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
50 lines
1.7 KiB
Text
50 lines
1.7 KiB
Text
// LAYER STACK — COUNT scaled, slowly rotating copies of the same frame
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// composited back to front, receding by SPACING each step.
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{
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name: "Layer Stack"
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engine: "screen"
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input0: "test"
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p0: 0.5 p1: 0.5 p2: 0.5
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dials: [
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{name: "SPACING", bind: "p0", default: 0.5},
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{name: "COUNT", bind: "p1", default: 0.5},
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{name: "SPIN", bind: "p2", default: 0.5}
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]
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stages: [
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{kind: "bloom", threshold: 0.6, strength: 1.05, levels: 2}
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]
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shader: draw.DrawVjFxScreen {
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fx_color: fn(uv: vec2, content: vec4, cmix: float) -> vec4 {
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let n = floor(mix(2.0, 6.0, self.user.y) + 0.5)
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let step_scale = 0.10 + 0.24 * self.user.x
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let spin = 0.35 * (0.2 + 1.6 * self.user.z)
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let c = uv - vec2(0.5, 0.5)
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let mut acc = vec3(0.0, 0.0, 0.0)
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let mut wsum = 0.0
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let mut i = 0.0
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loop {
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if i > n - 0.5 {
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break
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}
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let s = 1.0 + i * step_scale
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let a = spin * i * 0.16 + self.time_beat.x * 0.02
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let cs = cos(a)
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let sn = sin(a)
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let r = vec2(c.x * cs - c.y * sn, c.x * sn + c.y * cs) * s
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let w = r + vec2(0.5, 0.5)
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if w.x > 0.0 && w.x < 1.0 && w.y > 0.0 && w.y < 1.0 {
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let t = self.tex0.sample_as_bgra(w)
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let wt = 1.0 / (1.0 + i * 0.6)
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acc = acc + t.xyz * wt
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wsum = wsum + wt
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}
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i = i + 1.0
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}
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let out = acc / max(wsum, 0.0001)
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return vec4(out, 1.0)
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}
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}
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}
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