: "shell" curl: 0.5 attract: 2.6 swirl: 1.9 gravity: 0.0 impulse: "(1.2 + pulse * 3.2) * (0.2 + 1.6*p0)" drag: 0.55 max_speed: 11.0 life: 30.0 bound: 6.5 beat_pulse: 0.4 // PERFORMANCE DIALS — mid-knob = the stock look, exact. p0: 0.5 p1: 0.5 p2: 0.5 dials: [ {name: "KICK", bind: "p0", default: 0.5}, {name: "TRAIL", bind: "p1", default: 0.5}, {name: "GLOW", bind: "p2", default: 0.5} ] color_bg: #x0c0508 color_a: #x8f2a2a color_b: #xffb35a color_c: #xfff2e0 cam_orbit: 0.10 cam_height: 2.2 glow: 1.3 stages: [ {kind: "feedback", amount: "min(0.6 + (p1-0.5)*0.7, 0.97)", zoom: 1.008, rotate: 0.003, dim: 0.93}, {kind: "bloom", threshold: 0.45, strength: "1.4 * (0.25 + 1.5*p2)", 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 = age 0..1, attr = (id, speed, rnd, state age). // 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.DrawVjFxSimSwarmDraw { fx_color: fn(t: float, attr: vec4, normal: vec3, wpos: vec3) -> vec4 { let sp = clamp(attr.y * self.flow.y, 0.0, 1.0) let base = self.col_a.mix(self.col_b, sp) let hot = base.xyz + self.col_c.xyz * pow(sp, 3.0) * 0.6 let fade = smoothstep(0.0, 0.06, t) * (1.0 - smoothstep(0.75, 1.0, t)) let boost = 0.8 + self.time_beat.w * 0.9 return vec4(hot * boost, fade) } 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, 0.45, d) let halo = 1.0 - smoothstep(0.12, 1.0, d) let a = clamp(core + halo * 0.55, 0.0, 1.0) * tint.w return vec4(tint.x * a, tint.y * a, tint.z * a, 0.0) } } }