// CUBE GRID — a 6x6 wall of small cubes, each carrying its own cell of the // video (`uv_split: "cells"`), reassembling the whole picture face-on. Once // a bar the wall runs a staggered flip wave: every cube half-turns on an // alternating axis and returns, the picture shattering into motion and // snapping whole again. Pattern taught here: a CONTINUOUS bar-phase flip — // the angle is a triangle of the bar phase with a per-cube hash delay, so // there is no accumulator and no pop at the bar wrap. { name: "Cube Grid" engine: "videomesh" shape: "box" seed: 11 instances: 36 uv_split: "cells" size: 1.05 // The 6x6 wall spans ~7 units; spread is the orbit camera's reach // lever (the grid placement below ignores it). spread: 3.2 fly: 0.35 alt: 0.6 beat_pulse: 0.35 input0: "test" color_bg: #x060810 color_a: #x3fd8c8 color_b: #x2a5f9a color_c: #xd6f6f0 fog: 0.0 glow: 1.0 stages: [ {kind: "bloom", threshold: 0.75, strength: 0.6, levels: 2} ] // THE LOOK LIVES HERE — placement + fragment. fx_place lays the 36 // cubes out as the 6x6 picture (row 0 = the TOP band of the image, // so cell row maps to world +y down) and runs the bar flip; fx_axis // alternates the flip axis checkerwise; fx_color is the lit cell // with a thin grout line. shader: draw.DrawVjFxVideomesh { fx_axis: fn(id: float, hash: float) -> vec3 { let p = modf(modf(id, 6.0) + floor(id / 6.0), 2.0) return vec3(1.0 - p, p, 0.001) } fx_place: fn(id: float, hash: float, t: float) -> vec4 { let gx = modf(id, 6.0) let gy = floor(id / 6.0) let x = (gx - 2.5) * 1.16 let y = (2.5 - gy) * 1.16 let ph = fract(self.sig.x - hash * 0.3 + 1.0) let fl = 1.0 - abs(2.0 * ph - 1.0) let ang = 3.14159 * smoothstep(0.15, 0.85, fl) return vec4(x, y, 0.0, ang) } fx_scale: fn(id: float, hash: float, t: float) -> float { return 1.0 + self.time_beat.w * 0.08 } fx_color: fn(t: float, attr: vec4, content: vec4, cmix: float) -> vec4 { let lit = content.xyz * (t * (0.5 + 0.5 * attr.z)) let grout = self.col_a.xyz * (1.0 - attr.z) * (0.25 + self.time_beat.w * 0.8 + clamp(self.user.z, 0.0, 4.0)) return vec4((lit + grout) * self.fog.y, 1.0) } } }