// CHANNEL OFFSET — red and blue split away from green along one axis, // the axis itself rotatable and the split reach riding the beat, so the // tear reads as a controlled RGB fringe rather than a fixed glitch. { name: "Channel Offset" engine: "screen" seed: 206 input0: "test" speed: 1.0 beat_pulse: 0.5 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: "ANGLE", bind: "p0", default: 0.5}, {name: "DEPTH", bind: "p1", default: 0.5}, {name: "PUMP", bind: "p2", default: 0.5} ] color_bg: #x03040a color_a: #x30ffd0 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. The split // axis is a full rotation of ANGLE; DEPTH sets its reach; PUMP gates // how much the eased beat pulse adds on top of the base split. // 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 angle = self.user.x * 6.2831853 let depth = 0.002 + 0.05 * self.user.y let pump = 1.0 + 1.4 * self.time_beat.w * clamp(self.user.z, 0.0, 1.0) let dir = vec2(cos(angle), sin(angle)) * depth * pump let ruv = clamp(uv + dir, vec2(0.0, 0.0), vec2(1.0, 1.0)) let buv = clamp(uv - dir, vec2(0.0, 0.0), vec2(1.0, 1.0)) let r = self.tex0.sample_as_bgra(ruv) let b = self.tex0.sample_as_bgra(buv) return vec4(r.x, content.y, b.z, 1.0) } } }