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The warp mesh — colour by angle around the deposit, or by the field's own level

ParamDefaultWhat it does
color_source0Which coordinate the palette is read at: 0 the deposit’s angle, below; 1 the field’s accumulated level — its own section. One or the other, never both.
color_span1.0How much of the gradient one full turn around the deposit centre covers. 1.0 is the whole ramp once per revolution; low values give a near-single-tone ring. Under color_source = "1" it scales the level instead.
color_center0.0Where that sweep starts in the gradient. Cyclic, exactly as on the field scenes — -0.1 and 0.9 are the same place.

The rest of this section is the default, color_source = "0".

The deposit — the scene’s light source, a gaussian ring — samples the LUT per pixel in its fragment stage, so the full surface applies here: [palette], [palette_b], palette_mix, saturation, and both palette_steps and palette_contour are live (see the scoping table below). The coordinate is

hue + color_center + color_span * (angle / tau)

where angle is measured about the deposit centre (deposit_x/deposit_y), so the ring is laid down as an angular sweep through your gradient. What makes this scene’s colour behave unlike any other: the warp then drags that colour into structure, so most of what is on screen at any moment is the palette’s history — a decay near 1 keeps many seconds of old sweep in flight, and a moving color_center paints time as a spiral of shifting tone.

A converted MilkDrop preset is outside this surface by design. A preset carrying a [milk] table switches the deposit off and draws its own light — the waveform, custom waves and shapes coloured by the .milk file’s own authored wave_r/_g/_b values. The palette params above govern the native, hand-authored warp_mesh look; they do not re-tint an imported one.


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