// STAR PRISM — a five-pointed star slab tumbling in space: both star faces // play the clip through a flat planar projection while the prism's side // band runs as beat-pumped neon, so every turn alternates picture and // light. Pattern taught here: face-id routing in fx_color — the star_prism // stream marks front 0 / back 1 / sides 2, and the look branches on it. { name: "Star Prism" engine: "videomesh" shape: "star_prism" seed: 9 points: 5 size: 2.8 aspect: 1.4 fly: 0.8 beat_pulse: 0.5 input0: "test" color_bg: #x08040e color_a: #xffd040 color_b: #xf04fb0 color_c: #xfff2cc fog: 0.0 glow: 1.0 stages: [ {kind: "bloom", threshold: 0.62, strength: 1.0, levels: 3} ] // THE LOOK LIVES HERE — faces vs side band, routed on attr.y. shader: draw.DrawVjFxVideomesh { fx_axis: fn(id: float, hash: float) -> vec3 { return vec3(0.25, 1.0, 0.2) } fx_place: fn(id: float, hash: float, t: float) -> vec4 { return vec4(0.0, 0.0, 0.0, t * 0.55 * (1.0 + clamp(self.user.x, 0.0, 4.0)) + 0.4 * sin(t * 0.27)) } fx_color: fn(t: float, attr: vec4, content: vec4, cmix: float) -> vec4 { let mut out = vec3(0.0, 0.0, 0.0) if attr.y > 1.5 { // The side band: the clip seen through a neon gel, pumping // on the beat — never a flat card even edge-on. out = (self.col_b.xyz * 0.35 + content.xyz * self.col_b.xyz * 1.4) * (0.5 + self.time_beat.w * 1.0 + clamp(self.user.z, 0.0, 4.0)) * (0.4 + 0.6 * t) } else { out = content.xyz * t + self.col_c.xyz * (1.0 - attr.z) * 0.25 } return vec4(out * self.fog.y, 1.0) } } }