// Flow family: a drifting swarm of glowing motes advected along a curl-noise // field. Each mote rides a divergence-free curl flow and wanders on top of it, // so the swarm pools and diverges like embers on a breeze rather than orbiting. // // A base field is always present so the scene stands alone before any feedback // has converged; the motes just make the movement legible. export const fireflyDrift = { name: 'Firefly Drift', family: 'flow', kind: 'fragment', // Personality: see look/Personality.js. traits: ['camera', 'style'], params: { count: { type: 'float', range: [6, 48], default: 22, uniform: 'u_count', bias: 'density' }, speed: { type: 'float', range: [0.05, 0.8], default: 0.3, uniform: 'u_speed', bias: 'motion', rate: true }, glow: { type: 'float', range: [0, 1.2], default: 0.5, uniform: 'u_glow', bias: 'energy' }, jitter: { type: 'float', range: [0, 0.4], default: 0.12, uniform: 'u_jitter' }, spread: { type: 'float', range: [0.4, 1.3], default: 0.95, uniform: 'u_spread' }, palette: { type: 'palette', count: 4 }, }, reactive: { glow: { feature: 'beat', amount: 0.3, response: 'spike' }, jitter: { feature: 'bandHigh', amount: 0.2, response: 'smooth' }, }, shader: ` vec4 scene(vec2 uv, vec2 p) { float t = u_time * u_speed + u_seed; p = sigCamera(p); // Soft ambient wash so the frame is never black, even standing alone. vec3 col = pal(0) * (0.06 + 0.05 * fbm(p * 1.5 + vec2(0.0, t * 0.3), 3)); for (int i = 0; i < 48; i++) { if (float(i) >= u_count) break; float fi = float(i); // Seed the mote to a stable place in the frame (deterministic per i). vec2 grid = vec2(hash12(vec2(fi, 1.7)), hash12(vec2(fi, 9.1))); vec2 base = (grid - 0.5) * 2.0 * u_spread * vec2(1.0, 0.7); // Advect along the curl field plus a bounded wander term on top. vec2 flow = curl(grid * 3.0 + vec2(0.0, t * 0.15), t * 0.5); vec2 pos = base + flow * 1.3 + vec2(sin(t * (0.4 + fract(fi * 0.13))), cos(t * (0.5 + fract(fi * 0.29)))) * u_jitter; float d = length(p - pos); vec3 hc = pal(int(mod(fi, 4.0))); col += hc * (exp(-d * d / (0.015 + u_glow * 0.04)) * (1.0 + u_glow * 0.6)); col += hc * exp(-d * d * 60.0); } col += sigGrain(uv); return vec4(col, 1.0); } `, };