// ONE PULSE — the firefly field driven almost fully into sync: fourteen // hundred cold-blue flies flashing as one heartbeat on every beat. Pattern // taught: high base sync + sharp blink = the whole meadow becomes a strobe // that IS the beat; `p1` (wander scale) goes NEGATIVE on the pulse so the // swarm freezes for the flash and drifts between beats. { name: "One Pulse" engine: "firefly" seed: 7 flies: 1400 blades: 3000 area: 8.0 fly_height: 2.2 fly_size: 0.09 sync: 0.85 p0: "0.12 * env(phase)" // lock even harder right on the beat p1: "0.0 - 0.55 * pulse" // the swarm stills for the flash blink_rate: 0.8 blink_sharp: 16.0 wander: 0.7 moon: 0.12 grass_height: 0.7 clump: 0.4 beat_pulse: 0.8 beat_rate: 1.0 sway: 0.3 sway_freq: 0.6 // PERFORMANCE DIALS — SYNC/WANDER are the engine's own p0/p1 levers // (touching one overrides its music binding above with a held value); // GLOW routes p2 through the glow binding. p2: 0.5 glow: "1.2 * (0.25 + 1.5*p2)" dials: [ {name: "SYNC", bind: "p0", default: 0.5}, {name: "WANDER", bind: "p1", default: 0.5}, {name: "GLOW", bind: "p2", default: 0.5} ] color_bg: #x02040c color_a: #x0a1428 color_b: #x66c8ff color_c: #xffffff cam_orbit: 0.08 cam_height: 1.8 fog: 0.04 stages: [ {kind: "bloom", threshold: 0.3, strength: 1.9, levels: 3}, {kind: "feedback", amount: 0.5, zoom: 1.004, rotate: 0.0, dim: 0.90} ] // 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: blades (attr.y < 1.5) and flies (attr.y >= 2) share one hook. // 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.DrawVjFxFirefly { fx_color: fn(t: float, attr: vec4, content: vec4, cmix: float) -> vec4 { if attr.y > 1.5 { let mut body = self.col_b.mix(self.col_c, t * t).xyz if cmix > 0.001 { body = mix( body, content.xyz * (0.75 + 0.85 * t), clamp(cmix * 1.6, 0.0, 1.0) ) } return vec4(body, 1.0) } let base = self.col_a.mix(self.col_b, t * 0.7 + attr.z * 0.15) let moon = self.shape.w * (0.25 + 0.75 * t) let breath = 1.0 + self.time_beat.w * 0.18 return vec4(base.xyz * ((0.16 + moon) * breath * self.fog.y), 1.0) } 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, 0.35, d) let halo = 1.0 - smoothstep(0.08, 1.0, d) let a = clamp(core + halo * 0.6, 0.0, 1.0) return vec4(tint.xyz * a, 0.0) } } }