// TIME SLICE — the frame is sliced into scanline bands and each band runs // on its own delay: the top of the picture is already on the new frame // while the bottom is still holding the last one, and the boundary rakes // down the frame once a beat. // // Pattern taught here: ONE STORED FRAME IS ENOUGH. A true per-line delay // would want a whole ring of frames; the `hold` stage keeps exactly one and // indexes the CHOICE by position — band n releases to live when the beat // phase passes n/bands. The result reads as a per-line delay, costs one // texture, and is bounded by construction (the phase is a 0..1 saw, the // index a function of the band number — nothing accumulates). { name: "Time Slice" engine: "screen" input0: "test" speed: 1.0 beat_pulse: 0.8 beat_rate: 1.0 bar_beats: 4 // PERFORMANCE DIALS — mid-knob = the stock look, exact. p0: 0.5 p1: 0.5 p2: 0.5 dials: [ {name: "DELAY", bind: "p0", default: 0.5}, {name: "LINES", bind: "p1", default: 0.5}, {name: "SPLIT", bind: "p2", default: 0.5} ] color_bg: #x03050c stages: [ { kind: "hold" beats: 1 mix: "clamp(0.30 + p0 * 1.4, 0.0, 1.0)" bands: "8.0 + 88.0 * p1" stagger: 0.0 axis: "h" }, {kind: "chroma", p1: "(0.05 + 0.10 * pulse) * (0.2 + 1.6*p2)", p2: 0.5}, {kind: "bloom", threshold: 0.66, strength: 0.9, levels: 3} ] }