// SOLAR FOUNTAIN — a molten geyser: fountain particles in solar colors, // strong gravity, bloom pushed hot. { name: "Solar Fountain" engine: "particles" mode: "fountain" seed: 17 count: 7000 spread: 5.0 size: 0.11 rate: 0.6 gravity: 1.5 beat_pulse: "0.55 * (0.2 + 1.6*p0)" // PERFORMANCE DIALS — mid-knob = the stock look, exact. p0: 0.5 p1: 0.5 p2: 0.5 dials: [ {name: "PUMP", bind: "p0", default: 0.5}, {name: "FLARE", bind: "p1", default: 0.5}, {name: "GLOW", bind: "p2", default: 0.5} ] color_bg: #x0c0300 color_a: #xffdd55 color_b: #xff5511 color_c: #xfff6dd cam_dist: 12.0 cam_height: 1.0 cam_orbit: 0.08 fog: 0.025 stages: [ {kind: "bloom", threshold: "clamp(0.3 - (p1-0.5)*0.5, 0.02, 0.95)", strength: "1.8 * (0.25 + 1.5*p2)", levels: 3} ] // 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 = life 0..1, attr = (id, spawn phase, hue, rnd). // 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.DrawVjFxParticles { fx_color: fn(t: float, attr: vec4, normal: vec3, wpos: vec3) -> vec4 { let base = self.col_a.mix(self.col_b, attr.z) let hot = base.xyz + vec3(0.5, 0.4, 0.3) * pow(1.0 - t, 6.0) let fade = (1.0 - t) * smoothstep(0.0, 0.08, t) let boost = 0.85 + self.time_beat.w * 0.9 return vec4(hot * boost, fade) } fx_sprite: fn(uv: vec2, tint: vec4) -> vec4 { let d = length(uv - vec2(0.5, 0.5)) * 2.0 let core = 1.0 - smoothstep(0.0, 0.5, d) let halo = 1.0 - smoothstep(0.15, 1.0, d) let a = clamp(core + halo * 0.5, 0.0, 1.0) * tint.w return vec4(tint.x * a, tint.y * a, tint.z * a, 0.0) } } }