// NEON GROWTH — the classic bracketed L-system plant, growing in over // eight beats, swaying by branch depth. The rules text below IS the // program: it compiles to bytecode at load and the turtle emits the tubes. { name: "Neon Growth" engine: "lsystem" seed: 7 axiom: "X" rules: ["X=F[+X][-X]FX", "F=FF"] iterations: 6 angle: 25.7 angle_jitter: 3.0 step: 0.10 radius: 0.05 sides: 5 grow: "loop" grow_beats: 8 sway: "0.8 * (0.25 + 1.5*p0)" sway_freq: 0.7 beat_pulse: "0.4 * (0.2 + 1.6*p1)" beat_rate: 1.0 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: "WIND", bind: "p0", default: 0.5}, {name: "PUMP", bind: "p1", default: 0.5}, {name: "GLOW", bind: "p2", default: 0.5} ] color_bg: #x020608 color_a: #x2affd0 color_b: #x0f8cff color_c: #xccffee cam_orbit: 0.18 fog: 0.035 stages: [ {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 = arc from the root 0..1, attr = (depth, arc, hue, tube 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.DrawVjFxMesh { 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) } } }