// Geometric family: a kaleidoscopic tunnel. The default drop scene — strong // forward motion, hard symmetry, and it takes the beat well. export const kaleidoTunnel = { name: 'Kaleido Tunnel', family: 'geometric', kind: 'fragment', params: { sides: { type: 'int', range: [2, 12], default: 6, uniform: 'u_sides' }, depth: { type: 'float', range: [1, 8], default: 3.0, uniform: 'u_depth', bias: 'density' }, speed: { type: 'float', range: [0.1, 1.5], default: 0.45, uniform: 'u_speed', bias: 'motion', rate: true }, twist: { type: 'float', range: [0, 2], default: 0.5, uniform: 'u_twist' }, rings: { type: 'float', range: [2, 24], default: 8, uniform: 'u_rings', bias: 'density' }, glow: { type: 'float', range: [0, 1.5], default: 0.5, uniform: 'u_glow', bias: 'energy' }, palette: { type: 'palette', count: 6 }, }, reactive: { glow: { feature: 'beat', amount: 0.45, response: 'spike' }, twist: { feature: 'bandLow', amount: 0.3 }, rings: { feature: 'bandHigh', amount: 0.2 }, }, shader: ` vec4 scene(vec2 uv, vec2 p) { float t = u_time * u_speed + u_seed; float radius = max(length(p), 1e-4); vec2 folded = kaleido(p, float(u_sides)); float angle = atan(folded.y, folded.x); // Tunnel coordinates: 1/r is depth, angle is the wall. float z = u_depth / radius + t * 2.0; float wall = angle / 3.14159265 + sin(z * 0.5 + t) * u_twist * 0.25; float ringLines = abs(fract(z * u_rings * 0.1) - 0.5) * 2.0; float wallLines = abs(fract(wall * float(u_sides)) - 0.5) * 2.0; float grid = smoothstep(0.42, 0.0, ringLines) + smoothstep(0.42, 0.0, wallLines); vec3 col = palRamp(z * 0.05 + wall * 0.2) * 0.35; col += pal(int(mod(floor(z * u_rings * 0.1), 6.0))) * grid * 0.7; // Depth cue: far end of the tunnel darkens, mouth glows. float fade = smoothstep(0.0, 1.1, radius); col *= 0.25 + 0.9 * fade; col += pal(3) * (1.0 - fade) * u_glow * 0.6; return vec4(col, 1.0); } `, }; export default kaleidoTunnel;