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
97 lines
3.8 KiB
Text
97 lines
3.8 KiB
Text
// PLANE GRID — a wall of big textured planes, each one turning on its own
|
|
// hashed axis at its own rate, each one showing its own window into the
|
|
// clip. Slow, architectural, endlessly watchable.
|
|
//
|
|
// Pattern taught here: A CONTINUOUS ROTATION THAT NEVER LEAVES ITS RANGE.
|
|
// The angle is `fract(t * rate + phase) * TAU` — a wrapped 0..2pi ramp — not
|
|
// `t * rate`. Both look the same for the first minute; only the wrapped one
|
|
// is still exactly as smooth in the third hour of a set, because the float
|
|
// it feeds sin/cos never grows.
|
|
{
|
|
name: "Plane Grid"
|
|
engine: "tiles"
|
|
mode: "hook"
|
|
seed: 41
|
|
|
|
grid: 8
|
|
spread: 9.0
|
|
aspect: 0.62
|
|
gap: 0.12
|
|
|
|
input0: "test"
|
|
|
|
speed: 1.0
|
|
beat_pulse: 0.35
|
|
beat_rate: 1.0
|
|
bar_beats: 4
|
|
|
|
// PERFORMANCE DIALS — mid-knob = the stock look, exact.
|
|
p0: 0.5 p1: 0.5
|
|
p2: "0.05 + 0.10 * pulse"
|
|
dials: [
|
|
{name: "TURN", bind: "p0", default: 0.5},
|
|
{name: "DEPTH", bind: "p1", default: 0.5},
|
|
{name: "EDGE", bind: "p2", default: 0.5}
|
|
]
|
|
|
|
color_bg: #x060a0c
|
|
color_a: #x5ff0d0
|
|
color_b: #x186050
|
|
color_c: #xd8fff2
|
|
|
|
fog: 0.0
|
|
glow: 1.0
|
|
|
|
stages: [
|
|
{kind: "bloom", threshold: 0.7, strength: 0.85, levels: 3}
|
|
]
|
|
|
|
// THE LOOK LIVES HERE. This block is not a reference to the
|
|
// engine's shader — it IS the pixel math this effect runs.
|
|
// Rewrite it and the effect looks different; everything else
|
|
// (geometry, motion, the content coupling, the beat) keeps
|
|
// working, because the block SUBCLASSES the engine shader.
|
|
// Inputs: t = the mode highlight drive, attr = (shade, edge, stagger, tumble).
|
|
// Vertex hooks: fx_tile(id, grid, uv_window, t) -> (dx, dy, dz, scale),
|
|
// fx_tile_spin(id, grid, uv_window, t) -> (axis.xyz, angle).
|
|
// Signals: self.time_beat (time, beat, phase, pulse),
|
|
// self.sig (bar, bpm, energy, dt), self.user (p0..p3),
|
|
// self.col_a/b/c/bg, self.fog (density, glow, content, -).
|
|
shader: draw.DrawVjFxTiles {
|
|
// Each plane drifts toward and away from the camera on its own slow
|
|
// wrapped phase, so the wall never reads as one flat sheet.
|
|
fx_tile: fn(id: float, grid: vec2, uv_window: vec4, t: float) -> vec4 {
|
|
let ph = fract(fract(t * 0.031) + self.hash1(id * 3.17 + 9.0))
|
|
let depth = (0.2 + 1.6 * clamp(self.user.y, 0.0, 1.0))
|
|
* self.shape.z * 0.055
|
|
let z = sin(ph * 6.2831853) * depth
|
|
let pump = 1.0 + 0.05 * self.time_beat.w
|
|
return vec4(0.0, 0.0, z, pump)
|
|
}
|
|
|
|
// One hashed axis and one wrapped ramp per plane.
|
|
fx_tile_spin: fn(id: float, grid: vec2, uv_window: vec4, t: float) -> vec4 {
|
|
let ax = self.hash1(id * 5.71 + 1.0) - 0.5
|
|
let ay = self.hash1(id * 7.13 + 2.0) - 0.5
|
|
let az = self.hash1(id * 9.77 + 3.0) - 0.5
|
|
let a = vec3(ax, ay, az * 0.4)
|
|
let al = max(length(a), 0.05)
|
|
let rate = (0.02 + 0.10 * self.hash1(id * 11.3 + 4.0))
|
|
* (0.2 + 1.6 * clamp(self.user.x, 0.0, 1.0))
|
|
let ang = fract(fract(t * rate) + self.hash1(id * 13.9 + 5.0)) * 6.2831853
|
|
return vec4(a.x / al, a.y / al, a.z / al, ang)
|
|
}
|
|
|
|
fx_color: fn(t: float, attr: vec4, content: vec4, cmix: float) -> vec4 {
|
|
let border = attr.y
|
|
// A hard bright frame around each plane — the planes have to
|
|
// read as separate objects, or the wall collapses into mush.
|
|
let frame = 1.0 - smoothstep(0.0, 0.35, border)
|
|
let lit = content.xyz * (attr.x * (0.45 + 0.55 * border))
|
|
let rim = self.col_a.xyz * frame
|
|
* (0.35 + 0.9 * clamp(self.user.z, 0.0, 4.0) + t)
|
|
let inner = self.col_b.xyz * (1.0 - border) * 0.25
|
|
return vec4((lit + rim + inner) * self.fog.y, 1.0)
|
|
}
|
|
}
|
|
}
|