/// @file FxNoiseRing.ino /// @brief Noise effect on circular ring with ScreenMap /// @example FxNoiseRing.ino /// /// This sketch is fully compatible with the FastLED web compiler. To use it do the following: /// 1. Install Fastled: `pip install fastled` /// 2. cd into this examples page. /// 3. Run the FastLED web compiler at root: `fastled` /// 4. When the compiler is done a web page will open. #include #include #include "fl/json.h" #include "fl/math_macros.h" #include "fl/warn.h" #include "noisegen.h" #include "fl/screenmap.h" #include "fl/slice.h" #include "fl/ui.h" #include "sensors/pir.h" #include "./simple_timer.h" #include "fl/sstream.h" #include "fl/assert.h" #define LED_PIN 2 #define COLOR_ORDER GRB // Color order matters for a real device, web-compiler will ignore this. #define NUM_LEDS 250 #define PIN_PIR 0 #define PIR_LATCH_MS 60000 // how long to keep the PIR sensor active after a trigger #define PIR_RISING_TIME 1000 // how long to fade in the PIR sensor #define PIR_FALLING_TIME 1000 // how long to fade out the PIR sensor using namespace fl; CRGB leds[NUM_LEDS]; // Enhanced coordinate system for ring-based effects struct RingCoord { float angle; // Position on ring (0 to 2π) float radius; // Distance from center (normalized 0-1) float x, y; // Cartesian coordinates int led_index; // LED position on strip }; // Convert LED index to ring coordinates RingCoord calculateRingCoord(int led_index, int num_leds, float time_offset = 0.0f) { RingCoord coord; coord.led_index = led_index; coord.angle = (led_index * 2.0f * M_PI / num_leds) + time_offset; coord.radius = 1.0f; // Fixed radius for ring coord.x = cos(coord.angle); coord.y = sin(coord.angle); return coord; } // Performance optimization with lookup tables class RingLUT { private: float cos_table[NUM_LEDS]; float sin_table[NUM_LEDS]; public: void initialize() { for(int i = 0; i < NUM_LEDS; i++) { float angle = i * 2.0f * M_PI / NUM_LEDS; cos_table[i] = cos(angle); sin_table[i] = sin(angle); } } RingCoord fastRingCoord(int led_index, float time_offset = 0.0f) { RingCoord coord; coord.led_index = led_index; coord.angle = (led_index * 2.0f * M_PI / NUM_LEDS) + time_offset; coord.x = cos_table[led_index]; coord.y = sin_table[led_index]; coord.radius = 1.0f; return coord; } }; // Plasma wave parameters struct PlasmaParams { float time_scale = 1.0f; float noise_intensity = 0.5f; float noise_amplitude = 0.8f; uint8_t time_bitshift = 5; uint8_t hue_offset = 0; float brightness = 1.0f; }; // Plasma wave generator - Featured Implementation class PlasmaWaveGenerator { private: struct WaveSource { float x, y; // Source position float frequency; // Wave frequency float amplitude; // Wave strength float phase_speed; // Phase evolution rate }; WaveSource sources[4] = { {0.5f, 0.5f, 1.0f, 1.0f, 0.8f}, // Center source {0.0f, 0.0f, 1.5f, 0.8f, 1.2f}, // Corner source {1.0f, 1.0f, 0.8f, 1.2f, 0.6f}, // Opposite corner {0.5f, 0.0f, 1.2f, 0.9f, 1.0f} // Edge source }; public: CRGB calculatePlasmaPixel(const RingCoord& coord, uint32_t time_ms, const PlasmaParams& params) { float time_scaled = time_ms * params.time_scale * 0.001f; // Calculate wave interference float wave_sum = 0.0f; for (int i = 0; i < 4; i++) { float dx = coord.x - sources[i].x; float dy = coord.y - sources[i].y; float distance = sqrt(dx*dx + dy*dy); float wave_phase = distance * sources[i].frequency + time_scaled * sources[i].phase_speed; wave_sum += sin(wave_phase) * sources[i].amplitude; } // Add noise modulation for organic feel float noise_scale = params.noise_intensity; float noise_x = coord.x * 0xffff * noise_scale; float noise_y = coord.y * 0xffff * noise_scale; uint32_t noise_time = time_ms << params.time_bitshift; float noise_mod = (inoise16(noise_x, noise_y, noise_time) - 32768) / 65536.0f; wave_sum += noise_mod * params.noise_amplitude; // Map to color space return mapWaveToColor(wave_sum, params); } private: CRGB mapWaveToColor(float wave_value, const PlasmaParams& params) { // Normalize wave to 0-1 range float normalized = (wave_value + 4.0f) / 8.0f; // Assuming max amplitude ~4 normalized = constrain(normalized, 0.0f, 1.0f); // Create flowing hue based on wave phase uint8_t hue = (uint8_t)(normalized * 255.0f + params.hue_offset) % 256; // Dynamic saturation based on wave intensity float intensity = abs(wave_value); uint8_t sat = (uint8_t)(192 + intensity * 63); // High saturation with variation // Brightness modulation uint8_t val = (uint8_t)(normalized * 255.0f * params.brightness); return CHSV(hue, sat, val); } }; // Advanced Color Palette System class ColorPaletteManager { private: uint8_t current_palette = 0; uint32_t last_palette_change = 0; static const uint32_t PALETTE_CHANGE_INTERVAL = 5000; // 5 seconds public: void update(uint32_t now, bool auto_cycle_enabled, uint8_t manual_palette) { if (auto_cycle_enabled) { if (now - last_palette_change > PALETTE_CHANGE_INTERVAL) { current_palette = (current_palette + 1) % 5; last_palette_change = now; } } else { current_palette = manual_palette; } } CRGB mapColor(float hue_norm, float intensity, float special_param = 0.0f) { switch(current_palette) { case 0: return mapSunsetBoulevard(hue_norm, intensity, special_param); case 1: return mapOceanBreeze(hue_norm, intensity, special_param); case 2: return mapNeonNights(hue_norm, intensity, special_param); case 3: return mapForestWhisper(hue_norm, intensity, special_param); case 4: return mapGalaxyExpress(hue_norm, intensity, special_param); default: return mapSunsetBoulevard(hue_norm, intensity, special_param); } } private: CRGB mapSunsetBoulevard(float hue_norm, float intensity, float special_param) { // Warm oranges, deep reds, golden yellows (Hue 0-45) uint8_t hue = (uint8_t)(hue_norm * 45); uint8_t sat = 200 + (uint8_t)(intensity * 55); uint8_t val = 150 + (uint8_t)(intensity * 105); return CHSV(hue, sat, val); } CRGB mapOceanBreeze(float hue_norm, float intensity, float special_param) { // Deep blues, aqua, seafoam green (Hue 120-210) uint8_t hue = 120 + (uint8_t)(hue_norm * 90); uint8_t sat = 180 + (uint8_t)(intensity * 75); uint8_t val = 120 + (uint8_t)(intensity * 135); return CHSV(hue, sat, val); } CRGB mapNeonNights(float hue_norm, float intensity, float special_param) { // Electric pink, cyan, purple, lime green - high contrast uint8_t base_hues[] = {0, 85, 128, 192}; // Red, Cyan, Pink, Purple uint8_t selected_hue = base_hues[(int)(hue_norm * 4) % 4]; uint8_t sat = 255; // Maximum saturation for neon effect uint8_t val = 100 + (uint8_t)(intensity * 155); return CHSV(selected_hue, sat, val); } CRGB mapForestWhisper(float hue_norm, float intensity, float special_param) { // Deep greens, earth browns, golden highlights (Hue 60-150) uint8_t hue = 60 + (uint8_t)(hue_norm * 90); uint8_t sat = 150 + (uint8_t)(intensity * 105); uint8_t val = 100 + (uint8_t)(intensity * 155); return CHSV(hue, sat, val); } CRGB mapGalaxyExpress(float hue_norm, float intensity, float special_param) { // Deep purples, cosmic blues, silver stars (Hue 200-300) if (special_param > 0.8f) { // Silver/white stars uint8_t brightness = 200 + (uint8_t)(intensity * 55); return CRGB(brightness, brightness, brightness); } else { uint8_t hue = 200 + (uint8_t)(hue_norm * 100); uint8_t sat = 180 + (uint8_t)(intensity * 75); uint8_t val = 80 + (uint8_t)(intensity * 175); return CHSV(hue, sat, val); } } }; // ALL 10 ALGORITHM IMPLEMENTATIONS CRGB drawCosmicSwirl(const RingCoord& coord, uint32_t time_ms, ColorPaletteManager& palette) { float time_factor = time_ms * 0.0008f; // Multi-octave noise for organic complexity float noise1 = inoise16(coord.x * 2000, coord.y * 2000, time_factor * 1000) / 65536.0f; float noise2 = inoise16(coord.x * 1000, coord.y * 1000, time_factor * 2000) / 65536.0f * 0.5f; float noise3 = inoise16(coord.x * 4000, coord.y * 4000, time_factor * 500) / 65536.0f * 0.25f; float combined_noise = noise1 + noise2 + noise3; float hue_norm = (combined_noise + coord.angle / (2*M_PI) + 1.0f) * 0.5f; float intensity = (combined_noise + 1.0f) * 0.5f; return palette.mapColor(hue_norm, intensity); } CRGB drawElectricStorm(const RingCoord& coord, uint32_t time_ms, ColorPaletteManager& palette) { uint32_t fast_time = time_ms << 3; // 8x time acceleration float x_noise = coord.x * 8000; float y_noise = coord.y * 8000; uint16_t noise1 = inoise16(x_noise, y_noise, fast_time); uint16_t noise2 = inoise16(x_noise + 10000, y_noise + 10000, fast_time + 5000); uint8_t threshold = 200; bool lightning = (noise1 >> 8) > threshold || (noise2 >> 8) > threshold; if (lightning) { float lightning_intensity = max((noise1 >> 8) - threshold, (noise2 >> 8) - threshold) / 55.0f; return palette.mapColor(0.7f, lightning_intensity, 1.0f); // Special lightning effect } else { float storm_intensity = (noise1 >> 8) / 1020.0f; // Very low intensity for background return palette.mapColor(0.6f, storm_intensity); } } CRGB drawLavaLamp(const RingCoord& coord, uint32_t time_ms, ColorPaletteManager& palette) { float slow_time = time_ms * 0.0002f; float blob_scale = 800; uint16_t primary_noise = inoise16(coord.x * blob_scale, coord.y * blob_scale, slow_time * 1000); uint16_t secondary_noise = inoise16(coord.x * blob_scale * 0.5f, coord.y * blob_scale * 0.5f, slow_time * 1500); float blob_value = (primary_noise + secondary_noise * 0.3f) / 65536.0f; if (blob_value > 0.6f) { // Hot blob center float intensity = (blob_value - 0.6f) / 0.4f; return palette.mapColor(0.1f, intensity); // Warm colors } else if (blob_value > 0.3f) { // Blob edge gradient float edge_factor = (blob_value - 0.3f) / 0.3f; return palette.mapColor(0.2f, edge_factor); } else { // Background return palette.mapColor(0.8f, 0.2f); // Cool background } } CRGB drawDigitalRain(const RingCoord& coord, uint32_t time_ms, ColorPaletteManager& palette) { float vertical_pos = sin(coord.angle) * 0.5f + 0.5f; float cascade_speed = 0.002f; float time_offset = time_ms * cascade_speed; int stream_id = (int)(coord.angle * 10) % 8; float stream_phase = fmod(vertical_pos + time_offset + stream_id * 0.125f, 1.0f); uint16_t noise = inoise16(stream_id * 1000, stream_phase * 10000, time_ms / 4); uint8_t digital_value = (noise >> 8) > 128 ? 255 : 0; if (digital_value > 0) { float intensity = 1.0f - stream_phase * 0.8f; // Fade trailing return palette.mapColor(0.4f, intensity); // Matrix green area } else { return CRGB::Black; } } CRGB drawGlitchCity(const RingCoord& coord, uint32_t time_ms, ColorPaletteManager& palette) { uint32_t glitch_time = (time_ms / 100) * 100; // Quantize time uint16_t noise1 = inoise16(coord.x * 3000, coord.y * 3000, glitch_time); uint16_t noise2 = inoise16(coord.x * 5000, coord.y * 5000, glitch_time + 1000); uint16_t glitch_value = noise1 ^ noise2; // XOR for harsh digital effects if ((glitch_value & 0xF000) == 0xF000) { return CRGB(255, 255, 255); // Full-bright glitch flash } float intensity = (glitch_value & 0xFF) / 255.0f; float hue_chaos = ((glitch_value >> 8) & 0xFF) / 255.0f; return palette.mapColor(hue_chaos, intensity, 0.5f); } CRGB drawOceanDepths(const RingCoord& coord, uint32_t time_ms, ColorPaletteManager& palette) { float ocean_time = time_ms * 0.0005f; float current1 = inoise16(coord.x * 1200, coord.y * 1200, ocean_time * 800) / 65536.0f; float current2 = inoise16(coord.x * 2400, coord.y * 2400, ocean_time * 600) / 65536.0f * 0.5f; float current3 = inoise16(coord.x * 600, coord.y * 600, ocean_time * 1000) / 65536.0f * 0.3f; float depth_factor = (current1 + current2 + current3 + 1.5f) / 3.0f; float hue_variation = (current2 + 0.5f); return palette.mapColor(hue_variation, depth_factor); } CRGB drawFireDance(const RingCoord& coord, uint32_t time_ms, ColorPaletteManager& palette) { float vertical_component = sin(coord.angle) * 0.5f + 0.5f; float flame_x = coord.x * 1500; float flame_y = coord.y * 1500 + time_ms * 0.003f; uint16_t turbulence = inoise16(flame_x, flame_y, time_ms); float flame_intensity = (turbulence / 65536.0f) * (1.0f - vertical_component * 0.3f); float fire_hue = flame_intensity * 0.15f; // Red to orange range return palette.mapColor(fire_hue, flame_intensity); } CRGB drawNebulaDrift(const RingCoord& coord, uint32_t time_ms, ColorPaletteManager& palette) { float nebula_time = time_ms * 0.0003f; float cloud1 = inoise16(coord.x * 800, coord.y * 800, nebula_time * 1000) / 65536.0f; float cloud2 = inoise16(coord.x * 1600, coord.y * 1600, nebula_time * 700) / 65536.0f * 0.5f; float cloud3 = inoise16(coord.x * 400, coord.y * 400, nebula_time * 1200) / 65536.0f * 0.25f; float nebula_density = cloud1 + cloud2 + cloud3; uint16_t star_noise = inoise16(coord.x * 4000, coord.y * 4000, nebula_time * 200); bool is_star = (star_noise > 60000); if (is_star) { float star_intensity = (star_noise - 60000) / 5536.0f; return palette.mapColor(0.0f, star_intensity, 1.0f); // Stars } else { float hue_drift = (nebula_density + 1.0f) * 0.5f; float intensity = (nebula_density + 1.0f) * 0.4f; return palette.mapColor(hue_drift, intensity); } } CRGB drawBinaryPulse(const RingCoord& coord, uint32_t time_ms, ColorPaletteManager& palette) { float pulse_period = 2000.0f; float pulse_phase = fmod(time_ms, pulse_period) / pulse_period; float distance_from_center = sqrt(coord.x * coord.x + coord.y * coord.y); float ring_frequency = 5.0f; float pulse_offset = pulse_phase * 2.0f; float ring_value = sin((distance_from_center * ring_frequency - pulse_offset) * 2 * M_PI); uint16_t noise = inoise16(coord.x * 2000, coord.y * 2000, time_ms / 8); float digital_mod = ((noise >> 8) > 128) ? 1.0f : -0.5f; float final_value = ring_value * digital_mod; if (final_value > 0.3f) { return palette.mapColor(0.8f, final_value, 0.8f); // Active pulse } else if (final_value > -0.2f) { float transition_intensity = (final_value + 0.2f) * 2.0f; return palette.mapColor(0.3f, transition_intensity); // Transition zones } else { return palette.mapColor(0.7f, 0.1f); // Background } } // Enhanced variant manager with ALL 10 ALGORITHMS and smooth transitions class NoiseVariantManager { private: uint8_t current_variant = 0; uint8_t target_variant = 0; float transition_progress = 1.0f; // 0.0 = old, 1.0 = new uint32_t transition_start = 0; static const uint32_t TRANSITION_DURATION = 1500; // 1.5 second fade for smoother transitions // Algorithm instances PlasmaWaveGenerator plasma_gen; PlasmaParams plasma_params; ColorPaletteManager& palette_manager; public: NoiseVariantManager(ColorPaletteManager& palette_mgr) : palette_manager(palette_mgr) {} void update(uint32_t now, bool auto_cycle_enabled, uint8_t manual_variant, const PlasmaParams& params) { plasma_params = params; // Handle automatic cycling vs manual override if (auto_cycle_enabled) { EVERY_N_MILLISECONDS(12000) { // Slightly longer for each variant startTransition((current_variant + 1) % 10, now); // ALL 10 variants } } else if (manual_variant != target_variant && transition_progress >= 1.0f) { // Manual override startTransition(manual_variant, now); } // Update transition progress if (transition_progress < 1.0f) { uint32_t elapsed = now - transition_start; transition_progress = min(1.0f, elapsed / (float)TRANSITION_DURATION); if (transition_progress >= 1.0f) { current_variant = target_variant; } } } CRGB renderPixel(const RingCoord& coord, uint32_t time_ms) { if (transition_progress >= 1.0f) { // No transition, render current variant return renderVariant(current_variant, coord, time_ms); } else { // Advanced cross-fade with brightness preservation CRGB old_color = renderVariant(current_variant, coord, time_ms); CRGB new_color = renderVariant(target_variant, coord, time_ms); return smoothLerpCRGB(old_color, new_color, transition_progress); } } uint8_t getCurrentVariant() const { return current_variant; } const char* getCurrentVariantName() const { const char* names[] = { "Cosmic Swirl", "Electric Storm", "Lava Lamp", "Digital Rain", "Plasma Waves", "Glitch City", "Ocean Depths", "Fire Dance", "Nebula Drift", "Binary Pulse" }; return names[current_variant % 10]; } private: void startTransition(uint8_t new_variant, uint32_t now) { target_variant = new_variant % 10; // Ensure valid range transition_start = now; transition_progress = 0.0f; } CRGB renderVariant(uint8_t variant, const RingCoord& coord, uint32_t time_ms) { switch(variant % 10) { case 0: return drawCosmicSwirl(coord, time_ms, palette_manager); case 1: return drawElectricStorm(coord, time_ms, palette_manager); case 2: return drawLavaLamp(coord, time_ms, palette_manager); case 3: return drawDigitalRain(coord, time_ms, palette_manager); case 4: return drawPlasmaWithPalette(coord, time_ms, palette_manager); case 5: return drawGlitchCity(coord, time_ms, palette_manager); case 6: return drawOceanDepths(coord, time_ms, palette_manager); case 7: return drawFireDance(coord, time_ms, palette_manager); case 8: return drawNebulaDrift(coord, time_ms, palette_manager); case 9: return drawBinaryPulse(coord, time_ms, palette_manager); default: return drawCosmicSwirl(coord, time_ms, palette_manager); } } // Enhanced Plasma Waves with palette integration CRGB drawPlasmaWithPalette(const RingCoord& coord, uint32_t time_ms, ColorPaletteManager& palette) { // Generate base plasma waves CRGB plasma_color = plasma_gen.calculatePlasmaPixel(coord, time_ms, plasma_params); // Extract intensity and hue information from plasma float intensity = (plasma_color.r + plasma_color.g + plasma_color.b) / 765.0f; // Calculate wave interference for hue mapping float time_scaled = time_ms * plasma_params.time_scale * 0.001f; float wave_sum = 0.0f; // Simplified wave calculation for hue determination float dx = coord.x - 0.5f; float dy = coord.y - 0.5f; float distance = sqrt(dx*dx + dy*dy); float wave_phase = distance * 2.0f + time_scaled * 1.5f; wave_sum = sin(wave_phase); float hue_norm = (wave_sum + 1.0f) * 0.5f; // Normalize to 0-1 // Use palette system for consistent color theming return palette.mapColor(hue_norm, intensity, intensity > 0.8f ? 1.0f : 0.0f); } // Enhanced interpolation with brightness preservation and smooth curves CRGB smoothLerpCRGB(const CRGB& a, const CRGB& b, float t) { // Apply smooth curve to transition float smooth_t = t * t * (3.0f - 2.0f * t); // Smoothstep function // Preserve brightness during transition to avoid flickering float brightness_a = (a.r + a.g + a.b) / 765.0f; float brightness_b = (b.r + b.g + b.b) / 765.0f; float target_brightness = brightness_a + (brightness_b - brightness_a) * smooth_t; CRGB result = CRGB( a.r + (int)((b.r - a.r) * smooth_t), a.g + (int)((b.g - a.g) * smooth_t), a.b + (int)((b.b - a.b) * smooth_t) ); // Brightness compensation float current_brightness = (result.r + result.g + result.b) / 765.0f; if (current_brightness > 0.01f) { float compensation = target_brightness / current_brightness; compensation = min(compensation, 2.0f); // Limit boost result.r = min(255, (int)(result.r * compensation)); result.g = min(255, (int)(result.g * compensation)); result.b = min(255, (int)(result.b * compensation)); } return result; } }; // ALL 10 Variant names for UI fl::string variant_names[10] = { "Cosmic Swirl", "Electric Storm", "Lava Lamp", "Digital Rain", "Plasma Waves", "Glitch City", "Ocean Depths", "Fire Dance", "Nebula Drift", "Binary Pulse" }; // 5 Color Palette names for UI fl::string palette_names[5] = { "Sunset Boulevard", "Ocean Breeze", "Neon Nights", "Forest Whisper", "Galaxy Express" }; // Helper functions to get indices from names uint8_t getVariantIndex(const fl::string& name) { for (int i = 0; i < 10; i++) { if (variant_names[i] == name) { return i; } } return 0; // Default to first variant } uint8_t getPaletteIndex(const fl::string& name) { for (int i = 0; i < 5; i++) { if (palette_names[i] == name) { return i; } } return 0; // Default to first palette } // Global instances - order matters for initialization ColorPaletteManager palette_manager; NoiseVariantManager variant_manager(palette_manager); RingLUT ring_lut; // KICKASS UI controls - comprehensive control suite UISlider brightness("Brightness", 1, 0, 1); UISlider scale("Scale", 4, .1, 4, .1); UISlider timeBitshift("Time Bitshift", 5, 0, 16, 1); UISlider timescale("Time Scale", 1, .1, 10, .1); // Advanced variant and palette controls UIDropdown variants("Noise Variants", variant_names); UIDropdown palettes("Color Palettes", palette_names); UICheckbox autoCycle("Auto Cycle Effects", true); UICheckbox autoPalette("Auto Cycle Palettes", true); // This PIR type is special because it will bind to a pin for a real device, // but also provides a UIButton when run in the simulator. Pir pir(PIN_PIR, PIR_LATCH_MS, PIR_RISING_TIME, PIR_FALLING_TIME); UICheckbox useDither("Use Binary Dither", true); Timer timer; float current_brightness = 0; // Save a pointer to the controller so that we can modify the dither in real time. CLEDController* controller = nullptr; void setup() { Serial.begin(115200); // ScreenMap is purely something that is needed for the sketch to correctly // show on the web display. For deployements to real devices, this essentially // becomes a no-op. ScreenMap xyMap = ScreenMap::Circle(NUM_LEDS, 2.0, 2.0); controller = &FastLED.addLeds(leds, NUM_LEDS) .setCorrection(TypicalLEDStrip) .setDither(DISABLE_DITHER) .setScreenMap(xyMap); FastLED.setBrightness(brightness); pir.activate(millis()); // Activate the PIR sensor on startup. // Initialize performance optimizations ring_lut.initialize(); } void draw(uint32_t now) { // Configure plasma parameters from UI controls with enhanced scaling PlasmaParams plasma_params; plasma_params.time_scale = timescale.as(); plasma_params.noise_intensity = scale.as() * 0.8f; // Slightly reduce for better visual balance plasma_params.brightness = brightness.as(); plasma_params.time_bitshift = timeBitshift.as(); plasma_params.hue_offset = (now / 100) % 256; // Slow hue rotation for extra dynamism plasma_params.noise_amplitude = 0.6f + 0.4f * sin(now * 0.001f); // Breathing noise effect // Update palette manager with auto-cycling and manual control palette_manager.update(now, autoPalette.value(), getPaletteIndex(palettes.value())); // Update variant manager with enhanced parameters variant_manager.update(now, autoCycle.value(), getVariantIndex(variants.value()), plasma_params); // KICKASS rendering with performance optimizations for (int i = 0; i < NUM_LEDS; i++) { RingCoord coord = ring_lut.fastRingCoord(i); CRGB pixel_color = variant_manager.renderPixel(coord, now); // Apply global brightness and gamma correction for better visual quality float global_brightness = brightness.as(); pixel_color.r = (uint8_t)(pixel_color.r * global_brightness); pixel_color.g = (uint8_t)(pixel_color.g * global_brightness); pixel_color.b = (uint8_t)(pixel_color.b * global_brightness); leds[i] = pixel_color; } // Optional: Add subtle sparkle overlay for extra visual interest EVERY_N_MILLISECONDS(50) { // Add random sparkles to 1% of LEDs int sparkle_count = NUM_LEDS / 100 + 1; for (int s = 0; s < sparkle_count; s++) { int sparkle_pos = random16() % NUM_LEDS; if (random8() > 250) { // Very rare sparkles leds[sparkle_pos] = blend(leds[sparkle_pos], CRGB::White, 128); } } } } void loop() { // Allow the dither to be enabled and disabled. controller->setDither(useDither ? BINARY_DITHER : DISABLE_DITHER); uint32_t now = millis(); uint8_t bri = pir.transition(now); FastLED.setBrightness(bri * brightness.as()); // Apply leds generation to the leds. draw(now); FastLED.show(); }