// MIRROR BALL — the live video quantised into the facet tiles of a slowly // revolving ball: every tile holds one frozen texel of the clip, tile seams // stay dark, and a hashed sprinkle of facets catches the light each half // second like glitter. Pattern taught here: a pixel hook that re-samples // tex0 at the tile CENTRE (self.tex0 + self.v_uv are in scope inside a // hook), and a time-quantised hash for the sparkle — bounded because only // floor() enters the hash. { name: "Mirror Ball" engine: "videomesh" shape: "sphere" seed: 4 detail: 40 size: 3.4 fly: 0.55 alt: 0.8 beat_pulse: 0.4 input0: "test" color_bg: #x05040c color_a: #x8090c0 color_b: #x4050a0 color_c: #xffffff fog: 0.0 glow: 1.0 stages: [ {kind: "bloom", threshold: 0.65, strength: 1.0, levels: 3} ] // THE LOOK LIVES HERE — the facet fragment: tile grid over the // sphere's uv, per-tile texel, glitter re-rolled on quantised time. shader: draw.DrawVjFxVideomesh { fx_axis: fn(id: float, hash: float) -> vec3 { return vec3(0.06, 1.0, 0.0) } fx_place: fn(id: float, hash: float, t: float) -> vec4 { return vec4(0.0, 0.0, 0.0, t * 0.5 * (1.0 + clamp(self.user.x, 0.0, 4.0))) } fx_color: fn(t: float, attr: vec4, content: vec4, cmix: float) -> vec4 { let g = vec2(28.0, 14.0) let cell = floor(self.v_uv * g) let fc = fract(self.v_uv * g) let cuv = (cell + vec2(0.5, 0.5)) / g let tx = self.tex0.sample_as_bgra(cuv) let e = min(min(fc.x, 1.0 - fc.x), min(fc.y, 1.0 - fc.y)) let line = smoothstep(0.02, 0.10, e) let gl = fract(sin(cell.x * 12.9898 + cell.y * 78.233 + floor(self.time_beat.x * 2.0) * 3.7) * 43758.5453) let spark = step(0.93, gl) * (0.6 + self.time_beat.w * 1.2) return vec4( (tx.xyz * (t * 1.05) * line + self.col_c.xyz * spark * line) * self.fog.y, 1.0 ) } } }