// COIN FOUNTAIN — the greedy Kick Forge variant: fewer, FAT gold chips // with high spin and maximum glint, tossed in slower arcs (moderate // gravity = lower but longer flights) so the payout hangs tumbling and // strobing. Pattern taught: the glint channel driven hard by `high` — // hats literally make the money sparkle — and low `falloff` so the whole // drum pays out, not just the centre. { name: "Coin Fountain" engine: "forge" seed: 77 shards: 1200 radius: 3.6 impulse: 8.0 gravity: 34.0 spin: 2.6 membrane_wave: 0.35 shard_size: 0.26 scatter: 0.8 falloff: 0.35 pile: 0.5 glint: 2.6 beat_pulse: 0.5 p0: "0.7 + 2.0*bass" p1: "0.2 + 0.8*bass" p2: "0.4 + 2.5*high" // PERFORMANCE DIALS — the engine's own p-levers; touching one holds // its audio binding above at a fixed gain. dials: [ {name: "HEAT", bind: "p0", default: 0.5}, {name: "RING", bind: "p1", default: 0.5}, {name: "EMBER", bind: "p2", default: 0.5} ] color_bg: #x0a0806 color_a: #xc9a12c // old gold color_b: #xffd86a // bright gold color_c: #xfff7d0 // glint white cam_orbit: 0.14 cam_fov: 54.0 fog: 0.028 glow: 1.25 stages: [ {kind: "bloom", threshold: 0.5, strength: "1.3 + 1.0*high", levels: 3}, {kind: "tiltshift", focus: 0.5, width: 0.35, 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 = flight heat 0..1, attr = (id, aux, r0, r1). // 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.DrawVjFxForge { fx_color: fn(t: float, attr: vec4, normal: vec3, wpos: vec3) -> vec4 { let base = self.col_a.mix(self.col_b, fract(attr.w * 7.93)) let flash = self.col_c * (t * 0.55) return vec4(base.xyz + flash.xyz, 1.0) } } }