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
44 lines
1.6 KiB
Text
44 lines
1.6 KiB
Text
// MIRROR ROTATE B — the same fold-across-an-axis mirror, but the axis
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// SNAPS to a new angle every beat instead of spinning continuously — a
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// stepped, stroboscopic cousin of Mirror Rotate A.
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{
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name: "Mirror Rotate B"
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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: "STEPS", bind: "p0", default: 0.5},
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{name: "SHIFT", bind: "p1", default: 0.5},
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{name: "EDGE", 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 pi = 3.14159265
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let steps = mix(3.0, 12.0, self.user.x)
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let beat_id = floor(self.time_beat.y)
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let slot = modf(beat_id, steps)
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let ang = (slot / steps) * pi
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let cs = cos(ang)
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let sn = sin(ang)
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let u = vec2(cs, sn)
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let n = vec2(-sn, cs)
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let shift = (self.user.y - 0.5) * 0.5
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let c = uv - vec2(0.5, 0.5)
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let along = c.x * u.x + c.y * u.y
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let perp = c.x * n.x + c.y * n.y - shift
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let fperp = abs(perp) + shift
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let p = u * along + n * fperp
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let w = p + vec2(0.5, 0.5)
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let tex = self.tex0.sample_as_bgra(clamp(w, vec2(0.0, 0.0), vec2(1.0, 1.0)))
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let seam = smoothstep(0.0, 0.01 + 0.05 * self.user.z, abs(perp))
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let out = tex.xyz * (0.6 + 0.4 * seam) + vec3(1.0, 1.0, 1.0) * (1.0 - seam) * 0.2
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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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