// VIDEO TORUS — the same drape wrapped on a plain ring instead of a knot: // a fat doughnut of video flown from the inside, so the clip comes round // again every lap. Steady, hypnotic, and it never surprises you — which is // what makes it the one you can leave up. // // Pattern taught here: the knot winding numbers make the SHAPE, and (1, 0) // is a circle. Nothing else about the family changes: `major` is the ring's // radius, `tube` the bore, and the drape hook does not care which curve it // is papering. { name: "Video Torus" engine: "tunnel" seed: 11 knot_p: 1.0 knot_q: 0.0 major: 6.2 tube: 2.3 rings: 640 sides: 30 fly: 1.5 bands: 48.0 input0: "test" content: 1.0 speed: 1.0 beat_pulse: 0.5 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: "COPIES", bind: "p0", default: 0.5}, {name: "GAIN", bind: "p1", default: 0.5}, {name: "BLOOM", bind: "p2", default: 0.5} ] color_bg: #x050208 color_a: #xffa8d8 color_b: #x50208a color_c: #xffd0ee fog: 0.045 glow: 1.0 stages: [ {kind: "bloom", threshold: 0.84, strength: "0.35 + 0.8*p2", levels: 3} ] // 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 engine hands over a uv already scrolled with the flight; this // drape re-tiles it (COPIES) and mirrors BOTH ways, so the ring is // a seamless kaleidoscopic band whichever way you look along it. fx_wall: fn(uv: vec2, content: vec4, cmix: float, ring: float) -> vec3 { let copies = floor(1.0 + 3.0 * clamp(self.user.x, 0.0, 1.0) + 0.5) let tu = fract(uv.x * copies) let mu = vec2( 1.0 - abs(tu * 2.0 - 1.0), 1.0 - abs(uv.y * 2.0 - 1.0) ) let texel = self.tex0.sample_as_bgra(mu) let gain = (0.2 + 1.6 * clamp(self.user.y, 0.0, 1.0)) * (1.0 + 0.22 * self.time_beat.w) let lum = clamp(dot(texel.xyz, vec3(0.299, 0.587, 0.114)), 0.0, 1.0) // A soft seam glow at every tile boundary ties the copies // together instead of letting them look like a torn strip. let seam = pow(1.0 - min(tu, 1.0 - tu) * 2.0, 12.0) return texel.xyz * gain + self.col_a.xyz * seam * 0.12 + self.col_c.xyz * ring * (0.06 + 0.22 * lum) } fx_color: fn(t: float, attr: vec4, normal: vec3, wpos: vec3, content: vec4, cmix: float) -> vec4 { // Bore-position gradient, warmed toward the clip's own colour. 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) * 0.35) } } }