// PRESSURE MANIFOLD — hard-techno pipes: a dense acid-green lattice that // GROWS ON THE KICK. The growth front is beat-locked (eight-beat rebuild) // and `p0` shoves it forward on every pulse, so new lengths of pipe LURCH // out of the manifold with the drum; the freshly grown stretch burns // white through heavy bloom. Pattern taught: p0 is the front nudge — the // binding turns steady growth into growth BURSTS. { name: "Pressure Manifold" engine: "pipes" seed: 66 pipes: 10 bound: 7 cell: 0.48 radius: 0.14 sides: 8 steps: 1600 turn_chance: 0.45 pop: 0.7 hot: 6.0 grow: "loop" grow_beats: 8 beat_pulse: 0.8 p0: "0.06*env(phase)" // the kick shoves the front forward p1: "0.5 + 1.2*pulse" // hot tail slams with the beat p2: 0.6 // hard specular // PERFORMANCE DIALS — the pipes engine's own p-levers; touching // FRONT or HEAT holds its beat binding above at a fixed level. dials: [ {name: "FRONT", bind: "p0", default: 0.1}, {name: "HEAT", bind: "p1", default: 0.5}, {name: "SHINE", bind: "p2", default: 0.6} ] color_bg: #x050803 color_a: #x7dff1e color_b: #x1e9840 color_c: #xf0ffd8 cam_orbit: 0.22 cam_fov: 54 fog: 0.040 glow: 1.3 stages: [ {kind: "bloom", threshold: 0.35, strength: 1.9, levels: 3}, {kind: "feedback", amount: "0.25 + 0.20*pulse", zoom: 1.006, rotate: 0.002, dim: 0.95} ] // 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) } } }