// PIXEL BURST — every particle carries one texel of input0 and explodes // outward from the plane's centre on a saw-phase clock: each cycle snaps // open fast, drags to a stop, then resets and fires again. { name: "Pixel Burst" engine: "particles" mode: "image" seed: 157 input0: "test" count: 12000 spread: 6.0 size: 0.09 rate: 0.35 beat_pulse: "0.4 * (0.2 + 1.6*p0)" beat_rate: 1.0 // PERFORMANCE DIALS — mid-knob = the stock look, exact. p0: 0.5 p1: 0.5 p2: 0.5 dials: [ {name: "SPEED", bind: "p0", default: 0.5}, {name: "SPIN", bind: "p1", default: 0.5}, {name: "HANG", bind: "p2", default: 0.5} ] color_bg: #x050508 color_a: #xffffff color_b: #xffffff color_c: #xffffff cam_dist: 7.5 cam_height: 0.0 cam_orbit: 0.0 fog: 0.0 stages: [ {kind: "feedback", amount: "0.35 + 0.3*p2", zoom: 1.01, rotate: 0.0, dim: 0.94}, {kind: "bloom", threshold: 0.55, strength: "1.1 * (0.25 + 1.5*p0)", levels: 2} ] // THE LOOK LIVES HERE: fx_center is the whole motion program — a // fresh saw-phase explosion every respawn cycle (the doc's `rate` // field paces the cycle), drag-eased outward from the plane's centre // along each particle's own random direction seed. // Params: mode/id/dir/t01/cyc/r0/r1 — see CONTRACT.md "particles". shader: draw.DrawVjFxParticles { fx_center: fn(mode: float, id: float, dir: vec3, t01: float, cyc: float, r0: float, r1: float) -> vec3 { let spread = self.shape.y let speed = spread * (0.6 + 1.4 * self.user.x) let k = 1.0 + 4.0 * (1.0 - clamp(self.user.z, 0.0, 1.0)) let drag = (1.0 - exp(0.0 - k * t01)) / k let pos = dir * speed * drag * (0.6 + 0.6 * r1) let spin = self.user.y * 5.0 let ang = spin * t01 let cs = cos(ang) let sn = sin(ang) let x = pos.x * cs - pos.y * sn let y = pos.x * sn + pos.y * cs return vec3(x, y, pos.z) } } }