// SPIN CUBE — the live video wrapped onto one big, slowly tumbling cube: // every face plays the clip, the silhouette drifts on a tilted axis and the // face edges flash on the beat. Pattern taught here: the videomesh engine's // placement hooks — fx_axis pins the tumble axis, fx_place composes a steady // spin with a slow breathing wobble (both pure functions of time), and the // engine's orbit camera does the rest. { name: "Spin Cube" engine: "videomesh" shape: "box" seed: 3 size: 2.6 fly: 0.9 spin: 1.0 beat_pulse: 0.45 input0: "test" color_bg: #x05070f color_a: #x40c8f0 color_b: #x9040f0 color_c: #xd8ecff fog: 0.0 glow: 1.0 stages: [ {kind: "bloom", threshold: 0.72, strength: 0.7, levels: 2} ] // THE LOOK LIVES HERE. This block is not a reference to the // engine's shader — it IS the choreography and pixel math this // effect runs. Rewrite it and the effect looks different; the // geometry, the beat and the content coupling keep working, // because the block SUBCLASSES the engine shader. // Inputs: fx_color t = light drive, attr = (hash, face, edge, id). // 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.DrawVjFxVideomesh { fx_axis: fn(id: float, hash: float) -> vec3 { return vec3(0.45, 1.0, 0.3) } fx_place: fn(id: float, hash: float, t: float) -> vec4 { let rate = 0.5 * (1.0 + clamp(self.user.x, 0.0, 4.0)) return vec4(0.0, 0.0, 0.0, t * rate + 0.6 * sin(t * 0.23)) } fx_color: fn(t: float, attr: vec4, content: vec4, cmix: float) -> vec4 { let lit = content.xyz * (t * (0.5 + 0.5 * attr.z)) let rim = self.col_c.xyz * (1.0 - attr.z) * (0.3 + self.time_beat.w * 1.2 + clamp(self.user.z, 0.0, 4.0)) return vec4((lit + rim) * self.fog.y, 1.0) } } }