Squashed from work; the fine-grained history is under tag archive/work-2026-08-26: - vjfx: 104 new presets — the transition lane fills out and the screen family goes wide - vjfx: three lanes land — engine hooks + hold stage, the videomesh engine, and the audio picture - vj: the thumbnail pipeline becomes one honest machine, and effects go livecodable - vj: thumbnails become mp4 — hardware-coded sheets at measured-4K cells, and the bake stops racing the GPU - store: the ceremony dies — batch publish, one transaction, and the engine stops re-reading its own log - store: the ceremony dies — batch publish, one transaction, and the engine stops re-reading its own log - vj: the console grows real transports, and the deck stops lying about reverse - vj: reverse earns a memory, and the effects stop aging - fab: a 3D creation shell and the viewer built on it
43 lines
1.8 KiB
Text
43 lines
1.8 KiB
Text
// OVERLAY — the classic photo-editor combine, applied to LUMA only (so
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// deck B keeps its own hue while borrowing deck A's contrast curve):
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// per pixel, if A's luma is dark the result folds toward 2*a*b (a
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// multiply), if light it folds toward 1-2*(1-a)*(1-b) (a screen) — one
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// seamless S-curve between the two. DEPTH pushes A's luma contrast
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// before the fold, SAT keeps or flattens B's own colour in the result,
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// BAL shifts the fold's pivot off the classic 0.5 midpoint.
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{
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name: "Overlay"
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engine: "transition"
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engage: "ramp"
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dials: [
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{name: "DEPTH", bind: "p0", default: 0.5},
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{name: "SAT", bind: "p1", default: 0.6},
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{name: "BAL", bind: "p2", default: 0.5}
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]
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shader: draw.DrawVjFxDuo {
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overlay1: fn(a: float, b: float, piv: float) -> float {
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let lo = 2.0 * a * b
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let hi = 1.0 - 2.0 * (1.0 - a) * (1.0 - b)
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return mix(lo, hi, step(piv, a))
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}
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trans: fn(uv: vec2, t: float) -> vec4 {
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let a = self.deck_a(uv)
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let b = self.deck_b(uv)
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let w = vec3(0.2126, 0.7152, 0.0722)
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let luma_a = dot(a.xyz, w)
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let luma_b = dot(b.xyz, w)
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let depth = 0.2 + self.user.x * 1.8
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let la = clamp(0.5 + (luma_a - 0.5) * depth, 0.0, 1.0)
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let piv = 0.1 + self.user.z * 0.8
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let luma_out = self.overlay1(la, luma_b, piv)
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let ratio = luma_out / max(luma_b, 0.02)
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let flat = vec3(luma_out, luma_out, luma_out)
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let toned = flat.mix(b.xyz * ratio, self.user.y)
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let composite = a.xyz.mix(toned, clamp(t, 0.0, 1.0))
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let cx = clamp(composite.x, 0.0, 1.0)
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let cy = clamp(composite.y, 0.0, 1.0)
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let cz = clamp(composite.z, 0.0, 1.0)
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return vec4(cx, cy, cz, 1.0)
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}
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}
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}
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