// SCREENSAVER PIPES — the calm homage: six glossy plastic pipes walking // the lattice with bulged elbow balls, growing in over twenty-four beats // and starting over when the front loops (the screensaver clear-screen, // now beat-locked). Pattern taught: the pipes engine's whole animation IS // the shared growth front — `grow: "loop"` + `grow_beats` replays the // birth-ordered build, and every segment pops in with a soft overshoot. { name: "Screensaver Pipes" engine: "pipes" seed: 41 pipes: 6 bound: 6 cell: 0.55 radius: 0.17 sides: 12 steps: 1000 turn_chance: 0.34 pop: 0.45 hot: 3.0 grow: "loop" grow_beats: 24 beat_pulse: 0.25 p1: 0.3 // gentle hot-tip glow // PERFORMANCE DIALS — the pipes engine's own p-levers: FRONT shoves // the growth front forward, HEAT gains the fresh-growth burn, SHINE // hardens the plastic specular. dials: [ {name: "FRONT", bind: "p0", default: 0.0}, {name: "HEAT", bind: "p1", default: 0.3}, {name: "SHINE", bind: "p2", default: 0.0} ] color_bg: #x0a0e16 color_a: #x37c8b4 color_b: #xb45fd8 color_c: #xf2f6ff cam_orbit: 0.10 cam_fov: 48 fog: 0.030 glow: 1.1 stages: [ {kind: "bloom", threshold: 0.6, strength: 0.9, levels: 2} ] // 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 = birth order 0..1, attr = (pipe, birth, hue, radius). // 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.DrawVjFxPipes { fx_color: fn(t: float, attr: vec4, normal: vec3, wpos: vec3) -> vec4 { let base = self.col_a.mix(self.col_b, attr.z) let shade = 0.85 + 0.15 * sin(attr.z * 6.2831853) return vec4(base.xyz * shade, 1.0) } } }