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
60 lines
1.9 KiB
Text
60 lines
1.9 KiB
Text
// PIXEL SWELL — every particle carries one texel of input0, sitting on
|
|
// the flat picture grid but lifted by two slightly detuned sine sheets,
|
|
// so the surface swells like an interference pattern instead of a plane.
|
|
{
|
|
name: "Pixel Swell"
|
|
engine: "particles"
|
|
mode: "image"
|
|
seed: 160
|
|
input0: "test"
|
|
|
|
count: 14400
|
|
spread: 6.0
|
|
size: 0.085
|
|
rate: 0.0
|
|
|
|
beat_pulse: "0.4 * (0.2 + 1.6*p2)"
|
|
beat_rate: 1.0
|
|
// PERFORMANCE DIALS — mid-knob = the stock look, exact.
|
|
p0: 0.5 p1: 0.5 p2: 0.5
|
|
dials: [
|
|
{name: "FREQ", bind: "p0", default: 0.5},
|
|
{name: "DETUNE", bind: "p1", default: 0.5},
|
|
{name: "SWELL", bind: "p2", default: 0.5}
|
|
]
|
|
|
|
color_bg: #x050508
|
|
color_a: #xffffff
|
|
color_b: #xffffff
|
|
color_c: #xffffff
|
|
|
|
cam_dist: 7.5
|
|
cam_height: 0.0
|
|
cam_orbit: 0.0
|
|
fog: 0.0
|
|
|
|
stages: [
|
|
{kind: "bloom", threshold: 0.55, strength: "1.1 * (0.25 + 1.5*p2)", levels: 2}
|
|
]
|
|
|
|
// THE LOOK LIVES HERE: fx_center is the whole motion program — the
|
|
// grid HOME stays put in X/Y, Z rides two detuned sine sheets summed
|
|
// together. Params: mode/id/dir/t01/cyc/r0/r1.
|
|
shader: draw.DrawVjFxParticles {
|
|
fx_center: fn(mode: float, id: float, dir: vec3, t01: float, cyc: float, r0: float, r1: float) -> vec3 {
|
|
let spread = self.shape.y
|
|
let w = self.shape.w
|
|
let gx = modf(id, w)
|
|
let gy = floor(id / w)
|
|
let u = gx / w - 0.5
|
|
let v = 0.5 - gy / w
|
|
let freq = 3.0 + 10.0 * self.user.x
|
|
let detune = 0.15 + 0.6 * self.user.y
|
|
let amp = spread * (0.06 + 0.3 * self.user.z)
|
|
let w1 = sin(u * freq + self.time_beat.x * 0.9)
|
|
let w2 = sin(v * freq * (1.0 + detune) - self.time_beat.x * (0.9 + detune))
|
|
let z = (w1 + w2) * 0.5 * amp
|
|
return vec3(u * spread * 1.2, v * spread * 1.2, z)
|
|
}
|
|
}
|
|
}
|