// NEON GRID CITY — the retro synthwave flyover: wireframe-neon towers on // glowing grid streets under a striped sun. Style "retro" swaps the window // fills for neon cell edges and paints the sky cylinder with the banded // sun disc; the street grid runs hot pink and pumps on the pulse. Pattern // taught: one engine, three looks — `style` reskins the same static mesh // entirely in the pixel shader, so a doc flip is a full genre change. { name: "Neon Grid City" engine: "city" seed: 84 style: "retro" blocks: 8 block: 6.5 street: 0.36 towers: 220 max_h: 9.0 win: 0.42 density: 0.30 flicker: 0.10 alt: 10.0 fly: 1.35 bank: 1.6 beat_pulse: 0.6 p1: "0.4 + 0.8*pulse" // the sun flares on the beat p2: 0.5 // extra edge glow // PERFORMANCE DIALS — the city engine's own p-levers: DENS fills // neon cells, SUN holds the flare binding when touched, EDGE gains // the wire glow. dials: [ {name: "DENS", bind: "p0", default: 0.0}, {name: "SUN", bind: "p1", default: 0.5}, {name: "EDGE", bind: "p2", default: 0.5} ] color_bg: #x16082c color_a: #x2cf6ff color_b: #xff3fa8 color_c: #xffd24a fog: 0.016 glow: 1.3 stages: [ {kind: "bloom", threshold: 0.42, strength: 1.6, levels: 3}, {kind: "feedback", amount: 0.30, zoom: 1.004, rotate: 0.0, dim: 0.96} ] // 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 } } }