// DUSK MURMURATION — three hundred starlings against a violet evening sky. // Pattern taught here: the flock engine's GOAL POINT jumps every two beats, // so the cloud of birds banks and swings IN TIME without a single binding; // wing flap runs per bird in the vertex shader off baked phase hashes. // Silhouette mode (additive: 0) fogs the far birds into the sky — depth // for free. { name: "Dusk Murmuration" engine: "flock" seed: 44 birds: 340 size: 0.16 flight_speed: 2.5 flap: 2.6 bound: 7.0 spacing: 0.58 vision: 1.9 goal_beats: 2 predator: 0.0 additive: 0.0 bank: 1.3 beat_pulse: "0.3 * (0.2 + 1.6*p0)" cam_orbit: 0.05 fog: "0.055 * (0.2 + 1.6*p2)" glow: "0.25 + 1.5*p1" // 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: "GLOW", bind: "p1", default: 0.5}, {name: "HAZE", bind: "p2", default: 0.5} ] // Dark birds on a GLOWING dusk sky — the contrast IS the picture. color_bg: #x33204f color_a: #x150e24 color_b: #x3a2547 color_c: #xffb489 stages: [ {kind: "bloom", threshold: 0.8, strength: 0.7, 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 = speed 0..1, attr = (bird, speed01, hue, flap amplitude). // 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.DrawVjFxFlock { fx_color: fn(t: float, attr: vec4, normal: vec3, wpos: vec3) -> vec4 { let base = self.col_a.mix(self.col_b, attr.z) let gain = 0.5 + 0.6 * t + self.time_beat.w * 0.35 return vec4(base.xyz * gain, 1.0) } } }