// TINT — the picture is recoloured into a single hue: AMOUNT dials how // much of the original survives, LUMA how much the tint still shades by // brightness versus sitting flat, GLOW lifts the tint's own brightness. { name: "Tint" engine: "screen" seed: 204 input0: "test" speed: 1.0 beat_pulse: 0.4 beat_rate: 1.0 bar_beats: 4 glow: 1.0 // PERFORMANCE DIALS — mid-knob = the stock look, exact. p0: 0.5 p1: 0.5 p2: 0.5 dials: [ {name: "AMOUNT", bind: "p0", default: 0.5}, {name: "LUMA", bind: "p1", default: 0.5}, {name: "GLOW", bind: "p2", default: 0.5} ] color_bg: #x03040a color_a: #xff8844 color_b: #xff3a86 color_c: #xfff0d0 stages: [ {kind: "bloom", threshold: 0.6, strength: 1.0, levels: 2} ] // THE LOOK LIVES HERE: the whole frame is this function. col_a is the // tint colour; the picture crossfades into it, luma-shaded or flat. // Inputs: uv, content = input0 at uv, cmix = pre-gated content // strength. 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.DrawVjFxScreen { fx_color: fn(uv: vec2, content: vec4, cmix: float) -> vec4 { let luma = dot(content.xyz, vec3(0.299, 0.587, 0.114)) let amount = clamp(0.2 + 1.6 * self.user.x, 0.0, 1.0) let lumamix = clamp(self.user.y, 0.0, 1.0) let glow = 0.5 + 1.5 * self.user.z let flat = self.col_a.xyz let shaded = self.col_a.xyz * (0.3 + 1.4 * luma) let tint = flat.mix(shaded, lumamix) * glow let rgb = content.xyz.mix(tint, amount) return vec4(clamp(rgb, vec3(0.0, 0.0, 0.0), vec3(1.0, 1.0, 1.0)), 1.0) } } }