// WHEAT WIND — tall pale stalks leaning hard in a strong wind, warm // noon light, growth loop sprouting the field every eight bars. { name: "Wheat Wind" engine: "grass" seed: 71 blades: 8000 area: 10.0 height: 1.3 width: 0.045 clump: 0.25 grow: "loop" grow_beats: 32 sway: "1.4 * (0.25 + 1.5*p0)" sway_freq: 1.1 beat_pulse: "0.3 * (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: #x141006 color_a: #x8a6a2a color_b: #xf0dc8a color_c: #xfffbe8 cam_orbit: 0.06 fog: 0.05 glow: "1.1 * (0.25 + 1.5*p2)" stages: [ {kind: "bloom", threshold: 0.6, strength: 1.05, 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 along the blade 0..1, attr = (row, arc, hue, half width). // 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) } } }