// DYE WASH — the psychedelic fluid pass OVER LIVE CONTENT: input0 shows // through underneath (p1 = input mix) and is WARPED by the fluid's own // velocity field (p0), while beat-colored dye screens on top. The same // stable-fluids sim as Ink Drop, tuned washier: more ambient swirl, faster // dye fade, softer splats. { name: "Dye Wash" engine: "fluid" seed: 11 grid: 160 iters: 18 force: 2.0 dissipation: 0.16 swirl: 0.75 splat: "(1.1 + pulse * 0.6) * (0.2 + 1.6*p2)" dye_fade: 0.5 radius: 0.11 input0: "test" p0: 0.055 p1: 0.85 p2: 0.5 // PERFORMANCE DIALS — WARP/MIX are the fluid engine's own p0/p1 // levers (resting where this doc holds them); SPLAT routes p2 // through the dye splats. dials: [ {name: "WARP", bind: "p0", default: 0.055}, {name: "MIX", bind: "p1", default: 0.85}, {name: "SPLAT", bind: "p2", default: 0.5} ] beat_pulse: 0.3 color_bg: #x0a0612 color_a: #xff5ad0 color_b: #x5affd8 color_c: #xffe45a glow: 1.2 stages: [ {kind: "bloom", threshold: 0.55, strength: 1.05, 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) } } }