// VIDEO TUNNEL — the clip is the wall. A wide, slow bore papered end to // end with the channel video, mirrored around the seam so the wrap is // invisible, with the beat rings sweeping over it as light rather than as // colour. // // Pattern taught here: the tunnel family has TWO hooks now, and they do // different jobs. `fx_wall(uv, content, cmix, ring)` is the DRAPE — what // the video looks like on the bore — and at `content: 1` it owns every wall // pixel. `fx_color` is the tube's own colour, and it now gets the wall // texel too, so the rings and rails can pick their tint out of the picture // they are sweeping across instead of being a fixed neon on top of it. { name: "Video Tunnel" engine: "tunnel" seed: 7 knot_p: 2.0 knot_q: 3.0 major: 7.0 tube: 1.9 rings: 800 sides: 26 fly: 2.1 bands: 70.0 input0: "test" // The wall IS the clip here — not a tint over neon. content: 1.0 speed: 1.0 beat_pulse: 0.6 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: "RINGS", bind: "p0", default: 0.5}, {name: "GAIN", bind: "p1", default: 0.5}, {name: "TRAIL", bind: "p2", default: 0.5} ] color_bg: #x02040a color_a: #x7fd8ff color_b: #x2050a0 color_c: #xc8e6ff fog: 0.055 glow: 1.0 stages: [ {kind: "bloom", threshold: 0.84, strength: 0.65, levels: 3}, { kind: "feedback" amount: "min(0.20 + (p2 - 0.5) * 0.7, 0.9)" zoom: 1.006 rotate: 0.0 dim: 0.93 } ] // 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 = along the bore 0..1, attr = (around, along, ring hash, // radius), content = the wall texel, cmix = the pre-gated content // strength. `fx_color` runs in the VERTEX stage, `fx_wall` in the pixel // stage — a fn called from one may never be called from the other. // 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.DrawVjFxTunnel { // THE DRAPE. Mirrored around the seam (`1 - |2u - 1|`) so the wrap // has no visible join, graded a little cold in the troughs and // brightened where a ring is passing — the ring reads as light // falling on the picture instead of a stripe drawn over it. fx_wall: fn(uv: vec2, content: vec4, cmix: float, ring: float) -> vec3 { let mu = vec2(1.0 - abs(uv.x * 2.0 - 1.0), uv.y) let texel = self.tex0.sample_as_bgra(mu) let lum = clamp(dot(texel.xyz, vec3(0.299, 0.587, 0.114)), 0.0, 1.0) let gain = (0.2 + 1.6 * clamp(self.user.y, 0.0, 1.0)) * (1.0 + 0.24 * self.time_beat.w) let lifted = texel.xyz * gain // Ring light: a warm-white wash that follows the sweep. let lit = lifted + self.col_c.xyz * ring * (0.08 + 0.26 * lum) * (0.3 + 1.4 * clamp(self.user.x, 0.0, 1.0)) // Deep shade in the darkest parts keeps the bore reading as a // tube; a flat-lit wall looks like wallpaper, not depth. return lit.mix(self.col_b.xyz * 0.25, (1.0 - lum) * 0.35) } // The rings/rails take their tint from the picture they cross. fx_color: fn(t: float, attr: vec4, normal: vec3, wpos: vec3, content: vec4, cmix: float) -> vec4 { let base = self.col_a.mix(self.col_b, t) let tint = vec4(content.x, content.y, content.z, 1.0) return base.mix(tint, clamp(cmix, 0.0, 1.0) * 0.55) } } }