// MIDNIGHT METROPOLIS — a realistic night city flown over by a slow // banking camera. The whole city is one static mesh; every lit window is // pixel math on the facade uv (baked in window units), and each beat a // fraction of the windows re-roll their state: hash(tower, window, // floor(beat)) — the city itself flickers in tempo. Rooftop beacons blink // on tall towers, and the tiltshift stage turns the blocks into a // miniature. Pattern taught: the city engine's camera is engine-authored // (a Lissajous drift with view-space banking) — cam_* keys don't steer it, // `alt`/`fly`/`bank` do. // // SCALE: `blocks` is the DEPTH dial. The drift radius, the look-ahead, the // ground and the sky all scale with the city's half-extent, so raising the // block count at a FIXED `block` pitch keeps the near field exactly as it // framed and adds rows RECEDING TO THE HORIZON — 18 blocks is ~1060 towers, // four times the old nine-block cluster, and the fog is thinned to match so // the far rows read as a dim glittering skyline instead of being eaten. { name: "Midnight Metropolis" engine: "city" seed: 12 style: "night" blocks: 18 block: 6.0 street: 0.32 towers: 1100 max_h: 11.0 win: 0.30 density: 0.52 flicker: 0.14 alt: 12.5 fly: 1.1 bank: 1.2 beat_pulse: 0.35 p0: "0.05 + 0.10*energy" // the city wakes up with the music p2: 0.6 // beacon gain // PERFORMANCE DIALS — the city engine's own p-levers: DENS lights // extra windows (touching it holds the energy binding), RUSH scrubs // the window re-roll front forward, BEACON gains the rooftop blinks. dials: [ {name: "DENS", bind: "p0", default: 0.1}, {name: "RUSH", bind: "p1", default: 0.0}, {name: "BEACON", bind: "p2", default: 0.6} ] color_bg: #x060a18 color_a: #x36405c color_b: #x141a30 color_c: #xffe6b0 fog: 0.015 glow: 1.15 stages: [ {kind: "bloom", threshold: 0.55, strength: 1.0, levels: 2}, {kind: "tiltshift", focus: 0.62, width: 0.30, 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 = height 0..1, attr = (class, id, hash, height/phase). // 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.DrawVjFxCity { fx_color: fn(t: float, attr: vec4, normal: vec3, wpos: vec3) -> vec4 { let v = 0.8 + 0.4 * attr.z return self.col_a.mix(self.col_b, clamp(t * 0.8 + attr.z * 0.3, 0.0, 1.0)) * v } } }