The warp mesh — colour by angle around the deposit, or by the field's own level
| Param | Default | What it does |
|---|---|---|
color_source | 0 | Which 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_span | 1.0 | How 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_center | 0.0 | Where 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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