// BAMBOO RING — eight upright canes around the camera. Pattern taught: // a mostly-unbranched rule (one F chain, rare side shoots) plus `copies` // builds a GROVE, and grow "loop" makes the grove shoot up over 4 bars. { name: "Bamboo Ring" engine: "lsystem" seed: 8 axiom: "B" rules: ["B=F[+G]FB", "G=FF", "F=FF"] iterations: 4 angle: 28.0 step: 0.22 radius: 0.06 radius_decay: 0.9 sides: 5 copies: 8 grow: "loop" grow_beats: 16 sway: "0.45 * (0.25 + 1.5*p0)" sway_freq: 0.7 beat_pulse: "0.35 * (0.2 + 1.6*p1)" // PERFORMANCE DIALS — mid-knob = the stock look, exact. p0: 0.5 p1: 0.5 p2: 0.5 dials: [ {name: "WIND", bind: "p0", default: 0.5}, {name: "PUMP", bind: "p1", default: 0.5}, {name: "GLOW", bind: "p2", default: 0.5} ] color_bg: #x071006 color_a: #x5fae3a color_b: #xcfe86a color_c: #xf4ffdd cam_orbit: 0.09 cam_height: 3.0 fog: 0.04 glow: "1.15 * (0.25 + 1.5*p2)" stages: [ {kind: "bloom", threshold: 0.55, strength: 1.1, levels: 2} ] // THE LOOK LIVES HERE. This block is not a reference to the // engine's shader — it IS the pixel math this effect runs. // Rewrite it and the effect looks different; everything else // (geometry, motion, the content coupling, the beat) keeps // working, because the block SUBCLASSES the engine shader. // Inputs: t = arc from the root 0..1, attr = (depth, arc, hue, tube radius). // 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.DrawVjFxMesh { fx_displace: fn(pos: vec3, normal: vec3, attr: vec4) -> vec3 { return vec3(0.0, 0.0, 0.0) } fx_color: fn(t: float, attr: vec4, normal: vec3, wpos: vec3) -> vec4 { let base = self.col_a.mix(self.col_b, clamp(attr.z, 0.0, 1.0)) let tip = self.col_c * (clamp(t, 0.0, 1.0) * 0.35) let flash = self.col_c * (self.time_beat.w * 0.5) return vec4(base.xyz + tip.xyz + flash.xyz, 1.0) } } }