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
52 lines
1.8 KiB
Text
52 lines
1.8 KiB
Text
// DUOTONE — the picture's luma splits at a movable balance point into two
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// flat colour families, shadow and highlight, each with its own amount so
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// one side can dominate the other.
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{
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name: "Duotone"
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engine: "screen"
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seed: 203
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input0: "test"
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speed: 1.0
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beat_pulse: 0.4
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beat_rate: 1.0
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bar_beats: 4
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glow: 1.0
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// PERFORMANCE DIALS — mid-knob = the stock look, exact.
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p0: 0.5 p1: 0.5 p2: 0.5
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dials: [
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{name: "BALANCE", bind: "p0", default: 0.5},
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{name: "SHADOW", bind: "p1", default: 0.5},
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{name: "HIGH", bind: "p2", default: 0.5}
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]
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color_bg: #x03040a
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color_a: #x2222aa
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color_b: #xffaa22
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color_c: #xfff0d0
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stages: [
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{kind: "bloom", threshold: 0.6, strength: 1.0, levels: 2}
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]
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// THE LOOK LIVES HERE: the whole frame is this function. Luma splits
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// at BALANCE into col_a (shadow) and col_b (highlight); SHADOW/HIGH
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// scale each side's own amount independently.
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// Inputs: uv, content = input0 at uv, cmix = pre-gated content
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// strength. Signals: self.time_beat (time, beat, phase, pulse),
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// self.sig (bar, bpm, energy, dt), self.user (p0..p3),
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// self.col_a/b/c/bg, self.fog (density, glow, content, -).
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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 luma = dot(content.xyz, vec3(0.299, 0.587, 0.114))
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let mid = 0.1 + 0.8 * self.user.x
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let t = smoothstep(mid - 0.25, mid + 0.25, luma)
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let sh_amt = 0.2 + 1.6 * self.user.y
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let hi_amt = 0.2 + 1.6 * self.user.z
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let shadow = self.col_a.xyz * luma * sh_amt
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let high = self.col_b.xyz * luma * hi_amt
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let duo = shadow.mix(high, t)
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return vec4(clamp(duo, vec3(0.0, 0.0, 0.0), vec3(1.0, 1.0, 1.0)), 1.0)
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}
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}
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}
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