// INK DROP — the STABLE-FLUIDS engine: advect, divergence, a budgeted // jacobi pressure solve (`iters`) and projection run on a float GPU grid // every frame; dye splats inject ON THE KICK at a per-beat hashed point, // in a palette color that cycles per beat. The ink then genuinely FLOWS — // filaments curl, collide and fade like drops in dark water. { name: "Ink Drop" engine: "fluid" seed: 4 grid: 176 iters: 24 force: 2.6 dissipation: 0.10 swirl: 0.35 splat: "(2.2 + pulse * 0.9) * (0.2 + 1.6*p2)" dye_fade: 0.12 radius: 0.075 vortex: 3.2 beat_pulse: 0.4 beat_rate: 0.5 // p0 = flow-warp of the (unused) input, p1 = input mix: pure ink here. p0: 0.0 p1: 0.0 p2: 0.5 // PERFORMANCE DIALS — WARP/MIX are the fluid engine's own p0/p1 // levers (MIX up brings the channel content through the ink, WARP // bends it with the flow); SPLAT routes p2 through the dye splats. dials: [ {name: "WARP", bind: "p0", default: 0.0}, {name: "MIX", bind: "p1", default: 0.0}, {name: "SPLAT", bind: "p2", default: 0.5} ] color_bg: #x06060a color_a: #x30c8ff color_b: #xff3a9a color_c: #xb0ff5a glow: 2.6 stages: [ {kind: "bloom", threshold: 0.6, strength: 1.0, 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: uv, the dye and flow texels, and the base under the ink. // 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.DrawVjFxFluidView { fx_shade: fn(uv: vec2, dye: vec4, flow: vec4, base: vec3) -> vec4 { let glow = self.u_view.x let ink = vec3(dye.x, dye.y, dye.z) * glow let shimmer = clamp(length(flow.xy) * 0.35, 0.0, 0.6) let mut lit = ink + ink * shimmer // Soft-knee tone map: color survives density; only genuinely // dense ink approaches white. lit = lit / (vec3(1.0, 1.0, 1.0) + lit * 0.45) let rgb = vec3(1.0, 1.0, 1.0) - (vec3(1.0, 1.0, 1.0) - base) * clamp(vec3(1.0, 1.0, 1.0) - lit, vec3(0.0, 0.0, 0.0), vec3(1.0, 1.0, 1.0)) return vec4(rgb, 1.0) } } }