// LASER SCRIBBLE — thin fast acid-green trails tearing through frame, // glitch-sliced. Hard techno. { name: "Laser Scribble" engine: "ribbons" seed: 51 ribbons: 60 trail: 40 width: 0.05 flow_speed: 4.5 swirl: 2.6 bound: 5.0 speed: 1.3 beat_pulse: "0.8 * (0.2 + 1.6*p2)" // PERFORMANCE DIALS — mid-knob = the stock look, exact. p0: 0.5 p1: 0.5 p2: 0.5 dials: [ {name: "TEAR", bind: "p0", default: 0.5}, {name: "TRAIL", bind: "p1", default: 0.5}, {name: "PUMP", bind: "p2", default: 0.5} ] color_bg: #x030503 color_a: #x66ff33 color_b: #xccff00 color_c: #xffffff cam_dist: 9.5 cam_orbit: 0.14 fog: 0.015 stages: [ {kind: "feedback", amount: "min(0.55 + (p1-0.5)*0.7, 0.97)", zoom: 1.006, rotate: 0.004, dim: 0.88}, {kind: "glitch", p1: 0.5, p2: "(pulse * 0.7) * (0.2 + 1.6*p0)"}, {kind: "bloom", threshold: 0.4, strength: 1.5, 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 = trail age 0..1, attr = (ribbon, age, hue, side). // 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.DrawVjFxRibbon { fx_color: fn(t: float, attr: vec4, normal: vec3, wpos: vec3) -> vec4 { let hue = attr.z let base = self.col_a.mix(self.col_b, hue).mix(self.col_c, self.time_beat.w * 0.5) return base } } }