// OCTA STAR — one large octahedron wobbling nose-over: each of the eight // triangular facets carries the clip on its own flat plane with a per-face // tint drawn from the palette, so the gem reads as eight slightly different // screens meeting at hard edges. Pattern taught here: the per-face hash // rides self.v_attr.w — a hook can reach past its arguments into the // family's varyings. { name: "Octa Star" engine: "videomesh" shape: "octahedron" seed: 13 size: 2.7 fly: 0.75 beat_pulse: 0.4 input0: "test" color_bg: #x050810 color_a: #x40c8f0 color_b: #xb04ff0 color_c: #xe8f4ff fog: 0.0 glow: 1.0 stages: [ {kind: "bloom", threshold: 0.7, strength: 0.8, levels: 2} ] // THE LOOK LIVES HERE — facet fragment with a per-face palette tint. shader: draw.DrawVjFxVideomesh { fx_axis: fn(id: float, hash: float) -> vec3 { return vec3(0.55, 1.0, 0.3) } fx_place: fn(id: float, hash: float, t: float) -> vec4 { return vec4(0.0, 0.0, 0.0, t * 0.45 * (1.0 + clamp(self.user.x, 0.0, 4.0)) + 0.7 * sin(t * 0.19)) } fx_color: fn(t: float, attr: vec4, content: vec4, cmix: float) -> vec4 { let fh = self.v_attr.w let tint = self.col_a.xyz.mix(self.col_b.xyz, fh) let lit = content.xyz * t + tint * 0.16 let rim = self.col_c.xyz * (1.0 - attr.z) * (0.45 + self.time_beat.w * 1.2 + clamp(self.user.z, 0.0, 4.0)) return vec4((lit + rim) * self.fog.y, 1.0) } } }